Do you go to the dungeon?

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al-qadim:classes-and-kits [2020-01-27 09:12] sandraal-qadim:classes-and-kits [2023-03-22 22:34] (current) – [“Druid” (a.k.a. Kahin)] sandra
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 ====== Classes & Kits ====== ====== Classes & Kits ======
 +
 +Everyone gets two tool proficiencies in addition to what they get from their class.
  
 ===== “Kit first” approach ===== ===== “Kit first” approach =====
 +
  
 ==== Askar ==== ==== Askar ====
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   * **Benefit** Advantage on checks in home town.   * **Benefit** Advantage on checks in home town.
 +  * **Equipment** An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a memento of your home town, a set of common clothes, and a belt pouch containing 10 dinars, and a set of lamellar armor.
  
 ==== Corsair ==== ==== Corsair ====
- +S 
-Seafaring warriors!+eafaring warriors!
  
 Battle Master, Eldritch Knight or Champion **Fighter**; Conquest or Vengeance **Paladin**; Hunter **Ranger**; Swashbuckler **Rogue**. 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)   * **Benefit** Two-weapon fighting style (in addition to any other fighting styles you may have)
 +  * **Equipment** 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 dinars
  
 ==== Desert Rider ==== ==== Desert Rider ====
  
-Outlander’s armed citizens.+Army of the desert tribes.
  
-Any **Barbarian**; Battle Master, Eldritch Knight, Champion or Cavalier **Fighter**; Ancients **Paladin**; Beast Master or Hunter **Ranger**; Scout **Rogue**.+Any **Barbarian**; Battle Master, Eldritch Knight, Champion or Cavalier **Fighter**; Ancients **Paladin**; Beast MasterHunter, or Swarmkeeper **Ranger**; Scout **Rogue**.
  
   * **Benefit** Your mount can take its exhaustion level effect in any order.   * **Benefit** Your mount can take its exhaustion level effect in any order.
 +  * **Equipment** [[https://dnd.idiomdrottning.org/LoF%20Card:%20Al-Badian%20possessions.pdf|al-Badian possessions]]
  
 ==== Faris ==== ==== Faris ====
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 Holy soldiers! Holy soldiers!
  
-Zealot **Barbarian**; Battle Master, Eldritch Knight or Champion **Fighter**; Vengeance, Devotion or Redemption **Paladin**+Zealot **Barbarian**; Battle Master, Eldritch KnightChampion, "Calligram" (Rune Knight) **Fighter**; Vengeance, Devotion or Redemption **Paladin**
  
   * **Benefit** Advantage on checks and saves related to own faith.   * **Benefit** Advantage on checks and saves related to own faith.
 +  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
  
 ==== Mamluk ==== ==== Mamluk ====
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   * **Benefit** Can give orders to any mamluk that are at least three hd lower than themselves.   * **Benefit** Can give orders to any mamluk that are at least three hd lower than themselves.
 +  * **Equipment** Face tattoos! And clothes.
  
 ==== Outland Warrior ==== ==== Outland Warrior ====
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 Any other martial class or subclass but you come from another land. Any other martial class or subclass but you come from another land.
  
-  * **Punishment** Your starting cash is halved. Also you have a noticable accent.+  * **Punishment** You’re broke. Also you have a noticable accent. 
 +  * **Equipment** Clothes
  
 ==== Two-Element Sorcery ==== ==== Two-Element Sorcery ====
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   * **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.   * **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.
 +  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
  
 ==== Elemental Mage ==== ==== Elemental Mage ====
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 Divine Soul, Shadow Magic, Storm Sorcery or Wild Magic **Sorcerer**; Any **Wizard**. 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.+  * **Benefit** You can //only// learn spells related to one element! //Every single spell// has to be related to that element. No blade ward, 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 damage 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. 
 +  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
  
 ==== Sha’ir ==== ==== Sha’ir ====
  
-This is the Noble Genie patron warlock from [[https://dnd.wizards.com/articles/unearthed-arcana/subclasses1|this UA]]. Any pact (blade, chain or tome) is allowed. +Genie **Warlock**.
- +
-“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. 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.
 +.
 +  * **Equipment** A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 dinars
 +
 +==== Alchemist ====
 +
 + * Alchemist **Artificier**
 +
 +==== Mechanician ====
  
-  * **Benefit** None but you get to be lock/witchbest class!+  * Artillerist or Battle Smith **Artificier**, Clockwork Soul **Sorcerer**
  
 ==== Ajami ==== ==== Ajami ====
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   * **Punishment** You cannot ever learn any spell related to sea, wind, flame or sand.   * **Punishment** You cannot ever learn any spell related to sea, wind, flame or sand.
 +  * **Equipment** Clothes. 2 dinars.
  
