Player Character Classes

Players in this campaign are asked to style their PCs to fit Tanawak's unique setting. To that end, this wiki offers class-specific flavor text and, in some cases, new Tanawak-specific class archetypes. Unless otherwise noted, everything in the standard Player's Handbook is allowed, and anything listed here is optional. Players should still read the section below that corresponds to their chosen class.

The DM reserves the right to modify any of the custom content in this section, based on actual game play. The goal will be to make these options interesting and fun, yet balanced with the standard published content. Players are encouraged to help in this process by bringing any of their ideas forward and helping the DM make this campaign unique and interesting.

Barbarian
Tanawak was made for barbarians. The rugged, primeval setting lends great credence to the barbarian lifestyle. There is not much need to "flavor" barbarians to fit Tanawak, they fit right in.

Barbarians can be found anywhere and everywhere, however they are not native to the Free Cities or Ensel-Kanz. They can also be of any race, although they're rare amongst gnomes and dwarves. Human barbarians will be from Menzaresch or the Plains of Kelast.

The official Player's Handbook barbarian paths are open for players in Tanawak. The three paths in Xanathar's Guide are also available. One of those, the Path of the Ancestral Guardian, is especially welcome, the link is below. Players can also chose chose the new Path of the Earth, also defined below. This path is exclusive to Tanawak.

Path of the Ancestral Guardian
(Unearthed Arcana archetype)

The Path of the Ancestral Guardian is from Wizards of the Coast Unearthed Arcana post: http://media.wizards.com/2017/dnd/downloads/UA-RevisedSubclasses.pdf. It is allowed in this campaign.

Path of the Earth
(Custom Archetype)

The Earth Mother is a significant element of most Tanawak belief systems across most of the races. The Earth Mother brings the power and strength of the immovable object to barbarians who opt to use their abilities to protect their village, clan, or tribe. Followers of this path tend to go barefoot, the better to channel the power of the earth into their attacks and abilities. These abilities are:

Rock Steady: starting at 3rd level, you can root yourself to the ground as a reaction. When rooted, you cannot be moved by wind, rain, or other natural force; by any spell effect (like thunderwave); or by any combat effect like Shove. You can still be Grappled, just not moved while grappled. Creatures size Large or larger can move you normally by defeating you in a Strength contest. You must remain conscious in order to use this feature. You must be on the actual ground or a solid floor to use this feature. Note that this feature does not preclude enemies from undermining the ground your standing on!

Boulder Toss: starting at 6th level, you can channel the power of the earth to throw rocks with proficiency (like a giant). Attack modifier = proficiency + ST bonus; range = 30'/120'; damage = 4d10 + ST bonus bludgeoning damage. The weapon must be a rock, or the weapon can be any large, blunt object if  you're touching the ground with your bare feet.

Stomp: starting at 10th level, and once per short rest, you can stomp on the ground, forming a tremor in your immediate vicinity. The area of effect is a 30' radius around you. Every creature in that area must make a DX save (DC = 8 + proficiency bonus + ST bonus) or fall prone; objects in the area will fall over and potentially break; and any structures the area will take 20 points of bludgeoning damage.

One with the Earth: starting at 14th level, once per long rest, you can open passageways in stone or earth, similar to the passwall spell. The passageway exists as long as you are within it, and you can decide to close it immediately or leave it open up to an hour after you leave.

Special note: lizardfolk barbarians can chose Path of the Earth, however in their case, they need muddy, swampy ground for their abilities. Lizardfolk can use their abilities while up in trees, and are the only Earth Path barbarians that can do so.

Bard
The races of Tanawak have rich and extensive oral histories, however the music of the continent is magnificently diverse, and is one of the few positive elements that tie these disparate civilizations together. Music existed on Tanawak from the earliest of times. In a land full of predators, the various races learned early that singing, drums, and eventually other instruments, could be used to amplify their numbers and keep those predators wary and at bay. Today, music is the key cultural output of most civilizations, leading to magnificently varied musical styles all across the continent. Music can almost be traded as currency: a troupe in Torsil would provide room and board to a traveler from Ojango just so they could learn the latest orcish opera.

Tanawak musical instruments include marimbas; hand xylophones; flutes and whistles made of reeds, wood, or ivory tusks; zithers; harps; and numerous types of drums. Many Tanawak bards forego instruments of any type, relying solely on vocals to inspire and enchant.

All the bard colleges in the PHB are allowed, as are those listed in Xanathar's Guide if the player has access to it. There's also a Tanawak-specific college, the College of Rhythm, which is defined below.

College of Rhythm
(Custom Archetype)

Bards of the College of Rhythm have a fundamental purpose in Tanawak societies: they are a unifying element for a village or group. Under the influence of such a bard, a group can work with a clear, singular purpose and direction, accomplishing much more than they normally can. While marching, a group can cover more ground between rest; when working, a group can accomplish more in the same amount of time, or can perform such work more accurately than normal. Keeping the group united is the fundamental trait of a rhythmic bard.

Bonus Proficiencies: at 3rd level, you gain proficiency in Performance and Persuasion, gaining Expertise in any that you're already proficient in.

Synergy: at 3rd level, you can use drumming, tapping, or your own voice to affect the Strength, Dexterity, or Constitution checks, or related skill checks, of up to five allies. Each member of the group, other than yourself, can roll that particular check at the highest proficiency level in the group. For example, if the highest Athletics proficiency in the party is +3, everyone in the group, other than yourself, has an Athletics proficiency of +3 as long as you are using Synergy. You cannot take any other actions of any kind while using this ability.

