Adventurers are extraordinary people with amazing capabilities. The class a player selects for their hero defines the capabilities of that character. Most of the people that live in Alleticia do not have a class, even spell-casters and mighty warriors. A class is more than a profession or a fighting style, it is something that only the most notable of heroes and villains can ever claim to be a member of.
All official classes and archetypes are allowed in the Alleticia campaign setting. However, not all classes and archetypes are as readily available as others. Certain classes or class archetypes have in-world restrictions, such as required membership in an organization. Some have limited numbers, or a required race or alignment. Below is a breakdown of the available classes within the Alleticia campaign setting.
Common classes include any class which is completely non-magical. Common classes are allowed to all players without any background story restrictions. However, it is still expected that the player will be able to justify the extreme mastery a class represents. For example, not all Rogues are required to be members of the Olde Thieves Guild, but the rogue player must include background story elements which explain how the rogue knows Thieves Cant and the use of Thieve’s Tools.
A fighter is no mere weapon user, but a true master of arms. Skilled with a variety of weapons and armor, a fighter is a terror to behold on the battlefield.
Eventually a fighter must select a Martial Archetype which further defines their fighting talents, their capabilities and their place in the world.
A talented, unscrupulous specialist who uses stealth and trickery to overcome obstacles and enemies. Rogues are scoundrels that master a wide variety of skills and a dirty fighting style. Most rogues in Alleticia have at some point been a part of the Olde Thieves Guild.
Eventually a rogue must select a Roguish Archetype which further defines their skills, talents and role in the criminal underworld.
Uncommon classes represent rare traditions with few practitioners with access to odd power, thought of as strange by the common-folk. There is a limited number of each uncommon class, and when all of that number has been detailed, (as either NPCs or PCs) the class is no longer available for play. For example, there are only 46 paladins in Alletica, 23 of which are already detailed as NPCs. Once the remaining 23 are detailed, then it would require the creation of a new Paladin at level 0 to play one.
Often the in-world repercussions of playing an uncommon class are felt immediately upon entering play. A Paladin might be expected to take on tasks for the good of the kingdom separate from their compatriots; a monk is expected to come from a specific monastery; a ranger has to belong to a ranger brotherhood and a barbarian might inspire fear in normal townsfolk even when they wish not to.
[Restriction: Brutes only; must undergo the Ritual of Raging Flames]
Fierce warriors, often of tribal descent. Nearly all Barbarians in Alleticia are Brutes, who through druidic ritual have learned to harness a potent battle rage. Barbarians are an uncommon class because of the need for Druidic initiation, only known by the spiritual leaders of the brute tribes which have made this class infamous.
Eventually barbarians must choose to follow a Primal Path laid down by the ancestors of their tribe which further defines their abilities and their place in the tribe and on the battlefield.
[Restriction: Must be trained by one of the Ranger Brotherhoods or be blessed by a local primal spirit]
Expert warriors who mix martial prowess, wilderness-survival knowledge and the magic of the Old Faith to combat the darkness which threatens to breach the wilds and civilization. There are few rangers in the present age. The spirits of the Old Faith are less trusting of mortals than they once were, and it is rare for a skilled warrior and frontiersman to have the wisdom necessary to heed the call of these spirits.
Eventually rangers must choose a Ranger Archetype which further defines their fighting skill, their survival capabilities and their place in the wilds.
[Restriction: Must be a trained warrior blessed by a god or religious institution via the Ceremony of Oaths]
A holy warrior, blessed by his or her deity after swearing to uphold the tenants of their faith. It is exceedingly uncommon for a god to to take interest in a mortal and as such paladins are a rarity. Paladins are always skilled warriors first and godly acolytes second, but all strive to uphold their faith and be the heroes that they believe the world needs.
Eventually Paladins must swear a Sacred Oath which empowers the paladin with great divine might, defines their divine capabilities and their role in their god’s plan. If a paladin fails to uphold the tenants of their sacred oath, their power may be stripped of them.
[Restriction: Must train at an affiliated monastery or with an affiliated sensai]
Masters of martial arts who harness the power of their own body and soul in pursuit of physical and spiritual perfection. Most monks adhere to the strict spiritual traditions of monasteries founded by an extinct people. These monasteries are rare enough to be considered mythical and the monks they produce are seem to be even more elusive.
Eventually monks must commit to a specific Monastic Tradition which further defines their training, their prowess and their insight into the world around them.
Rare classes are the things of legend. There is a very limited number of each rare class, and when all of that number has been detailed, (as either NPCs or PCs) the class is no longer available for play. For example, there are only 11 warlocks in Alletica, 6 of which are already detailed as NPCs. Once the remaining 5 are detailed, then it would require the creation of a new warlock at level 0 to play one.
The in-world repercussions of playing a rare class are felt immediately and throughout play. A warlock must deal with the demands of their otherworldly patron while coping with the stigma of being a warlock. A bard must establish a firm foothold in the bardic colleges of the world while circumnavigating the impossible requests often asked of a bard by commoner and king alike from town to town and kingdom to kingdom.