 ==== Sa’luk ==== ==== Sa’luk ====
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   * **Benefit** None   * **Benefit** None
 +  * **Equipment** Clothes and a belt pouch containing 15 dinars.
  
 ==== Barber / hairdresser ==== ==== Barber / hairdresser ====
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 You can cut hair and tend to wounds. Barbers are also well connected to gossip and stories. 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**.+Sword, Lore **Bard**, Open Hand, Mercy **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.   * **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.
 +  * **Tool proficiency** Barber’s kit
 +  * **Equipment** A barber’s kit (small item, includes a razor but if you store the razor separately it’s faster to get out), a set of common clothes and a belt pouch containing 10 dinars.
  
 ==== Beggar-thief ==== ==== Beggar-thief ====
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   * **Benefit** You happen to look exactly like a particular noble (for example a sultan).   * **Benefit** You happen to look exactly like a particular noble (for example a sultan).
 +  * **Equipment** Dirty and torn clothes. A cup or bowl.
  
 ==== Holy Slayer ==== ==== Holy Slayer ====
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 You are member of an assassin order. You are member of an assassin order.
  
-Assassin **Rogue**, Shadow **Monk**.+Assassin or Phantom **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.)   * **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.)
 +  * **Equipment** Pure white clothes with a red sash and red turban for when you get the call, a set of ordinary clothes for everyday life, and a belt pouch containing 15 dinars
  
 ==== Matrud ==== ==== Matrud ====
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   * **Benefit** You gain twice the amount of XP from killing your fellow party members as you normally would get.   * **Benefit** You gain twice the amount of XP from killing your fellow party members as you normally would get.
- +  * **Benefit** Common clothes in good condition and 4d20 dinars.
-==== 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 ==== ==== 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.+Rawuns are the bards of the desert tribes! They are entrusted with keeping alive the legends of their tribe and of allied tribes.
  
 Any **Bard**. Any **Bard**.
  
   * **Benefit** You gain two additional spells. “Identify” and “Hex”. These do not count towards your spells known.   * **Benefit** You gain two additional spells. “Identify” and “Hex”. These do not count towards your spells known.
 +  * **Equipment** [[https://dnd.idiomdrottning.org/LoF%20Card:%20Al-Badian%20possessions.pdf|al-Badian possessions]]
  
 ==== Cleric of the Faith Pragmatic ==== ==== Cleric of the Faith Pragmatic ====
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   * **Benefit** Free lodging in mosques & monasteries of own faith   * **Benefit** Free lodging in mosques & monasteries of own faith
 +  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
  
 ==== Cleric of the Faith Ethical ==== ==== Cleric of the Faith Ethical ====
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 More strict behavior. No chaotic alignment. 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.+  * **Benefit** You start a church when you reach 8th 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. 
 +  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
  
 ==== Cleric of the Faith Moralist ==== ==== Cleric of the Faith Moralist ====
  
-Law (from Ravnica book) **Cleric**+Order **Cleric**
  
 Super strict! Lawful only. 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.)   * **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.)
 +  * **Equipment** A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 dinars
  
 ==== Hakima ==== ==== Hakima ====
  
-Knowledge **Cleric**; Horizon Walker or Monster Slayer **Ranger**.+Knowledge **Cleric**; Horizon Walker or Monster Slayer **Ranger**, Watchers **Paladin**.
  
 Women only! Women only!
  
   * **Benefit** You can see a persons class & station in life if you see them eat.   * **Benefit** You can see a persons class & station in life if you see them eat.
 +  * **Equipment** A scroll case stuffed full of notes from your studies or prayers, a blanket, a set of common clothes, and 5 dinars
  
 ==== Kahin ==== ==== Kahin ====
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   * **Benefit** None, but you get to be druid! (Kind of.)   * **Benefit** None, but you get to be druid! (Kind of.)
 +
 +  * **Equipment** Robes, 5 sticks of incense, and a pouch containing 15 dinars.
  