Unity of Action: at 6th level, you can use your skill at musical rhythm to improve or worsen another's Initiative. As a bonus action, you can use your cadence to allow an ally to move up to your spot in the initiative order, their turn taking place immediately after yours. Alternately, you can use a bonus action to interrupt an enemy's rhythm, adjusting an enemy's initiative order down to your spot, their turn taking place immediately before yours. This lasts as long as you use a bonus action on each of your turns to continue the effect. This effect cannot be used if you use a spell with a verbal component as your action.

Mass Inspiration: at 14th level, you can grant bardic inspiration to multiple individuals at a lower dice value: four people can be granted d4 inspiration, three people d6, or two people d8.

Cleric
The religious beliefs of Tanawak vary widely from region to region, race to race, and culture to culture. In most of the Free Cities, a traditional pantheonic system exists. Dragonborn clerics must choose one of three patron deities: Monyohe, dragon lord of life; Buluku, dragon lord of justice;  and Aido, dragon lord of knowledge. Ensel-Kanz and Ventiklar practice monotheism, to them there is only one true god. In most of the rest of the continent, shamanistic systems that worship spirits of the land, sea, air, rivers, mountains, animals, or even a single tree, are common.

Pantheonic Domain Systems
Amongst the humans, dwarves, gnomes, and high orcs of the Free Cities and neighboring regions to the west of the Blood Jungle, religious beliefs around pantheons of gods are the norm. The citizenry tends to worship the entire pantheon, depending on what they are doing at the moment. During planting times, the gods of agriculture are honored; before a long voyage, the gods of the sea are beseeched. Clerics, however, dedicate themselves to one of these gods, gaining the abilities of the appropriate domain. [Names of deities are not included, these will be developed later, or players can make suggestions -- Aruru].

These domains are a combination of standard domains per the PHB, and custom domains exclusive to Tanawak. These domains are listed here: Tanawak Domains.

Dragonborn Clerics
Dragonborn worship the three Great Dragons: Monyohe, dragon lord of life; Buluku, dragon lord of justice; or Aido, dragon lord of knowledge. Legend states that these powerful figures first brought magic to the world. Dragon religion, more than any other religion, has similarities with sorcery.

Information on creating a dragonborn cleric in Tanawak can be found here: Dragonborn Clerics.

Monotheistic Clerics
Clerics from Ventiklar in the free cities, and Ensel-Kanz, belong to monotheistic religions. Instead of a system of domains, clerics from these religions have ubiquitious powers, and have specializations marking their functions in their order, whether performing ceremonies, tending the sick, protecting the community, or combating enemies.

Ventiklar is currently off-limits to players, so Ventiklar clerics are not defined here. However, Ensel-Kanz cleric abilities can be found here: Monotheistic Clerics.

Shamans
Clerics in the rest of Tanawak, including the halflings of the Bontobo; the humans of Kelast; and, of course, the races in the Blood Jungle; are shamans. Shamans are a brand-new, homebrewed class for Tanawak, and will be developed in the near future.

Druid
The geography of Tanawak is well-disposed to druids. There are a wide number of terrains, and of course the vast Blood Jungle, available as inspiration to player druids. Animals summoned or mimicked by Wild Shape and various spells will be akin to the species of animals found in Africa. Websites such as Active Wild might be useful when selecting beasts for these effects.

All the druid circles in the Player's Handbook are available to players, but they do have differences, including more options, in Tanawak. Players who have access to Xanathar's Guide are free to use those circles in that book. One in particular, The Circle of the Shepherd, is well-suited to Tanawak, and can be found here.

Circle of the Land Modifications
Druids of the Circle of the Land tend to fit the descriptions of each of the individual circles given below. Some Circles do not fit into the campaign setting, but there are two new Circles available: the Circle of the Lowlands and the Circle of the Rivers.
 * Arctic: there are no arctic druids on Tanawak, the only snow on the continent is at the top of Highspire deep in the Blood Jungle.
 * Coast: Tanawak's Coast Circle druids operate on the Nekobar Ocean, and wield a great deal of political influence. The Free Cities depend on sea commerce for their livelihood, and are very careful not to upset the Coast Circle of druids. A generation ago, the Coast Circle druids nearly sank the entire fleet of Torsil due to the arrogance of the ruling lord at the time. Nekobar coast druids tend to be coastal humans. At one time, there was a sect of Coast Circle druids operating out of the Scarlands, however it is not known if they survived the explosion of the calderara there. Those were largely dragonborn.
 * Desert: the only desert of any size on Tanawak is the nefarious Gritty Wastes in the north. It is not known if druids even exist in that harsh climate, legend has it it was created in a magical cataclysm and is not a natural phenomenon at all, and therefore is shunned by druids. [Metagame note: this campaign will not focus on the Gritty Wastes, players are encouraged to avoid being Desert Circle druids -- Aruru]
 * Forest: this could be considered to be the Jungle Circle, for it covers the Blood Jungle. Jungle druids try to bridge the gap between the dangers of the jungle and the few civilizations contained within. Rumors exist of zealous druids who feel it is their purpose to keep the lost civilization of Zeth-Kalassi forever lost, for its discovery and re-awakening will threaten the very landscape of the jungle and all that dwell within [zealous druids of this type are not available as a player characters - Aruru]. Forest (jungle) druids tend to be firbolgs or lizardfolk.
 * Grassland: these druids operate in the vast Plains of Kelast, either in the halfling region of the Bontobo Savannah, or the horseriding region to the east. Grassland druids tend to be halflings or humans (Kelastians).
 * Lowlands: these druids tend the land between between the coastline and the Bilokko Mountains. These druids are normally friendly and helpful to the residents of these areas, oftentimes living in the towns and villages, and encourage balanced, sustainable coexistence between the settlements and the ecosystem. Lowland druids tend to be coastal humans. Their circle spells are:
 * 3rd level: animal messenger, lesser restoration
 * 5th level: plant growth, speak with plants
 * 7th level: death ward, divination
 * 9th level: geas, greater restoration
 * Mountains: there are two sects of mountain druids on Tanawak. The best-known operate in the Bilokko Mountains, where they protect the ranges from overmining and excessive canal building. There are also supposedly Circle of the Mountain druids in the range of mountains just to the west of the Scarlands, and they have affinity with volcanoes. However, those have not been seen in decades, even before the eruption. [Scarlands druids are not available to players -- Aruru]. Bilokko Mountain circle druids tend to be coastal humans, but they also have hill dwarves and rock gnomes in their ranks.
 * Rivers: rivers are very important to the ecology of Tanawak, and are under great pressure due to extensive travel by the civilizations in the west. Circle of the River druids work hard to preserve the rivers in the face of these challenges. River druids tend to be river gnomes. Their circle spells are:
 * 3rd level: levitate, pass without trace
 * 5th level: water breathing, water walk
 * 7th level: control water, grasping vine
 * 9th level: commune with nature, tree stride (as water stride, same effect but transport is via water, even disconnected pools, and not trees)
 * Swamp: the Blood Jungle is full of swamps, especially near the freshwater lakes, which Circle of the Swamp druids consider as part of their domain (occasionally putting them into conflict with Circle of the River druids). Swamp druids tend to be lizardfolk.
 * Underdark: It is not known if there are extensive, underground caverns on Tanawak. It is, therefore, not known if there are any Circle of the Underdark druids. [Metagame note: this campaign will not focus on the Underdark, choosing this Circle may not prove fruitful for a player.]

