Monday, December 10, 2018

5E Hack: Class Templates Part 2

This post documents one of my proposed D&D 5E Hacks, The Class Template. It includes Proficiencies, Starting Equipment, and Backgrounds into an easy to parse 1d6 table. Part 1 included the Barbarian and an explanation for the Templates use in character creation. Part 2 has the 4 Classic Classes (Cleric, Fighter, Rogue, Wizard) and the notes I used to fill in their starting inventory.

Cleric

Cleric was a fun one to put together. The most important thing to include in a cleric template I felt was a unique holy symbol. While players are free to change how their holy symbol looks, having a unique one for each template gives them more personality. My favorite would probably be Wild-Eyed Doomsayer. 
Starting Equipment Includes:
Melee weapon
Shield/ranged weapon
Armor (light or medium/heavy)
Holy symbol (with detail)
Bag of some sort
A light source (6 torches or either kind of lantern with 2 flasks of oil)
Holy text (no clear mechanical use)
Clerical Equipment (clear mechanical use)
Wineskin and liquid
50ft of rope if the template is military or dungeoneer focused
Tinderbox, rations (7 days), 10 gp
Exceptions based on the template

Fighter

The fighter as it stands shares templates with the Barbarian. The three that are shared (Sea Rover, Monster Tracker, and Steppe Nomad) tended to be well equipped enough to function as fighters. As a minor note 3 of the 6 templates feature an animal of some sort. While the Corsair's parrot serves as more a 1 hp pet with little to no mechanical benefits, the Sea Rover and Steppe Nomad feature animals that classically have stat blocks. I am considering dropping these animals for future iterations but for now, they stick around. Of the six templates, Corsair is my favorite. 
Starting Equipment Includes
2 Melee Weapons
1 Ranged Weapon
Shield
Armor (Light/Medium)
Bag of some sort
A light source (6 torches or either kind of lantern with 2 flasks of oil)
Flavor/fluff item (no clear mechanical use)
Equipment (clear mechanical use)
Wineskin and liquid
50ft of rope if the template is military or dungeoneer focused
Tinderbox, rations (7 days), 10 gp
Possible exceptions based on the template

Rogue

Rogue has the most skill proficiencies to work with as well as an auto-included proficiency in thieves' tools. I'm still on the fence about matching this amount of proficiencies in Bard so be on the lookout for that update. Rogue has the most starting nonweapon equipment to work with as befitting of their station and Duelist for Hire is probably my favorite out of the lot.
Starting Equipment Includes
2 Weapons
Leather armor
Thieves’ tools
Bag of some sort
A light source (6 torches or either kind of lantern with 2 flasks of oil)
Flavor/fluff item (no clear mechanical use)
3 Equipment (clear mechanical use)
Wineskin and liquid
50ft of rope
Tinderbox, rations (7 days), 10 gp
Possible exceptions based on the template

Wizard

Wizards have the usual 4 proficiencies with an auto-included arcana proficiency. Every wizard also includes a unique spellbook and focus They have access to less equipment overall but that may change in future updates. Sylvan Ambassador is my favorite wizard template out of the six as it leads into a more fey/illusion aesthetic.
Starting Equipment Includes:
Spellbook
Focus
Bag of some sort
A light source (6 torches or either kind of lantern with 2 flasks of oil)
Simple melee weapon
Simple ranged weapon
Flavor item (no clear mechanical use)
Wineskin and liquid
50ft of rope if the template is military or dungeoneer focused
Tinderbox, rations (7 days), 10 gp
Exceptions based on the template

With the 4 Classic Classes completed, my next goal is to venture into the wilds and return with templates for Druid and Ranger. I'll of course update any of the previous tables with any changes I make. Until then I hope you can use these at your table for some quick character generation.

No comments:

Post a Comment