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These are some supplemental character classes for the Rym setting, many of which are the result of the world’s unique history, culture, and even geography. They can be used in any setting, though they originate here and may seem out of place without the existing framework of this world. This is only a handful of what’s in store, a sample specific to several of the existing peoples’ and their cultures. Combined with some new gear, they’ll provide a few fresh options for anyone who wants to give them a try in either this world or their own. Since we’re starting with the lutrai and expanding over the course of the project, you’re going to see those classes first, though we have at least three planned for each of the other local cultures and possibly more over time.
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Dreams of Tropos allows you to assume any form whose CR is 1/3 your Druid level. If your level is 1 higher than the CR of your wildshape form, add your proficiency bonus to damage from your attacks. If your level is 2 higher, add your druid level to the form's HP. Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. A list of these creatures is linked here. Druid Level Circle Spells 3rd Mirror Image, Misty Step 5th Water Breathing, Water Walk 7th Control Water, Freedom of Movement 9th Conjure Elemental, Scrying |
DREAMDIVER FIFTH EDITON The Dreamdivers are bound to the ancient seas of the water moon, Tropos. This primordial oceanic Eden was the domain of the Onai, Rym’s greater divinity, in a time before the First Age. The creatures which lived in these oceans were unlike anything seen today, and the memory of them persists in the dreams and imaginations of these moongazing druids. As a Dreamdiver, you may find yourself swimming with them when you sleep, coursing through the shallow tropical seas of the ocean moon and making contact with eldritch entities shaped by the ancient first gods in the time before civilization took root on the planet below. Dreamdivers are especially well known for the trance that they can enter, which allows them to blur the line between their subconscious and the real world, superimposing dreams of their ocean realm over reality itself. They can bring the ocean with them wherever they go, empowered to express its might, its generosity, and its wrath through their own bodies, minds, and spirits.
AQUATIC ADEPT As with all lutrai, you can move and fight in the water with exceptional grace, negating the disadvantage on attacks that land-dwelling creatures have in your native habitat. However, you are even more specialized to this environment, becoming exceptionally nimble. When swimming, you add your wisdom attribute bonus to your armor class, and to the damage of your melee attacks, including when you are Wild Shaped. You can also cast spells underwater without any verbal component the spell would otherwise require.
AQUATIC ADEPT WILDSHAPE You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot to regain 1d8 hit points per level of the spell slot expended. You also have the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, and the limitation on forms with swimming speeds does not apply to you. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. You also gain access to special aquatic forms, which improve as you rise in level.
DEEP TRANCE Unique to Dreamdivers, you can expend a use of your Wild Shape to enter what is known as the Deep Trance when you are out of the water. In this heightened state of consciousness, lucid dreams of the ocean spill into the world around you, changing the very nature of your relationship with land. For you, your surroundings are a new ocean, alive with neon corals, waving seaweed, and towering kelp forests in place of stone, grass and trees. Although those around you can only see a glimmer of this seascape when you pass close to them, your ability to move in this ocean is a sight to behold. While in the Deep Trance, you move about in the air using your swim speed, with all the grace you would possess under the waves, floating as you will, or darting around like a fish. In this state, all the bonuses you would have while underwater, such as your AC and damage bonuses, and your ability to cast spells without verbal components, apply for as long as you remain in the trance. However, you can only maintain the trance for as long as you can hold your breath. As might be expected, holding your breath prevents you from speaking. The Deep Trance changes certain spells. The Summon Beast and Conjure Animals spells will only bring forth aquatic beasts, but they will be able to move and survive in the air just like you. Summon or Conjure Elemental will only bring forth the water variants. Guardian of Nature makes your skin fish or sharklike instead of furry, and increases your swim speed by 10 feet when you choose the Primal Beast option, while the Great Tree option gives you a more sea-weedy appearance. Polymorph, Animal Shapes, and Shapechange all produce aquatic variants that are given the movement benefits of Deep Trance. Other appropriate spells may take on a watery theme, at your suggestion and/or the DM's discretion. You can still use your wild-shape during the Deep Trance, with another use of the ability, but any beast form you choose must have the water breathing trait. However, while wild-shaped, your breath timer is on hold. It resumes where you left off if and when you transform back into your lutrai form. You retain the other benefits of Deep Trance.