[Restriction: Must have spent years training under one of the master-bards or at one of the three Bardic Colleges]
These multi-faceted magicians travel the world delighting commoners and nobles alike via their mastery over the performing arts. Most bards are wandering warrior-skalds who spread tales of old and stories of their own creation throughout the lands. Though many minstrels try, there are almost none who wield the versatility to become capable warriors, learned sages, inspiring commanders and talented magicians. All these skills and more are needed in order to be taken in by the Bardic Colleges, and for this reason a true bard is quite rare indeed.
Eventually all bards must fully commit to their Bardic College which further defines their suite of skills and knowledge and also determines their role in the grand saga of the world.
[Restriction: Must make a deal with an otherworldly patron who provides power in exchange for small favors and a fraction of the Warlock’s soul]
Mysterious wielders of magic gained through pacts with dark and mysterious entities from beyond the mundane reality of Alletica. Warlocks have a reputation for forming cults, maintaining plots, and furthering the goals of their dark masters. What makes an extraplanar power notice and decide to take on an active roll in a mortal’s life is unknown.
All warlocks forge a pact with an Otherworldly Patron in order to gain their power. This pact defines their power, and their destiny.
Very Rare Classes
Very Rare classes are restricted in the Alleticia campaign setting. There is one of each very rare Class archetype (whether a PC or a NPC) in Alleticia. For example, Kyle Vytheriel of the 5th Circle of Kullendor is the only true Necromancer in Alleticia. As a result, a player character may not play as a Wizard with the Necromancy Arcane Tradition unless they first introduce the character as a level 0 wizard with no tradition yet selected.
The in-world repercussions of playing a very-rare class might be subtle at first. However, the repercussions become obvious in long-form, campaign play, as every “very-rare class” has a specific role to play in the history of Alleticia. It is preferred that only D&D players who are very experienced and used to my specific Dungeon-Master-style play the “very rare classes”.
[Restriction: Druids must be experts in the teachings of the Old Faith and must be chosen by the Primal Beast]
Priests of the old faith who call upon the minor and local spirits or deities of nature to evoke the elements, speak with plants and animals, and even command moonlight. These ancient priests form secret enclaves called Circles. From these circles the druids do their best to mentor the brute-tribes in their faith and protect the natural world from civilization. It is widely believed that druids can call upon the Primal Beast in order to become a beast themselves.
Druids may meet and learn from multiple Circles in their lifetime, but eventually all priests of the old faith must select a specific Druid Circle which will help define their powers and instill the wisdom needed to lead their people.
[Restriction: Clerics must be trained and taught in the ways of their god by that god’s major cult for years or decades with the intention of becoming the leader of the cult]
Devout champions of a chosen god or pantheon who wield divine magic directly imparted by the deity of their faith. No ordinary priests, clerics are groomed to become the leader of their religion, so rare is the blessing that they wield. Clerics often learn some manner of martial training in order to protect themselves and their clergy while they proselytize across the various kingdoms.
Though a cleric may worship a god in all of its glory, the cleric is specifically blessed as a herald and champion of one of the god’s Divine Domains. This blessing defines the divinity channeled by the cleric, and their role in the affairs of their community and the world.
[Restriction: Wizards must be taught by an Archmage or train at Prouthet University in Protherai. Training to level 1 takes a minimum of 10 years of dedicated study assuming that the apprentice has a knack for the arcane arts.]
Scholarly magic-users who are capable of bending the foundation of reality through arcane arts learned via intellectual pursuit. No mere genius can become a wizard, it takes an intellect rivaling the greatest minds that have ever lived and a certain degree of ingenuity… bordering madness. Those few wizards that exist are almost always elderly, or elves, as the arcane arts take decades to learn and centuries to master.
A few years into a wizard’s training they must select an arcane tradition to study and pursue. This training will define their arcane capabilities and the universal truths they will discover later in their pursuit of knowledge.
Wielders of arcane power who draw on an unlearned, inherent magic from their bloodline. Sorcerers are the rarest of the classes, as only the descendants of great power or the victims of bizarre arcane accidents can be considered sorcerers. Most sorcerers in Alleticia have bloodlines related to the ancient wrym-lords from the age of the War of Dragons. That is to say that most of the sorcerers of Alleticia are literally the descendants of dragons.
A sorcerer’s origin explains not only the nature of their power, but also determines what other amazing abilities the sorcerer will develop as they age.
Legendary classes are generally assumed as banned in the Alleticia campaign setting. There is only one of each Legendary Class (whether a PC or a NPC) in Alleticia. The legendary classes jave never been represented in history and may never be represented again. These classes have very specific roles to play in this campaign. It is for this reason that no-one is allowed to play a legendary class until they have worked out the specifics with the Dungeon-Master.
As of this moment all of the legendary classes are banned for all players.
Banned classes either due not fit into the lore of Alleticia or are not balanced enough to be used for play yet. Classes first released in Unearthed Arcana but never followed up with in an official publication, classes from the Dungeon Master’s Guild and fan-made classes are all banned until otherwise noted. Some banned classes are only banned until specific moments in the campaign. Once these moments are reached the class might become Legendary or Very Rare.
[Restriction: There is only one mystic, and his/her power has not yet been felt by the world]
Practioners of a strange and mysterious power with no known origin. Mystics shun the the world around them to turn their minds inward, allowing them to master the full potential of their minds. This power allows them to bend reality and the wills of others with nothing but a thought.