Wednesday, March 6, 2019

Atela: Player Characters & Classes


PLAYER CHARACTERS

All of the Player Characters(PCs) in Atela are human. Players roll 3d6s seven times and discard the lowest roll. They may assign the remaining numbers as they please to their attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.

When creating their characters, players should choose their social class: peasant, clergy or noble.

Peasants are the largest social class in Atela. The majority of peasants are illiterate and will not venture far from their place of birth. Some peasants try to improve their lot in life by joining the Church or the Royal Army. Others turn to crime. Most toil in the fields or the forests or the mines.

Nobles are the smallest social class in Atela, but wield enormous power. Nobles are created by the Kingpriest (who can also strip them of their noble privileges), charged with overseeing vast tracts of land and governing the people who inhabit their domains. Noblemen act as secular judges in cases that don't directly involve them. Most nobles are literate, but few are truly educated. Eldest sons inherit everything from their father, while younger sons must scramble to find their place in the world, and most noble daughters can only hope for a good marriage.

The clergy consists of priests, monks, nuns, accolytes and anyone else who serves the Church and the Kingpriest. No one is born into the clergy; people chose to join. When they do they are no longer considered peasants or nobles. They occupy a unique social stratum, traveling between the others with great lattitude, restricted only by their duty to the Church. The majority of the clergy are literate and many are highly educated.

In social circumstances, peasants defer to clergy and nobles. Nobles will defer to clergy on matters of religious law. Clergy defer to the nobility on matters of secular law. Everyone defers to the Kingpriest or they could face hanging, burning or both.

All the PCs speak Atelan.  Scholars may know Old Atelan and some foreign tongues, but no one else will be able to speak them. Some folk might study Elvish or Dwarvish or Giant, but no one can claim to speak them or read them.


PLAYER CLASSES
Players may choose from one of the following Classes: Fighter, Paladin, Priest, Ranger, Rogue.

The Fighter
Fighter is the most common class in Atela. They run the gamut from soldiers in the Royal Army to back alley thugs and highwaymen. Use the Fighter feats as laid out in the 5e D&D Players Handbook, unless noted elsewhere.

Fighters have 1d10 Hit Dice per level.

Their Hit Points at 1st level equal 10 + their CON modifier.  At higher levels, HP equals 6 + CON Modifier per fighter level.

Fighters are proficient with all weapons and armors. They have proficiency with STR and CON saving throws. At their creation they choose two Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival.

At 1st level, Fighters gain a Fighting Style(FS): Archery, Defense, Great Weapon Fighting, Protection or Two-Weapon Fighting.

At 2nd level, they gain the Second Wind feature.

At 3rd level, fighters gain the Action Surge feature.

At 5th level, fighters gain the Extra Attack feature.

Fighters improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 each time they level up.

The Paladin
Paladins are divinely-empowered warriors, chosen by God. Most paladins are associated with the Church, but not all. Use the Paladin feats as laid out in the 5e D&D Players Handbook, except where noted.

Paladins have 1d10 Hit Dice per paladin level.

At 1st level, Paladins have HP equal to 10 + their CON Modifier. At higher levels, they gain HP equal to 6 + their CON modifier.

Paladins are proficient with all armor, shields and weapons.  They have proficiency on all WIS and CHA saving throws.  At their creation, Paladins choose two Skills from Athletics, Insight, Intimidation, Medicine, Persuasion and Religion.

At 1st level, Paladins gain the Divine Sense feature.

At 2nd level, Paladins gain the Lay On Hands feature.

At 3rd level, Paladins gain the Divine Smite feature. Paladins deal 2d8 Radiant damage every time they succeed on a melee weapon attack.

At 5th level, Paladins gain the Divine Health feature.

Paladins can improve one Ability Score by 2 each time they level up, or two Ability Scores by 1 every time they level up.

The Priest
In Atela priests are the only sanctioned magic-users and the only magic-using class available as a PC. Use the Cleric feats as described in the 5e D&D Players Handbook, except where noted.

Priests have 1d8 Hit Dice per level.

Their Hit Points(HP) at 1st Level equal 8 + CON modifier.  At higher levels their HP equals 5 + CON Modifier per level.