 Also there is a new circle that you may (but are not required to) choose: Also there is a new circle that you may (but are not required to) choose:
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 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. 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 ==== ==== Mystic ====
  
 Alcohol is not common in Zakhara. Instead of Drunken Master, it’s Dervish dancing. 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**.+Open Hand, “Drunken Master” (Dervish), Four ElementsSun Soul, Mercy or Astral Self **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]).+  * **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 but not Preserve Life). 
 +  * **Equipment** Clothes, 5 pieces of frankincense
  
 ==== Outland priest ==== ==== Outland priest ====
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   * **Punishment** If any Zakharan citizen is present, you have disadvantage on checks. If a pragmatist, ethoist or moralist is present, you also have disadvantage on saves.   * **Punishment** If any Zakharan citizen is present, you have disadvantage on checks. If a pragmatist, ethoist or moralist is present, you also have disadvantage on saves.
 +  * **Equipment** Clothes
 +
 +==== Soul Warrior of Sandsea ====
 +
 +The Sandsea school found a well deep enough to drink from the waters of the Feywild, and are using that water to infuse magic warriors. (The Sandsea school also has mages; see [[#two-element-sorcery|Two-Element Sorcery]] for that.)
 +
 +**Sorcadin** multiclass (Oath of the Ancients **Paladin** and Divine Soul or Wild Magic **Sorcerer**), or Scout **Rogue** or Arcane Archer or Cavalier **Fighter**.
 +
 +  * **Benefit** Same spells known boon + element restriction as other two-element mages
 +  * **Equipment** Sandsea clothes, a brass mirror, a pouch containing 15 dinars, a seashell from the beaches of Sandsea Island, a dried chestnut, and one ration made in the Sandsea cooking style
 +
 +==== Blood Moth Cultist ====
 +
 +You can't wait until the blood moth floods Toril with the live-giving liquid of pulse.
 +
 +Celestial, Great Old One **Warlock**, Conquest **Paladin**.
 +
 +  * **Equipment**: blood sucking backpack
 +
 +==== Istishia Cultist ====
 +
 +You worship Istishia, the Goddess of Cold Water.
 +
 +Fathomless **Warlock**, Zealot **Barbarian**
 +
 +  * **Benefit** When you drown an unwilling captive sacrifice (an enlightened person) you gain temporary hit points. (You get 3d6 for a hd1 sacrifice, 2d6 for a hd2 sacrifice, 1d6 for a hd3 sacrifice, 1d4 for a sacrifice with 4hd or higher.)
 +  * **Equipment** Cultist robes, a dagger, a pounch with 80 dirham.
  
 ===== “Class first”-approach ===== ===== “Class first”-approach =====
 +
 +==== Artificier ====
 +
 +  * **Battle Smith**, **Artillerist** [[#mechanician|Mechanician]]
 +  * **Alchemist** [[#alchemist|Alchemist]]
  
 ==== Barbarian ==== ==== Barbarian ====
  
-  * **Zealot** [[#faris|Faris]], [[#desert-rider|Desert rider]]+  * **Zealot** [[#faris|Faris]], [[#desert-rider|Desert rider]], [[#istishia-cultist|Istishia cultist]]
   * **Any other path** [[#desert-rider|Desert rider]]   * **Any other path** [[#desert-rider|Desert rider]]
  
 ==== Bard ==== ==== Bard ====
  
-  * **Sword, Lore** [[#barberhairdresser|Barber]], [[#rawun|Rawun]], [[#sa-luk|Sa’luk]] +  * **Sword, Lore, Eloquence** [[#barberhairdresser|Barber]], [[#rawun|Rawun]], [[#sa-luk|Sa’luk]] 
-  * **Any college** [[#rawun|Rawun]], [[#sa-luk|Sa’luk]]+  * **Valor, Glamor, Whisperer** [[#rawun|Rawun]], [[#sa-luk|Sa’luk]] 
  