Circle of the Moon Modifications
Moon druids have the same abilities as listed in the Player's Handbook with one distinction unique to this setting. Tanawak has two moons: the large sized Mahwu (similar to our own moon), and the smaller, reddish Glesta. This allows Tanawak moon druids to gain a helper while assuming Wild Shape. If you are a Moon Druid, then beginning at 3rd level, whenever assuming Wild Shape, you will receive help. Another beast of the same type as the beast form you are assuming, but at 1/2 the CR rating, will come to assist you on your next turn. This beast acts on your turn, usually taking the Help action to assist you unless you can speak with animals and give it specific orders. The beast form you assume must be of a species native to the surrounding land or you will not receive a helper.

Fighter
The fighter is the basic class in D&D 5E, and fits in with any setting, including Tanawak. Everybody needs a good, strong fighter with a good, strong weapon by their side.

There are no new fighter archetypes in Tanawak, but there are more options for the existing ones. For players with Xanathar's Guide, the fighter archetypes listed therein do not fit in with the style of the campaign. However, the DM is willing to work with any player who has their heart set on those archetypes to make any tweaks needed to fit the campaign.

Fighting Styles
Tanawak has three additional fighting styles that can be taken at 1st Level
 * Bob & Weave: when in melee combat, you can use a bonus action to use reeds, thin trees, vines, and similar narrow obstacles for cover, giving disadvantage to the next melee attack by any opponent. This is common for warriors of the Blood Jungle.
 * Mounted Fighting: you gain +2 to attack rolls when fighting from a mount. This is common for warriors of the plains.
 * Spear & Shield: when using a spear and shield in melee combat, you gain +1 to hit with the spear and +1 to your AC.

Weapon-Specific Battlemaster Maneuvers
The Equipment page lists a variety of weapons customized to the Tanawak setting. Each of these weapons has its own battlemaster maneuver. Battlemasters can trade one of the maneuvers listed in the PHB with two of these weapon-specific maneuvers as one of their "learned maneuvers". This can be repeated when new maneuvers are gained at 7th, 10th, and 15th level (instead of learning two new maneuvers at those levels, the battlemaster can learn one standard maneuver and two weapon-specific maneuvers). The battlemaster must be armed with that weapon in order to use that weapon-specific maneuver. The number and type of Superiority Dice does not change.

Painted Warrior
On Tanawak, eldritch knights are replaced by Painted Warriors. These are fighters who have been trained in mystic body painting techniques by a shaman, wizard, or sorceror. The abilities are the same as the eldritch knight, but instead of requiring a spellbook or a focus, the warrior requires tattooing pigments that he must prepare himself or receive from another trained painted spellcaster. See the section on Painted Spellcasting below for more.

Monk
Monks do exist in Tanawak, using the same abilities and features as the monks in the Player's Handbook. Players are encouraged to modify the descriptions and flavors of their attacks and techniques to fit with the African theme of the campaign, instead of an Oriental theme typical with the monk class.

There is one Tanawak-specific monk archetype, described below. For players with Xanathar's Guide, the monk archetypes listed therein do not fit in with the style of the campaign. However, the DM is willing to work with any player who has their heart set on those archetypes to make any tweaks needed to fit the campaign.

Way of the Atoned
High up in the southern peaks of the Bilokko Range sits the Sufferhold. The worst criminals from all across the western coast of Tanawak are given two choices: execution, or a sentence in the Sufferhold. After serving their time (assuming they survive their time in the aptly-named Sufferhold), these felons are released, with clean slates, and given a new mission: to cast aside all former ties (familial or otherwise), and travel the land, serve the cause of peace wherever they are needed. Most become simple pilgrims, walking the land and performing mundane services to any in need they find. Some, however, are trained as monks in the Way of the Atoned, and serve as defenders of the peace. The Way of the Atoned is a selfless path that subscribes to helping the helpless through non-lethal action. Lethal attacks are only acceptable in extreme cases. Only creatures who've served time in Sufferhold can choose this Way. ''[For players, the Sufferhold background is required to take this Way. However, you can also take the Sufferhold background but decide not to be a monk. See the Sufferhold background for more -- Aruru].''