DREAMS OF TROPOS The great moon of Tropos is an ocean in the sky all unto itself, teeming with alien sea creatures. As your consciousness expands, you can begin to tap into the mysterious influence of Tropos. At 10th level, you can wild-shape into special forms native to the ocean moon. The CR limit applies, though they are of the 'aberration' creature type. At 14th level, your yearning for the greatest ocean transcends the gulf between Tropos and Rym. As an action, you can transport yourself and willing creatures that are touching you to Tropos, to a spot either determined by the DM or that you have visited before on the ocean moon. As another action, you can transport yourself back to Rym, at the spot you left from. Any creatures that accompanied you return with you. You cannot initiate this journey again until you have completed a long rest.
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LIFEGUARD MONK FIFTH EDITON In the Bygone, swimming pools, artificial beaches, and waterparks were everywhere. With these water features came the need to protect people from drowning, and to provide them with towels when necessary. The lutrai were perfectly suited to this role, so much so that it became their natural setting within the Creator State. The lifeguard was trained in water rescue, and to maintain a disciplined vigil from atop tall chairs, tower huts, or even aquatic vehicles of all kinds. This conditioning and its traditions persist even now, hundreds of years after the fall of their civilization. Over the centuries, they’ve adapted lifeguarding to the new world and even maintained some of the old parks and pools in order to train new generations. Such watery monasteries will teach the art of lifesaving, towel-fighting, and artificial respiration to those who dwell among their inhabitants and pass the certification exams. THE WET SNAP Over the centuries, the lutrai have developed a complex and unexpected form of martial art called Tau’Tekta, or Towel-Fighting. Though seemingly-absurd, this form of locker-room combat has been honed to wicked perfection over the course of seven hundred years, allowing a practiced wielder to blind, trip, disarm, or entangle their opponents with whip-like snaps of a wet towel. Though nearly any towel will do, they have their own specialized combat towels, often emblazoned with the heraldry of the park or pool from which it came. Such towels may be worn or carried in all sorts of innocuous ways, allowing the lifeguard monk to carry their weapon without drawing much attention. The form involves a lot of tangling maneuvers followed up with kicks, punches, and body-throws, eschewing more mystical maneuvers for the highly-practical art of demolishing the opponent’s ability to fight back.
TOWEL & WHISTLE MASTERY Starting when you choose this tradition at 3rd level, you may treat any towel or scarf as if it is a whip. A regular towel has reach as a normal whip (10’), though a scarf does not. Both are considered finesse and monk weapons. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target if they Large size or smaller.
When you use a whistle, it can be heard up to 500 feet away. Spend one point of Ki to treat this action as the Command spell (60' range) with your Monk save DC.
TOWEL TANGLER At 6th level, you may use your towel in new ways on opponents of Large size or smaller.
You may also spend your action to restore anyone who has dropped to 0 hp due to suffocation back to their HP prior to suffocation. This requires 1 ki point, or a Heal check (DC 15). WET TOWEL Starting at 11th level, you may soak your towel in any poison, potion, oil, dust, or other alchemical substance in order to deliver said substance once in addition to whipping damage. You may choose to inflict no damage when delivering this attack. Soaking or dusting the towel is a Bonus action.
TOWEL TOSS At 17th level, any creature you hit during a flurry of blows may be moved to any space within the range of your reach. This does not provoke attacks of opportunity. |
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AKTAKA FIFTH EDITON Aktak-Ru evolved from a contact sport and has only gotten rougher in the time since it was played in the arenas of the Bygone. Its fast-paced, hard-hitting play was known for knock-down bodychecks, slap-shots, and even fighting, which meant that players had to be tough, almost barbaric in nature, and extremely fit. This is why it fits the barbarian class, and often acts as an aggression sink for the lutrai of the northern tribes who descended from military bloodlines. Players of this extremely rough-and-tumble game are known as Aktaka, lauded (and occasionally derided) as ruffians or even hooligans in lutrai culture. Games are often used to settle rivalries or 'scores' as they were called, and though the rules of the game vary slightly from location to location, they all have an almost universal similarity to hockey. IT'S A GAME The big difference between aktak-ru and actual fighting is sportsmanship, a form of sport-based honor which is still held in high regard even centuries after the game’s last official league match. Play may be rough, even injurious, but in the end it’s all in good fun and when the game is over, the players shake hands and even share celebratory libations. They play for the love of the game, even when the game feels like battle. The game may involve roughing, high-sticking, slashing, holding, hooking, and elbowing, but in the end it's just a game and nobody needs to get killed. For this reason, players may always choose to inflict non-lethal damage in even the most furious match - inflicting actual damage is considered poor-sportsmanship.