Priests are proficient with light armor, medium armor, shields and all simple weapons. They have proficiency with WIS and CHA saving throws.  At their creation they choose two Skills from History, Insight, Medicine, Persuasion and Religion.

At 1st level, Priests gain the Divine Spellcasting feature. Priests don't get a Divine Domain; they just choose spells from the Cleric spell list.

At 2nd level, Priests gain the ability to Turn Undead.

At 3rd level, Priests gain the ability to Destroy Undead.

At 5th level, Priests gain the Divine Intervention ability.

Priests are the only PCs capable of casting spells. They know a number of spells equal to their WIS modifier plus their priest level. 

Their Spell Save DC is equal to 8 + their proficiency bonus + their WIS modifier.

Their Spell Attack Modifier is equal to their proficiency bonus + their WIS modifier.

Priests improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 every time they level up.

The number of Priest spells that a Priest can cast per Priest level is displayed below:
L1:       2 1st Level Spells
L2:       3 1st Level Spells
L3:       4 1st Level Spells, 2 2nd Level Spells
L4:       4 1st Level Spells, 3 2nd Level Spells
L5:       4 1st Level Spells, 3 2nd Level Spells, 2 3rd Level Spells
L6:       4 1st Level Spells, 3 2nd Level Spells, 3 3rd Level Spells

The Ranger
Rangers defend the borders of human settlements, serving as fighters and scouts. Use the Ranger feats as described in the 5e D&D Players Handbook, except where noted.

Rangers have 1d10 Hit Dice per ranger level.

At 1st level, Rangers have HP equal to 10 + their CON modifier. At higher levels, they acquire HP equal to 6 + their CON level.

Rangers are proficient with light and medium armors, shields, simple and martial weapons. They have proficiency on STR and DEX saving throws. At their creation, they choose three Skills from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival.

At 1st level, Rangers get the Natural Explorer feature.

At 2nd level, Rangers get the Favored Enemy feature.

At 3rd level, Rangers get the Fighting Style feature.

At 5th level, Rangers get the Primeval Awareness feature. Rangers can use Primeval Awareness a number of times equal to 1 plus their Wisdom Modifier. Once they exhaust this number, they cannot use this feat again until they finish a short or long rest.

Rangers improve a chosen Ability Score by 2 every time they level up, or they can improve two Ability Scores by 1 each time they gain a level.

The Rogue
Rogues don't play by the rules, they'd rather break them to make their way in the world. Some are straight-up criminals, while others are more subtle.  All rogues are dangerous. Use the Rogue feats as described in the 5e D&D Players Handbook, except where noted.

Rogues have 1d8 Hit Dice per rogue level.

At 1st level, a Rogue's HP equals 8 plus their CON modifier. At subsequent levels, they gain HP equal to 5 plus their CON Modifier.

Rogues are proficient with light armor, simple weapons, hand crossbows, longswords, rapiers and shortswords. They are also proficient with thieves' tools. Rogue have proficiency with DEX and INT saving throws. When created, Rogues choose four Skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth.

At 1st level, Rogues gain the Expertise feature.

At 2nd level, Rogues gain the Sneak Attack feature.

At 3rd level, Rogues gain the Cunning Action feature.

At 5th level, Rogues gain the Uncanny Dodge feature.

Rogues can improve one Ability Score by 2 every time they level up, or two Ability Scores by 1 each time they level up.

PROFICIENCY LEVEL
All PCs have a Proficiency equal to their Character Level. So a PC at level 3 will have a Proficiency of +3.

LEVEL ADVANCEMENT
All PCs begin as level 1 characters in this setting. When the PCs reach level 6 they are maxed out.

MULTICLASSING
Players have the option to choose a second Class when they reach Level 4. When they choose a second Class they acquire proficiency with one Tool and may select one Skill from the second Class's list. They also gain the second Class's feats. In the case of Fighting Styles, a PC cannot choose a Fighting Style that they already possess.

EQUIPMENT
Characters don't start with any equipment other than a dagger and a suit of clothes. They must buy their starting equipment with gold.
Fighters, Paladins and Rangers start with 1d10 x 10 gold to purchase their equipment.
Priests and Rogues start with 1d8 x 10 gold to purchase their equipment.
Nobles get 1d10 gold coins. Clergy get 1d10 silver coins. Peasants get 1d10 copper coins.


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