Healing Vibrations: when taking the Way of the Atoned at 3rd level, you can use your ki to heal one creature, by touch, as an action. 1 ki point acts as a cure light wounds spell, each additional ki point acts as casting the spell at one level higher.

Stop the Madness: at 6th level, as an action, you can spend 3 ki points to create a booming force, extending from your position. This makes a thunderous boom similar to the thunderwave spell, audible out to 300'. Each creature within 20' of you must make a Constitution saving throw vs your ki DC. The following happens to any that fail their save: Power Suppression: at 11th level, if you hit an opponent with an unarmed strike, you can spend 4 ki points to block that creature's own power flow. The victim must make a Constitution saving throw or lose the ability to cast any spells or use any offensive special abilities (such as breath weapons) for up to one minute. At the end of each of its turns, the victim can attempt another Constitution saving throw to end the effect early. While affected, the victim can only make basic (i.e. non-spell) melee or ranged attacks, take any of the other actions listed in the PHB pgs 192-193, or perform Skill checks. Abilities that simply exist, such as fear auras, are not affected. Movement is not affected by this ability.
 * They are pushed 10' away from you
 * They are stunned for up to 1 minute. They can make a new Constitution save vs this effect at the end of each of their turns to shake off the stun effect before the minute is up.
 * If they make that save before the minute is up, they will still suffer from a ringing in the ears, any attacks or skill checks it makes are rolled at disadvantage for the time that remains of the original 1 minute duration. They can make a new Constitution save vs this effect at the end of each of their turns to shake off the ear ringing before the minute is up.
 * If the creature does not have hearing, only the 10' push affects them.

Healing Tremors: at 17th level, as an action, you can put your hands on a creature and spend 7 ki points. The creature regains 70 hit points and is allowed a new save vs. any condition or effect it is currently suffering from.

Paladin
Paladins in Tanawak are very similar to those in the Player's Handbook. There are some new options and archetypes, which are described below. For players with Xanather's Guide, the paladin archetypes listed within do not fit well in this campaign. If a player is interested in playing one of them, the DM will work with them to make adjustments so it will fit.

Players wishing to play a paladin are encouraged to read the section on Religions of Tanawak.

Fighting Styles
In addition to the fighting styles defined in the PHB, these are also available to all player-character paladins.
 * Mounted Fighting: you gain +2 to attack rolls when fighting from a mount. This is common for warriors of the plains.
 * Spear & Shield: when using a spear and shield in melee combat, you gain +1 to hit with the spear and +1 to your AC.

Oath of the Land
Centuries ago, after the catastrophe that created the Gritty Wastes, a new paladin order was formed: the Oath of the Land. These paladins believe, and there is scholarly evidence to support, this desert was created due to some magical catastrophe, and they are now sworn to prevent another such catastrophe from ever happening again. Unlike the Oath of the Ancients, who serve to protect living things and preserve nature from all unnecessary incursions, the Oath of the Land paladins believe they are preserving the world itself from the the abuses of powerful magic. Players who choose this oath gain the following abilities at the appropriate levels:

Oath of Land Spells: Channel Divinity: at 3rd level, you gain the following two Channel Divinity options: Aura of Warding: beginning at 7th level, your affinity with the land provides a measure of protection. You and friendly creatures within 10' of you have resistance to area-of-effect damage. At 18th level, the range of this aura increases to 30'.
 * 3rd Level: detect poison & disease, purify food & drink
 * 5th Level: lesser restoration, shatter
 * 9th Level: dispel magic, protection from energy
 * 13th Level: banishment, hallucinatory terrain
 * 17th Level: dispel good & evil, greater restoration
 * Disruption: you can use your Channel Divinity as a reaction to use the energy of the world to disrupt a spell you can see being cast within 30' of you. The caster must make a Charisma save vs your DC in order for the spell to be cast.
 * Vow of Antimagic: as a bonus action, you can use your Channel Divinity to utter a vow against a magic-using creature you can see within 20' of you. You gain advantage against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. If the target is not actually a spellcaster, the Channel Divinity is still expended, and no benefit is provided.

Favored of the Land: beginning at 15th level, your affinity with the land protects you. When you drop to fewer than 1/2 of your hit points, you can use a reaction to draw up sand, minerals, tiny rocks, etc., and bind it to your skin. This improves your armor class by 3 for the next 10 minutes or until you are incapacitated, or healed so that you have 1/2 or more of your total hit points remaining. This can only be done once per long rest.

Avatar of the World: at 20th level, you can assume the form of a stone guardian of a form of your choosing. Your skin and anything you are holding or carrying becomes as of rock. This grants the following benefits:
 * your AC becomes 20 regardless of armor, dexterity, etc.
 * if you wish, you can attack with your fists with proficiency, which will cause 2d8 bludgeoning damage plus your Strength modifier. You maintain the number of attacks you had before the transformation, and can make an extra fist attack as a Bonus action per two-weapon fighting.
 * you are resistant to nonmagical weapon damage
 * you are immovable when you wish to be, making you immune to being shoved, being knocked prone, or otherwise being moved against your will. Note you can still be charmed and then ordered to move.

