Do you go to the dungeon?

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Kits & Classes

“Kit first” approach

Askar

Armed citizenry of settlements of all sizes.

Battle Master, Eldritch Knight or Champion Fighter; Ancient, Devotion or Vengeance Paladin; Hunter Ranger.

  • Benefit Advantage on checks in home town.

Corsair

Seafaring warriors!

Battle Master, Eldritch Knight or Champion Fighter; Conquest or Vengeance Paladin; Hunter Ranger; Swashbuckler Rogue.

  • Benefit Two-weapon fighting style (in addition to any other fighting styles you may have)

Desert Rider

Outlander’s armed citizens.

Any Barbarian; Battle Master, Eldritch Knight, Champion or Cavalier Fighter; Ancients Paladin; Beast Master or Hunter Ranger; Scout Rogue.

  • Benefit Your mount can take its exhaustion level effect in any order.

Faris

Holy soldiers!

Zealot Barbarian; Battle Master, Eldritch Knight or Champion Fighter; Vengeance, Devotion or Redemption Paladin

  • Benefit Advantage on checks and saves related to own faith.

Mamluk

Slave warriors! Born into being a warrior! Face tats!

“Samurai” Fighter; Devotion or Conquest Paladin.

  • Benefit Can give orders to any mamluk that are at least three hd lower than themselves.

Outland Warrior

Any other martial class or subclass but you come from another land.

  • Punishment Your starting cash is halved. Also you have a noticable accent.

Two-Element Sorcery

In Zakhara, sorcerers and wizards are hung up on the elements! Sand, sea, flame and wind.

Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic Sorcerer; Any Wizard.

Choose two elements as you take this kit. What counts as a “spell related to that element” is something you might have to argue for each spell, it’s not clearly defined. This two-element approach is the most common among Zakharan spellcasters.

  • Benefit Spells that are related to your two chosen elements just take up half the space among your list of “spells known” and you can learn two such spells everytime you otherwise could learn a spell. But you can never learn any spell related to the two elements you did not choose. You can learn non-elemental spells normally.

Elemental Mage

Most are into two and exactly two of the elements. To be hung up on only one element is rare. This is mostly an NPC kit, and flame elementalists are especially evil (Brotherhood of the True Flame). But players are welcome to play this kit of course!

Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic Sorcerer; Any Wizard.

  • Benefit You can only learn spells related to one element! Every single spell has to be related to that element. No mage hand, no mending, no flowers, no wedding dress. But you can double your proficiency bonus for spellcasting (and for your DC) and you can add +1 to any dice (in addition to any other bonus, from the school of evocation for example). Also most people will realise that you are evil once they figure out that you’re an elemental mage.

Sha’ir

This is the Noble Genie patron warlock from this UA. Any pact (blade, chain or tome) is allowed.

“Noble Genie” Warlock.

For “Find Familiar” spells, the PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. In Zakhara, the familiar is an elemental instead of its normal type.

  • Benefit None but you get to be lock/witch, best class!

Ajami

Any other arcane class or subclass but you come from another land.

  • Punishment You cannot ever learn any spell related to sea, wind, flame or sand.

Sa’luk

You are a free scoundrel. Bards, thieves, charlatans, rogues are welcome here! You can come from Zakhara or from other lands. You’re a classic adventurer!

Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief Rogue; Any Bard.

  • Benefit None

Barber / hairdresser

You can cut hair and tend to wounds. Barbers are also well connected to gossip and stories.

Sword, Lore Bard, Open Hand Monk, Arcane Trickster, Inquisitive, Mastermind or Swashbuckler Rogue.

  • Benefit You gain the “Healer” feat (PHB 167) and you’re proficient with razors as a weapon (1d4, light, finesse, counts as monk weapon, small item). You can also cast the Identify spell as a ritual if you have components. Also if you write the session recap on the campaign webpage and are in charge of summarizing and explaining past events at the table, you gain (30 × your current level) xp per session. But you don’t, you lose the same amount of xp. This does not cause you to lose levels but it slows your advancement towards further levels.

Beggar-thief

Thief Rogue.

Also, gnomes cannot take this kit.

  • Benefit You happen to look exactly like a particular noble (for example a sultan).

Holy Slayer

You are member of an assassin order.

Assassin Rogue, Shadow Monk.

  • Benefit You may use the “Dueling” fighting style (p72 in the fighter chapter in the PHB). You can only ever use one-handed weapons. Each level there is a 10% chance of receiving the “call” — a dangerous mission from your order. (AA p 52.)

Matrud

Desert thieves, horse thieves, outcasts, murderhobos.

Arcane Trickster, Inquisitive, Mastermind, Scout, Swashbuckler or Thief Rogue.

  • Benefit You gain twice the amount of XP from killing your fellow party members as you normally would get.

Merchant-rogue

Motto: “It’s legitimate (as long as you don’t get caught)!”

Arcane Trickster, Inquisitive, Mastermind or Thief Rogue.

  • Benefit If you buy 1000 of the same item (or just 100 if it’s an item that costs a dinar or more) you pay half price. Only for items that are actually available in those quantities (using normal rules to determine this). You can not resell it in the same city. Also, you may cherry flip the d100 rolls (e.g. you may read an 18 as an 81 if you wish) on the “Running a business” table (the DMG has this).

