Barbarians roam the open plains of Raedric, or the lands to the region’s North and East.

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Bards often receive an education at the University of Delandel where studies range a whole gamut of subjects – alchemy,  trouvereship and poetry, medicine and herbology, natural history, philosophy, technology, and spying.



There are various religions in Feldarris, and the folk of Raedric are generally pagan and liberal in choice of religion.  While some people chose a more polytheistic mindset, others still hold to the “Old Faith” of druidism.  Many priests lack any special abilities whatsoever, while some clerics claim to have powers gifted to them by their gods; surely the existence of such miracles is proof of the gods’ own existence, or at least that they still pay attention to this world.

-There is no god of magic in the Feldarris setting.

Limit of Death-

In this setting, PCs can only die so many times before Death finally takes them.  When a PC dies, they permanently mark off a Death Saving Throw as a Failure, effectively limiting the number of times they can be revived and the number of saves they can make before final death takes them. Stack up three such failures, and the next time that PC dies, they stay dead.



Druids are followers of the Old Faith, who seek to understand, serve and protect the natural places of the world.  Their sacred groves are few and far between, hidden and protected by the elves of the forests.  Druidism is at the heart of elven religion, as many of Melora’s druids are elves.  Druids, whether elf or human, work with rangers and hunters of local villages to keep the way of the Old Faith alive in civilized lands, by teaching the villagers and townspeople about the dangers and bounty that the wilds offer.



Fighters are soldiers on the front lines, guardsmen from the local village, noble knights, officers, and any manner of man or woman that picks up a weapon in defence of themselves, a loved one or their home.  Some possibilities include:

King’s Army:  You’re a grunt or foot soldier in the greatest army on Raedric.

Baron's Loyal Dog:  You serve one of Raedric’s Barrons, as a lowly guardsman.

Knight Errant:  You serve to protect your family’s name, nobility and honor.

Bones of the earth:  You serve the dwarf home under your king, or one of the dwarf noble families.

Iron Brotherhood:  You’re only an initiate, but the Iron Brotherhood is a good place to start if you like fights and money.

Just trying to get by:  Your reasons for fighting are personal.  It’s your choice to figure out what drives you to fight.

-You may play an Eldritch Knight ONLY if you are a High Elf.

—The Dragoon is an open Archetype.



The East Asia Chinese Kung Fu styled Monk class doesn’t really fit in a Western Europe Middle Dark-Ages setting.  I’m not going to say “no” to the class, but please understand that if you pick Monk, you are an outsider on the same level as a Tiefling or Aasimar; you shouldn’t exist- at least not this far West- and you will stick out like a sore thumb.  HOWEVER, if you choose to play a Monk, please come up with a reason as to why you are thousands of miles away from your home and monastery.  Also- because of the vast distance between setting origins, no character can take any levels in Monk if it was not their first class- no multiclassing into a fighting style/philosophy you’ve never heard of.

-Way of the Shadow is an EVIL order.

—The Samurai is an open Monastic Tradition.



Paladins with an Oath of Devotion hold the lofty ideals of justice, honor and nobility to be the highest above all others, and are such affiliated with Bahamut, Mithra or Durin.  Paladins who swear the Oath of Vengeance hold to the Cult of Kardis.  Paladins who swear an Oath of the Crown (SCAG) pay their allegiance to their king, and no one else.  Oath of the Ancients Paladins swear their oath to the Order of the First Dawn, a group dedicated to the ideals of Mithra.


Ranger: Spell less Variant

Rangers are often attached to a nation’s Special Forces or act as woodland guides to small villages close to the forest's edge, and most use the spell-less variant. If you want to play a spell casting ranger, then your character would best fit in druid society as a special guardian who has been initiated into druidic magic, or as a character raised among the dryads of the Forest of No Return who learned the secrets of the dryads.



Rogues are plentiful in Feldarris, with thieves and assassins alike finding numerous targets among the wealthy and powerful.

-You may play an Arcane Trickster ONLY if you are a Dark Elf.



A Sorcerer is a person who has raw magic running in their veins.  Draconic Sorcerers are the descendant of an Everlasting Dragon; Storm Sorcerers (SCAG) were born during an auspicious storm, have the soul of a wind elemental, or maybe one of their ancestors was a Djin; a Wild Magic Sorcerer has raw, unfettered magic surging through them.  To keep the Sorcerer different from the standard wizard or warlock spell casters, each of the Sorcerer Archetypes MUST roll for a Wild magic surge (as the wild magic surge class ability), rolling on their individual Wild Surge table, to be provided by the DM.



Warlocks are heavily persecuted in the setting and are favored quarries of the lynch mobs and paranoid Barons.  Each Patron has their own goals, and will make requests of their subjects.  Rewards for such requests might be a new spell, learning the location of a magic item, or a boon (dmg), subject to the DM.

-phb Patrons only



Many wizards belong to a secret cabal of Esoteric Aristocrat Magic Users.  This secret society stays outside of politics, choosing instead to govern the use and control of magic throughout the known world.  They oversee who is taught magic, who uses magic and for what purpose, and who is deemed fit to sell their services for a predetermined price.  


True Names

Sorcerers, Warlocks and Wizards choose a false name to go by once they begin their study in magic, rather than use their real name.  This false name is usually a word translated from common into draconic, the language of magic.  This is done because any creature that knows a spellcaster’s true name can gain power over them, your spells will be less effective and theirs will be more so.  Often times this means a young student of the arcane will move far away from home, as to not be recognized by friends or family who would give away their true name by accident or on purpose.  It also means that the student’s teacher is possibly the only person who ever knows their pupil’s true name, a fact that every wizard must live with, unless they remove their teacher from the equation altogether.


Any creature that knows your true name has advantage against your spell saving throws, and you have disadvantage against theirs. Likewise, if you know any creature’s true name, you have advantage to save against their spells and they have disadvantage against yours. Any spell caster that uses Sorcerer, Warlock and Wizard spells chooses such a false name.


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