Ranger
The ranger is immensely well suited for this campaign. There are only minor changes to the ranger as defined in the PHB: For players who have access to a copy of Xanathar's Guide, the ranger archetypes therein do not fit well with the Tanawak setting. If you have your heart set on playing one of them, consult with the DM to make any necessary adjustments to let them fit.
 * as was noted under Druid above, there is no arctic terrain in Tanawak except at the very top of the Highspire Mountain. Selecting the arctic as favored terrain will not provide much benefit. Also, the Swamp terrain will also include the great rivers and lakes that are depicted on the continental map. This is to provide some balance, as there are not many large swamps on Tanawak. [Metagame note: this campaign will not spend much, if any, time in the desert or the underdark, making those two terrains poor choices - Aruru]
 * any beastmaster companions must be akin to the species of animals found in Africa. Websites such as Active Wild might be useful when selecting such beasts. Work with the DM for statistics on these beasts, as they may not be obvious in the PHB.

Players can elect to run the Unearthed Arcana revised ranger per this link, selecting either the Beast or Hunter Conclaves.

Rogue
As is usual with all campaigns, rogues fit in very well in the civilized areas of Tanawak. Rogues tend to come from any of the cities or the general area of the Free Cities, and not from the rural or wild areas. The exception to this is the Unearthed Arcana Scout archetype, which can be found here.

Players with Xanathar's Guide will be pleased to know that all the rogue archetypes fit in well and can be used in Tanawak. With the exception of the Scout, these archetypes all come from the civilized areas and not the rural or wild areas.

There is a new Tanawak-specific rogue archetype: the Tomb Raider

Tomb Raider
Your interest in ancient cultures, whether for intellectual curiosity or simple greed, has led you down a path that some consider blasphemous or even gruesome. The crypts and dungeons of the long dead are dangerous places, a tomb raider must not only be well-versed in traps but in history, and must have nerves of steel and the ability to always know an escape route.

As a Tomb Raider, you have the following abilities:

Historian: At 3rd level, you gain proficiency in the History skill. You also add proficiency in another language.

Escape Artist: Also at 3rd level, you can add your Intelligence bonus to any Sleight of Hand checks to disarm a trap. In addition, your movement is not slowed by difficult terrain caused by nonmagical means.

Blend In: at 9th level, you can use your knowledge of history and other cultures to blend in. You know how to adapt or steal appropriate clothing, change your manner of speaking, modify your mannerisms, and make other adjustments to appear to be a nondescript, background person who belongs in the scene. This grants advantage on any Deception checks in such an environment. This only works in actual, sentient societies: it does not work in beast or monstrosity lairs or warrens. It also does not work in regions where your race would never, ever be encountered without being supplemented with Disguise or another skill or magical effect..

Use Magic Scolls: at 13th level, you have a chance to cast spells from a scroll. You must make an Intelligence check, the target DC is 10 + the spell's level. Failing this check means there's a mishap: make an Intelligence save vs. DC 10 or suffer from a scroll mishap per the DMG.

Shout a Warning: at 17th level, when you make a save vs. anything that has an area of effect, you can cry out a warning that grants advantage on the save for anyone else in the area of effect that hears you. This is usable once per short or long rest.

Sorcerer
The official Player's Handbook sorcerer archetypes fit well with Tanawak. Draconic Bloodline sorcerers are quite rare, even amongst dragonborn, because the Great Dragons have not been directly involved in the world for eons. Wild Magic sorcerers draw their power from the lingering effects of the cataclysm that created the Gritty Wastes, and tend to come from regions bordering that desert. Both types of sorcerers are considered ill omens by the civilized races, and tend to hide their powers for fear of prejudice and abuse.

Players with Xanathar's Guide are welcome to choose the archetypes therein. Please consult with the DM to "skin" them to fit the tone of the campaign.

Sorcerer players might find the options under Painted Spellcasting interesting. In the case of sorcerers, the sigils are actually tattooed using needles and handcrafted permanent ink, instead of the body paint used for wizards. Using tattoed sigils in this manner precludes the use of spell foci.

Finally, Tanawak has a campaign-specific sorcerous origin available to players: Earthcore Power.

Earthcore Power
You are especially tuned to the powerful forces of the earth itself. You are able to channel these forces to produce powerful, but occasionally uncontrollable, magical effects. Earthcore sorcerers are very rare, but scholars of dubious repute think the eruption of the Scarlands Caldera was caused by an Earthcore sorcerer who lost control of his powers.

As an Earthcore sorcerer, you have the following abilities:

Earth Sensitive: when you choose this origin at 1st level, you can add your proficiency bonus to Nature, Perception, Stealth, and Survival checks made when standing on solid rock. You are also immune to being knocked prone while standing on solid rock. You can also detect true north as long as your feet are firmly on the ground (does not have to be on rock, but can't be on water, while in a tree, on a wooden floor, etc.)

Earthcore Power: At 6th level, you can choose one of five energies to control: gravity, magnetism, tectonics, geothermal, and volcanism. At 6th, 14th and 18th levels, you can use your Action to use that Earthcore energy to make an effect. Higher level sorcerers can cast the lower level effects, at the lower sorcery point cost, if they wish. Some of these effects require you to be on actual ground, if they are cast while in a building, up a tree, etc., the effect comes from the ground immediately beneath the intended target. The DM will have to adjudicate what happens in those cases. There is also a chance for a cascading effect: when one of these abilities are used, roll a d20. On a 1, a cascading effect occurs. This is explained after the list of effects below.

Levitation: you tap into gravitational forces to levitate a creature or object per the levitate spell.

Toss: you tap into gravitational forces to lift and hurl a creature or object weighing up to 500 lbs. The item travels in an arc up to 20' high and has a range of 30'/100'. If you're throwing the object as an attack, make an attack roll; on a success the target takes 8d8 bludgeoning damage, which may be adjusted downward if the objects are soft or breakable (DM's prerogative). If you're throwing a creature, treat it as falling damage for the distance tossed.