Rawun

Rawuns are the bards of the desert tribes! al-Hadhar style! They are entrusted with keeping alive the legends of their tribe and of allied tribes.

Any Bard.

  • Benefit You gain two additional spells. “Identify” and “Hex”. These do not count towards your spells known.

Cleric of the Faith Pragmatic

Life Cleric.

  • Benefit Free lodging in mosques & monasteries of own faith

Cleric of the Faith Ethical

Life Cleric.

More strict behavior. No chaotic alignment.

  • Benefit You start a church when you reach “follower” level. (Which was 8th level in 2e but in our ACKS-derived house rules it’s 9th level.) Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church (see AA p 62 for restrictions) or an assistant retainer.

Cleric of the Faith Moralist

Law (from Ravnica book) Cleric

Super strict! Lawful only.

  • Benefit Free lodging, safe haven, and free food in mosques & monasteries of own faith. And you can request services of fighter NPCs from the church or an assistant retainer. Your henches in this manner are generally stronger & better than for ethoists. (AA p 64 has deets.)

Hakima

Knowledge Cleric; Horizon Walker or Monster Slayer Ranger.

Women only!

  • Benefit You can see a persons class & station in life if you see them eat.

Kahin

It’s not really called “druid” and doesn’t follow the traditional druid social organization. It’s called kahin. But mechanically it uses the same rules, features, and circles as the PHB druid class.

Any circle Druid.

  • Benefit None, but you get to be druid! (Kind of.)

Also there is a new circle that you may (but are not required to) choose:

Circle of the Aged Masters

Level 2: Weapon immunity

Choose a weapon when you gain this feature. You have immunity to damage from one specific weapon (for example arrow, short sword, or dagger). Including conjured and magical versions of that weapon.

Level 6: Creature immunity

Choose a creature when you gain this feature. You have immunity to damage from that one specific creature (e.g. cobra, ghul, efreeti) provided that you do not make any attacks on that creature. If you ever make an attack on one creature of that type, you lose this feature permanently (a wish spell can restore it).

Level 10: Element immunity

Select between fire and cold when you gain this feature. You have immunity to damage for that damage type.

Level 14: Another creature or weapon

You may choose one more creature type or weapon type. You may not choose a creature type if you have lost your previous creature immunity.

Mystic

Alcohol is not common in Zakhara. Instead of Drunken Master, it’s Dervish dancing.

  • Open Hand, “Drunken Master” (Dervish), Four Elements or Sun Soul Monk; Celestial Warlock. Benefit You can gain followers as if you were a cleric and you gain the Channel Divinity ability as if you were a life domain cleric (Turn Undead [and, for monks only because cellylocks already have enough healing: Preserve Life]). ==== Outland priest ==== Any other divine class or subclass but you come from another land. * Punishment If any zakharan human is present, you have disadvantage on checks. If a pragmatist, ethoist or moralist is present, you also have disadvantage on saves. ===== “Class first”-approach ===== ==== Barbarian ==== * Zealot Faris, Desert rider * Any other path Desert rider ==== Bard ==== * Sword, Lore Barber, Rawun, Sa’luk * Any college Rawun, Sa’luk ==== Cleric ==== * Life domain Pragmatist, Ethoist, Moralist * Knowledge domain Hakima (women only) * Other domains Outland priest ==== “Druid” (a.k.a. Kahin) ==== * Any circle Kahin. There is also a new (optional) circle available: Circle of the Aged Masters. ==== Fighter ==== * Battle Master, Eldritch Knight, Champion Askar, Corsair, Desert Rider, Faris * Cavalier Desert Rider * “Samurai” Mamluk ==== Monk ==== * Open Hand Mystic, Barber * “Drunken Master” (Dervish), Four Elements, Sun Soul Mystic * Shadow Holy Slayer * Kensei Outland priest ==== Paladin ==== * Ancients Desert Rider, Askar * Vengeance Faris, Askar, Corsair * Devotion Askar, Mamluk Faris * Redemption Faris * Conquest Mamluk, Corsair ==== Ranger ==== * Beast Master Desert Rider * Hunter Desert Rider, Askar, Corsair * Horizon Walker, Monster Slayer Hakima * Gloom Stalker Outland Warrior ==== Rogue ==== * Assassin Holy Slayer * Arcane Trickster, Inquisitive, Mastermind Barber, Merchant-rogue, Sa’luk, Matrud * Scout Desert Rider, Sa’luk, Matrud * Swashbuckler Barber, Corsair, Sa’luk, Matrud * Thief Beggar-thief, Merchant-rogue, Sa’luk, Matrud ==== Sorcerer ==== * Divine Soul, Shadow Magic, Storm Sorcery, Wild Magic Two-Element Sorcery, Elemental Mage * Draconic Bloodline This unenlightened bloodline will abandon ye in the Land of Fate. ==== Warlock ==== * “Noble Genie” patron from this UA Sha’ir * Celestial Mystic * Great Old One Ajami Fey, Fiend, and Hexblade patrons will abandon ye in the Land of Fate. ==== Wizard ==== * Any school Two-Element Sorcery, Elemental Mage