 ==== Cleric ==== ==== Cleric ====
  
   * **Life domain** [[#cleric-of-the-faith-pragmatic|Pragmatist]], [[#cleric-of-the-faith-ethical|Ethoist]]   * **Life domain** [[#cleric-of-the-faith-pragmatic|Pragmatist]], [[#cleric-of-the-faith-ethical|Ethoist]]
-  * **Law domain (from Ravnica book)** [[#cleric-of-the-faith-moralist|Moralist]]+  * **Order domain** [[#cleric-of-the-faith-moralist|Moralist]]
   * **Knowledge domain** [[#hakima|Hakima]] (women only)   * **Knowledge domain** [[#hakima|Hakima]] (women only)
-  * **Other domains** [[#outland-priest|Outland priest]]+  * **Other domains** [[al-qadim/cleric-domains|Take a look at the cleric domains of Zakhara]]
  
 ==== “Druid” (a.k.a. Kahin) ==== ==== “Druid” (a.k.a. Kahin) ====
  
   * **Any circle** [[#kahin|Kahin]]. There is also a new (optional) circle available: [[#circle-of-the-aged-masters|Circle of the Aged Masters]].   * **Any circle** [[#kahin|Kahin]]. There is also a new (optional) circle available: [[#circle-of-the-aged-masters|Circle of the Aged Masters]].
 +
  
 ==== Fighter ==== ==== Fighter ====
  
 +  * **Arcane Archer** [[#soul-warrior-of-sandsea|Soul Warrior of Sandsea]]
   * **Battle Master, Eldritch Knight, Champion** [[#askar|Askar]], [[#corsair|Corsair]], [[#desert-rider|Desert rider]], [[#faris|Faris]]   * **Battle Master, Eldritch Knight, Champion** [[#askar|Askar]], [[#corsair|Corsair]], [[#desert-rider|Desert rider]], [[#faris|Faris]]
-  * **Cavalier** [[#desert-rider|Desert rider]]+  * **"Calligram" (Rune Knight)** [[#faris|Faris]] 
 +  * **Cavalier** [[#desert-rider|Desert rider]], [[#soul-warrior-of-sandsea|Soul Warrior of Sandsea]]
   * **“Samurai”** [[#mamluk|Mamluk]]   * **“Samurai”** [[#mamluk|Mamluk]]
  
 ==== Monk ==== ==== Monk ====
  
-  * **Open Hand** [[#mystic|Mystic]], [[#barberhairdresser|Barber]] +  * **Open Hand, Mercy** [[#mystic|Mystic]], [[#barberhairdresser|Barber]] 
-  * **“Drunken Master” (Dervish), Four Elements, Sun Soul** [[#mystic|Mystic]]+  * **“Drunken Master” (Dervish), Four Elements, Sun Soul, Astral Self** [[#mystic|Mystic]]
   * **Shadow** [[#holy-slayer|Holy Slayer]]   * **Shadow** [[#holy-slayer|Holy Slayer]]
   * **Kensei** [[#outland-priest|Outland priest]]   * **Kensei** [[#outland-priest|Outland priest]]
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 ==== Paladin ==== ==== Paladin ====
  
-  * **Ancients** [[#desert-rider|Desert rider]], [[#askar|Askar]]+  * **Ancients** [[#desert-rider|Desert rider]], [[#askar|Askar]], [[#soul-warrior-of-sandsea|Soul Warrior of Sandsea]] 
 +  * **Glory** [[#desert-rider|Desert rider]], [[#askar|Askar]]
   * **Vengeance** [[#askar|Askar]], [[#corsair|Corsair]], [[#faris|Faris]]   * **Vengeance** [[#askar|Askar]], [[#corsair|Corsair]], [[#faris|Faris]]
   * **Devotion** [[#askar|Askar]], [[#faris|Faris]], [[#mamluk|Mamluk]]   * **Devotion** [[#askar|Askar]], [[#faris|Faris]], [[#mamluk|Mamluk]]
   * **Redemption** [[#faris|Faris]]   * **Redemption** [[#faris|Faris]]
   * **Conquest** [[#mamluk|Mamluk]], [[#corsair|Corsair]]   * **Conquest** [[#mamluk|Mamluk]], [[#corsair|Corsair]]
 +  * **Watchers**  [[#hakima|Hakima]] (women only)
  