Crushing Weight: you tap into gravitational forces to increase the gravity in an area with a 30' radius centered on a point up to 50' away from you. Every creature in the area of effect will make attacks and any Strength- or Dexterity- based checks at disadvantage, as long as they are in the area of effect. They must also make a normal Strength saving throw vs your spellcasting DC or become unable to move, and take 4d8 bludgeoning damage from the crushing weight. Those who make their save can move at 1/2 movement rate, and take only 1/2 the damage. Creatures who are sized Large or larger, and are only partially in the area of effect, take 1/2 damage and have 1/2 movement on a failed save, or take 1/4 damage and do not suffer any movement penalties on a successful one. The effect extends to 50' above the ground (the actual ground, which may not be the surface on which the caster is standing). Flying creatures in the area of effect who fail their Strength save will fall to the ground, however this will not be a free fall, so the falling damage will be halved. Objects inside the area of effect are affected as if a 500 lb weight were placed on them, which may or may not break them according to DM adjudication. You can continue this effect as an action on subsequent rounds, which means it can continue the damage and movement effects, but allows new saving throws, etc.

Immobilize: you tap into magnetic forces to immobilize metallic objects, or objects with metallic components. Range is 60', area of effect is a 10' x 10' cube. Creatures who are wearing or carrying those objects must make a Strength save vs your spellcasting DC or be unable to move as long as they carry or wear those items, or until the end of their next turn. Those who make their save can move at 1/2 speed. Affected creatures can drop handheld items (a free action) or remove worn items (which requires the Use an Object action, this may take several rounds to remove a suit of armor). This effectively puts those removed items into "stasis", hovering where they were until the effect ends, at which point they will clatter to the ground. You can continue this effect if you choose, for up to 1 minute. This requires concentration. Note: for the purposes of this ability, all metals are affected, not just ferromagnetic or paramagnetic metals.

Attraction/Repulsion: you tap into magnetic forces to push or pull metallic objects, or objects with metallic components. Range is 60', area of effect is a 10 x 10 cube. You can move them at a rate of up to 30' per round, either directly toward you or directly away from you. Creatures affected by wearing or carrying affected objects are allowed a Strength save vs your spellcasting DC to slow this movement by 1/2. Such creatures may drop an affected item to avoid this effect (free action), or take the Use Object action to remove a worn item, although in this case the effect doesn't stop until the end of their turn. You can continue this effect if you choose, for up to 1 minute; new saves can be attempted each turn. This requires concentration. The effect cannot move items farther than 100' away from you. Note: for the purposes of this ability, all metals are affected, not just ferromagnetic or paramagnetic metals.

Slam: this is the same as the Attraction/Repulsion effect mentioned above, however in this case you can accelerate the movement rate up to 100' in that turn before the effect ends. If an affected creature hits an immovable object before then, it takes 8d8 bludgeoning damage. The creature gets a Strength save vs. your spellcasting DC, on a successful save the movement is only 50' due to its resistance, and if the victim hits an immovable object before then, it only takes 4d8 bludgeoning damage. In this latter case, you can use an Action to continue the effect next turn, which allows a new save. In this case, you only have 50' with which to cause any damage, under no circumstances can the victim be slammed more than 100' from your position. DMs can adjust the damage downward if the objects struck are not immovable. Note: for the purposes of this ability, all metals are affected, not just ferromagnetic or paramagnetic metals.

Tremor: you tap into the power of plate tectonics to cause a tremor in a 20' radius centered on a point up to 60' away from you. This tremor can topple furniture but it will not damage structures. Creatures within the area of effect, even partially, must make a Dexterity save vs. your spellcasting DC or be knocked prone. Even if they make the save, any attacks will be made at disadvantage. The tremor also triggers Concentration checks by those in the area of effect. This effect can be continued on subsequent rounds for up to 1 minute, this would require Concentration.

Rift: you tap into the power of plate tectonics to cause a rift to open in the ground. This rift will be 50' long and 10' wide, centered on a point up to 100' away from you. The rift will be 20' deep. Creatures in the area of effect can use a Reaction to make a Dexterity save vs your spellcasting DC to leap to safety, otherwise they'll fall and take the appropriate falling damage. If the rift bisects a structure, the DM can adjudicate how much damage is done to that structure.

Minor Earthquake: you tap into the power of plate tectonics to cause a minor earthquake. This is a half-strength version of the 8th level earthquake spell. Every element (range, area of effect, structural damage done, etc.) is halved, except for the description of the effects of a structural collapse, which remain the same.

Water Jet: a singular, momentary water jet erupts from the ground at a point of your choosing within 100'. If under a creature, that creature can make a Dexterity save vs. your spellcasting DC or take 2d6 bludgeoning damage. The victim will also be knocked 5' back, and Medium or smaller creatures will also be knocked prone.

Steam Vent: this is similar to Water Jet, but instead it's a superheated jet of steam. The creature must make a Dexterity save vs. your spellcasting DC or take 6d6 scalding (fire) damage. The victim is also knocked back 5'.

Geyser: a geyser with a 5' radius erupts from the ground underfoot, within a point of your choosing within 100'. Any creature in that area must make a Dexterity save vs. your spellcasting DC or take 4d6 bludgeoning damage and 2d6 scalding (fire) damage. Large or smaller creatures are also thrown up in air (1d4+1)x10' and will take commensurate falling damage when they come back down, landing outside the area of effect. Huge or larger creatures will be thrown back 10'. The DM will have to decide what happens to the water that is created by the geyser.

Lava Floor: a spot on the floor, 10' x 10', turns into lava. Range is 60', the lava is no more than 1' deep. Creatures inside the area of effect take 4d10 fire damage, or can use a Reaction to make a Dexterity save vs your spellcasting DC to exit the area and take half damage. This lava cools rapidly: after 1 minute, the lava forms a thin crust, and at 10 minutes, it becomes solid rock. Anyone who ends their turn in the area until it is solid rock takes 4d10 damage.