SPORTSMANSHIP Aktak-Ru may be rough, but it has rules, and though its equipment and play style may seem more like battle than sport, nobody is actually trying to kill each other. The fact that the equipment and play style can be used in battle is just a fortunate coincidence for any player who might find themselves in combat outside of a scheduled game. The fact is, the game itself (in its ancient antiquity) originally evolved from battle, a sort of mock-combat ritual which became a sport, which has now come full circle and returned to its roots. Chose ONE of the following styles of play.
When wielding a staff or greatclub, you can perform a 'slap-shot', firing stones or other small objects as if it were a sling.
BIG LEAGUE At 6th level, you gain Expertise in Athletics. Chose ONE of the following:
LEGENDARY SLAP-SHOT At 10th level, your slap-shots are treated as Fire Bolt cantrips. At 14th level, make these shots with Advantage. |
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DEEP KNIGHT FIFTH EDITON Centuries ago, in the final years of the Automatic War, the lutrai were assigned to the defense of the Nicrete Shoal and its abyssal drill, the Benthic Lance. These were no ordinary lutrai, they were the Deep Knights, the paladins of their day, whose fearsome destiny was no less than the cataclysmic destruction of Rym’s fiery underworld. This infernal region had long-since fulfilled the role of punitive afterlife for mortals who displeased Rym’s divine order, those who were reincarnated as demons to serve out their sentences deep beneath the world, and it was believed that its destruction would free them from their divinely-imposed torment. The Benthic Lance was made to bore down through the Bay of Tropaz and into the upper underworld, a monumental undertaking which caused unfathomable quantities of seawater to meet incalculable amounts of molten rock. The resulting explosion collapsed the entire Tropaz Basin into what is now the New Sea, utterly destroying the underworld in the process. THE VOW The Deep Knights are a rare example of paladins whose great crusade ended successfully – they quite literally destroyed Rym’s version of the Abyss. Though they’re still bound to the Nicrete Shoal and the drowned underworld, their vow now extends to protecting the oceans around it from the last remnants which may yet crawl from its cooling depths. Many lutrai know the story of the Deep Knights, and some even aspire to join them, but only those who voyage to the Nicrete Shoal and earn the mythical BEX armor can truly be counted among their number. Their duty remains somewhat localized, though from this watery Camelot they may be deployed to seek out oceanic ruins or sea monsters of all kinds, or lead expeditions in the Shoal’s allotment of legendary submersibles.
Protect the Seafarer. You are the lighthouse in the darkness, the port in the storm, and the lifeboat of salvation. The sea is cruel and capricious, and you must be the life preserver.
THE ARMOR The Armor of the Deep, also called the Benthic Exosuit (or BEX) is the hallmark of this order. If you journey to the Nicrete Shoal and undergo the trials of the Deep Knights, you may earn the armor and all of its responsibilities. The complete set includes the Ring of Swimming (at level 4), Ring of Warmth (level 5), Gem of Brightness (level 6) and Plate Armor of the Deep (level 7). This item set completes the BEX, allowing the wearer to dive to any depth comfortably and explore even the coldest, darkest abyssal trench in relative comfort. The armor keeps its wearer warm and dry regardless of exterior conditions, and though made to be used underwater, it functions quite well on land when the flippers are detached from the sabatons. Elements of the armor are built, restored, or earned through challenges of increasing magnitude. OATH SPELLS Paladin Level Spells 3rd Create or Destroy Water, Fog Cloud 5th Darkvision, Air Bubble 9th Water Walk, Tidal Wave 13th Control Water, Watery Sphere 17th Maelstrom, Cone of Cold AURA OF THE DEEP: Beginning at 7th level, you may extend the benefits of your Armor of the Deep to all friendly creatures within 10 feet of you. This aura extends to 30 feet at 18th level. SUBMARINE: Starting at 15th level, you may be given command (or use) of a Manta Ray submarine in lieu of a divine mount. Your rank becomes Captain.
DEEP STAR: At 20th level, your Channel Divinity affects (turns) all hostile creatures with a swim speed. You gain advantage on all saving throws imposed by such creatures.
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