 ==== Ranger ==== ==== Ranger ====
  
-  * **Beast Master** [[#desert-rider|Desert rider]]+  * **Beast Master, Swarmkeeper** [[#desert-rider|Desert rider]]
   * **Hunter** [[#desert-rider|Desert rider]], [[#askar|Askar]], [[#corsair|Corsair]]   * **Hunter** [[#desert-rider|Desert rider]], [[#askar|Askar]], [[#corsair|Corsair]]
-  * **Horizon Walker, Monster Slayer** [[#hakima|Hakima]]+  * **Horizon Walker, Monster Slayer** [[#hakima|Hakima]] (women only)
   * **Gloom Stalker** [[#outland-warrior|Outland Warrior]]   * **Gloom Stalker** [[#outland-warrior|Outland Warrior]]
  
 ==== Rogue ==== ==== Rogue ====
  
-  * **Assassin** [[#holy-slayer|Holy Slayer]] +  * **Assassin, Phantom** [[#holy-slayer|Holy Slayer]] 
-  * **Arcane Trickster, Inquisitive, Mastermind** [[#barberhairdresser|Barber]], [[#merchant-rogue|Merchant-rogue]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] +  * **Arcane Trickster, Inquisitive, Mastermind** [[#barberhairdresser|Barber]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]] 
-  * **Scout** [[#desert-rider|Desert rider]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]]+  * **Scout** [[#desert-rider|Desert rider]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]], [[#soul-warrior-of-sandsea|Soul Warrior of Sandsea]]
   * **Swashbuckler** [[#barberhairdresser|Barber]], [[#corsair|Corsair]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]]   * **Swashbuckler** [[#barberhairdresser|Barber]], [[#corsair|Corsair]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]]
-  * **Thief** [[#beggar-thief|Beggar-thief]], [[#merchant-rogue|Merchant-rogue]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]]+  * **Thief** [[#beggar-thief|Beggar-thief]], [[#sa-luk|Sa’luk]], [[#matrud|Matrud]]
  
 ==== Sorcerer ==== ==== Sorcerer ====
  
-  * **Divine SoulShadow Magic, Storm Sorcery, Wild Magic** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]]+  * **Clockwork Soul** [[#mechanician|Mechanician]] 
 +  * **Shadow Magic, Storm Sorcery** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]] 
 +  * **Divine Soul, Wild Magic** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]], [[#soul-warrior-of-sandsea|Soul Warrior of Sandsea]]
   * **Draconic Bloodline** This unenlightened bloodline will abandon ye in the Land of Fate.   * **Draconic Bloodline** This unenlightened bloodline will abandon ye in the Land of Fate.
 +
  
 ==== Warlock ==== ==== Warlock ====
  
-  * **“Noble Genie” patron from [[https://dnd.wizards.com/articles/unearthed-arcana/subclasses1|this UA]]** [[#sha-ir|Sha’ir]] +  * **Genie** [[#sha-ir|Sha’ir]] 
-  * **Celestial** [[#mystic|Mystic]] +  * **Celestial** [[#mystic|Mystic]], [[#blood-moth-cultist|Blood Moth Cultist]] 
-  * **Great Old One** [[#ajami|Ajami]]+  * **Great Old One** [[#ajami|Ajami]], [[#blood-moth-cultist|Blood Moth Cultist]] 
 +  * **Fathomless** [[#istishia-cultist|Istishia Cultist]]
  
-Fey, Fiend, and Hexblade patrons will abandon ye in the Land of Fate.+Fey and Fiend patrons will abandon ye in the Land of Fate.
  
 ==== Wizard ==== ==== Wizard ====
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   * **Any school** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]]   * **Any school** [[#two-element-sorcery|Two-Element Sorcery]], [[#elemental-mage|Elemental Mage]]
  
-f+==== Ban list ==== 
 + 
 +  * **College of Creation** Bard 
 +  * **Armorer** Artificier 
 + 
 + 
 +==== To be unlocked ==== 
 + 
 +  * **Psi Warrior** *(visit the Misty Isles of the Eld)* 
 +  * **Aberrant Mind** *(visit the Misty Isles of the Eld)* 
 +  * **Soulknife** *(Misty Isles of the Eld)* 
 +  * **Fey Wanderer** *(After finding Neverland, find the feywild entrance there)* 
 +  * **Hexblade** *(Retrieve one of these three legendary weapons:* Wave, Whelm, *or* Blackrazor*)*