Lava Bomb: a bright streak flashes from your fingertips, but instead of a fireball, a blob of hot lava is created. The lava bomb has a range of 100' and an area of effect of 20' radius. Creatures in that range must make a Dexterity save vs. your spellcasting DC or take 6d8 fire damage on the first round, and 2d8 fire damage on the second round, due to the lava actually adhering to the skin. Those who make the save take half damage on the first round, and no damage on the second. Unlike fireball, this damage cannot go around corners.

Fumarole: a small volcanic vent is created at a point of your choosing within 100'. It immediately spews out sulfurous vapors. The initial effect is a 20' radius sphere, and causes the same damage as the cloudkill  spell. You can use concentration to make this effect last up to one minute, on each successive turn the area of effect increases by 5' to the radius. In addition to the effects listed under the cloudkill spell, the sulfurous cloud caused 1d4 acid damage to the skin to any who end their turn in the affected area.

Cascading Effects: whenever one of these Earthcore abilities are used, roll a d20. On a 1, a Cascading Effect occurs. Another effect of the same type, but out of control of the caster, will occur. Roll a d8 for the compass point direction (with 1 being north), and d20 x 5' for distance. The result indicates how far away from the original effect's point of impact this second effect will occur. The DM will have to determine how this second effect acts, but it should be random, meaning it can potentially affect allies of the caster.

Warlock
There are plenty of otherworldly beings capable of being warlock patrons in Tanawak. Archfey, fiends, and Old Ones are as interested in Tanawak as they are in any other world. Of course, rumors and beliefs abound that these beings are responsible for the creation of the Gritty Wastes, or the destruction of the ancient civilization under the Blood Jungle, or the eruption of the great Scarlands Caldera.

Warlocks in Tanawak can be treated differently depending on where they are and how they act. Some, of course, are feared, because of the dangerous nature of their powers. In other areas, they are respected, and bombarded by strangers beseeching their powers for favors of powerful spirits. Some of the more tribal cultures will even revere a powerful warlock as a god.

Warlock archetypes in Xanathar's Guide are welcome in Tanawak, for players who have access to that tome.

Certain warlocks have made different sorts of pacts than what is written in these official sources. All throughout Tanawak exist fantastic landmarks: the Whistling Rifts in the eastern Kelastian plains; Totem Rock southeast of Ojango; Azgoth's Maelstrom, a great whirlpool off the tips of the Talons; and, of course, the Scarlands Caldera. These landmarks, and more, are also powerful elemental nexuses, and have been known to inspire elemental warlocks. If you chose to be one of these types of elemental warlocks, your otherworldly patron is an elemental prince.

The Elemental Prince
Your patron is a prince of the element whose landmark you revere. Air based landmarks include vast canyons or rock formations that create wind effects, or flatlands prone to the development of twisters or dust devils. Earth based landmarks include escarpments, buttes, hoodoos, magma extrusions, or other rock formations. Fire based landmarks include volcanos, calderas, and geysers. Water based landmarks include waterfalls, whirlpools, and areas where tides are focused into narrow channels. The powers of these elemental planes are in a state of perpetual competition with each other, your patron's primary motivation is to promote the domination of their particular elemental force above the others. These princes can have other motivations as well, across all the alignments, and be either broad or very specific. Examples of elemental princes can be found here. There are also powerful, noble genies who can act as patrons.

Expanded Spell List

The Elemental Prince allows you to choose from an expanded list of spells when you learn a warlock spell. The spells from the table below that correspond to your particular element are added to the warlock spell list for you. Some spells are flavored for your particular element, having the same effects as per the PHB, but in a form that matches your element.

Elemental Protection

At 1st level, you gain have advantage on saves vs effects relating to your particular element. This can be direct (a fire warlock will have advantage on saves vs fireball ), or indirect (any saves that a water warlock might make against drowning).

Elemental Ward

At 6th level, you can request that your elemental prince grants you their favor. If you receive damage from your particular element, whether from an attack or from a spell, you can use a Reaction to be granted resistance to that damage. When you use this ability, you can't use it again until you finish a short or long rest.

Elemental Resistance

Starting at 10th level, you can chose one of the elemental damage types (acid, cold, fire, lightning, thunder) when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature.

Elemental Spite

Starting at 14th level, you can inflict a specific effect on a creature you can see within 60'. It must make a Constitution save vs your spellcasting DC or suffer from the appropriate effect based on your appropriate element. You can do this once per long rest.

Suffocate (Air): you remove all the air from the creature's lungs. The victim gasps for breath. All attacks, saves, and skill checks it makes are made at disadvantage, and the victim also moves at 1/2 speed, until the beginning of your next turn. You can continue this effect for up to 1 minute total by using a bonus action on subsequent turns, this requires concentration and the victim is allowed a new Constitution save. Does not affect creatures that do not have to breathe.

Fibrosis (Earth): you conjure a cloud of dust and shove it into the lungs of the target creature. The victim begins to choke. All attacks, saves, and skill checks it makes are made at disadvantage, and the victim also moves at 1/2 speed, until the beginning of your next turn. You can continue this effect for up to 1 minute total by using a bonus action on subsequent turns, this requires concentration and the victim is allowed a new Constitution save. Does not affect creatures that do not have to breathe.

Blood Fever (Fire): you increase the temperature of the body to uncomfortable levels. This causes severe pain and discomfort. All attacks, saves, and skill checks it makes are made at disadvantage, and the victim also moves at 1/2 speed, until the beginning of your next turn. You can continue this effect for up to 1 minute total by using a bonus action on subsequent turns, this requires concentration and the victim is allowed a new Constitution save. Does not affect creatures that are immune to fire damage.

Drowning (Water): you create water in the lungs of the target creature. The creature acts as if it were drowning and is unable to speak. All attacks, saves, and skill checks it makes are made at disadvantage, and the victim also moves at 1/2 speed, until the beginning of your next turn. You can continue this effect for up to 1 minute total by using a bonus action on subsequent turns, this requires concentration and the victim is allowed a new Constitution save. Does not affect acquatic creatures.

[Note: new Eldritch Invocations are in development -- Aruru]

Wizard
Wizards tend to be clustered in the major cities of Tanawak. The largest school of magic is The Academy in the Free City of Takk. Most of the wizards in the coastal communities learned there, although there are smaller academies in most major cities. In the west, the Last Outpost has a school, and the dragonborn had their own before their civilization was wiped out by the Scarlands Caldera eruption. These wizards are exactly as specified in the Player's Handbook, and can be from any school of magic.

The less civilized, tribal areas of the continent also have wizards, but these wizards use a different way of memorizing and using spells, called Tattooed Spellcasting.

Painted Spellcasting
In the wilder areas of Tanawak, away from the cities on the coast, the use of magic developed very differently. Paper is a product of civilizations; in the interior, tribal spellcasters use special, handcrafted paints to draw mystic symbols on their skin. When the caster chooses to release that spell, they only need to brush the symbol with their fingertips, the symbol disappears, and the power of the spell is released. This can be used for Painted Wizards or by Painted Warriors (Tanawak's version of the Eldritch Knight).

If you choose to be a Painted Spellcaster or Painted Warrior, your spellcasting abilities change only as follows, otherwise they are the same as the Player's Handbook:

Cantrips: you learn cantrips as per the standard PHB rules. Cantrips themselves do not need glyphs.

Glyphs: instead of a spellbook, Painted Spellcasters have a simple scroll containing the glyphs for each of their known spells. Each time you gain new spells, you are developing and transcribing the glyphs necessary for those spells. Glyphs can also be taught by other spellcasters, or can be discovered in libraries, shops, or in forgotten tombs. Only Painted Spellcasters understand these glyphs, one must be trained as a painted caster from the beginning to understand the method (but see Painted Scrolls below).

Glyph Paints: as a Painted Spellcaster, you mix special body paints for your spells. The basic ingredients of these paints are the same as for standard body paints: berries, plants, colorful minerals, or other, readily available ingredients. However, if a spell requires a specific material component, that ingredient must be ground up into the paint by the spellcaster, using specific proportions unique to each spell. Typically, travelling Painted Spellcasters carry the basic paints in separate containers than their finely ground spell components, so they can make the appropriate mixtures before preparing their spells, instead of having to commit to specific spells weeks in advance. This can be done during your downtime.

Preparing Spells: to prepare your selected spells, you use your rest to make the final mixtures, with any appropriate spell components, and paint the appropriate spell glyphs on your bare skin, focusing your magical power into them as you go. This imbues the glyphs with spell power. The glyphs do not have to be large, 1" x 1" minimum, although you can paint them larger for cosmetic reasons. Some wizards wear loose sleeves to hide their glyph-covered arms; others walk around shirtless, their body riddled with glyphs, in an attempt to intimidate the populace. Spell preparation time is the same as for regular wizards, you are basically painting glyphs on your skin instead of studying.

Ritual Spellcasting: to cast an unprepared spell as a ritual spell, you take out your glyph scroll and paint a new glyph, and then cast using that glyph. Casting time is the same as per the PHB rules on ritual spellcasting.

Spellcasting Focus: the painted glyph is the spell focus. Painted casters do not need to carry a separate focus at all.

Special vulnerabilities: these spells can be removed from your body by another through washing or wiping them off. Painted spellcasting does not work underwater (although legend has it underwater races have figured out how to do so).

Casting Spells: to cast a spell, you simply touch the glyph. Glyph casting does not require verbal components, and can still be done while under the effect of magical silence, however it cannot be done while blinded. Painted spellcasting does not change the number of spell slots you have, or the ability to cast spells at a higher level. When you expend all your spell slots, the glyphs are still painted on, but have lost their potency.

Casting Time: this does not change casting time for spells. Spells that are longer to cast than one action require further use of the appropriate paints. This could require painting matching glyphs on a floor or door (for alarm, for example); an image of a creature to be summoned (for conjure elemental); or an image you might want for a particular illusion (such as for hallucinatory terrain). Spells that require concentration also require concentration for Painted Spellcasters.

Arcane Recovery: once per day, during a short rest, you can recover spell slots per the PHB (pg 115). You recover those slots by "touching up" the spent glyphs you prepared during the last long rest with the appropriate paint, this imbues them with new power. During a long rest, you can remove the paint for unwanted spells and replace them with glyphs for different spells from your glyph scroll.

Glyph Scrolls: Painted Wizards can create Glyph Scrolls. The scroll, when unfurled, creates a large version of the appropriate glyph. It is painted with the appropriate, component-infused paint; and has been imbued with power by its creator. The benefit of these scrolls is any sentient creature can use the scroll by rubbing across it with their fingers, however only Painted Wizards can actually understand what the glyph will do. Otherwise, these are similar to spell scrolls per the "Treasure" section of the DMG.

New Feat: Painted Caster Fighting
Prerequisite: Painted Spellcaster

After casting a spell, using Painted Spellcasting, that takes 1 action, you can use a bonus action to make a melee weapon attack on that same turn. You must be proficient with the weapon, and the weapon can only be used with one hand.

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