ForceUser
Explorer
Below is the quick sheet for the races & classes allowed in my homebrew campaign. Just for fun, see if you can identify the sources (popular media, literature, RPG books) from which I drew my inspiration!
THE RACES
Humans are adaptable, diverse, and industrious, and many human kingdoms flourish upon eastern Eriador. A human’s favored class is simply the class she has the most levels in.
Aelfborn are humans with traces of fey heritage, and are often magical, mysterious, and secretive. Their favored class is bard.
Anhardd are cunning survivors with little binding them to the expectations of their human or hobgoblin kin. Their favored class is fighter.
Changelings are the offspring of human-shapeshifter unions, and retain some innate shapechanging ability. Their favored class is rogue.
Half-ogres are blundering brutes with a tragic heritage, often pariahs, outcasts or victims of human society. Their favored class is barbarian.
The Weretouched are loners from the far north, animalistic humans whose lycanthropic lineage has marked them for all to see. Their favored class is ranger.
Faen, called the Wee Folk by humans, are small, inquisitive fey with a natural aptitude for magic and stealth. The favored class of loresong faen is druid, while the favored class of quickling faen is unfettered.
Gnomes are inventive builders and thinkers with a flair for creation, espionage, and song. Their favored class is artificer.
Goblins are crafty skulkers in human society, unusually adept at getting what they want with minimal personal risk. Their favored class is rogue.
Khajit are feline predators equally at home in the wilds of verdant jungles and the fetid alleyways of urban sprawls. Their favored class is ranger.
Shissar are shamanistic lizardfolk from the tropics, skilled at wilderness survival and guerilla warfare. Their favored class is spirit shaman.
Other Races live in diverse regions across the world of Fionavar, such the sturdy desert dwarves of Ashana, the psionically-charged kalashtar of the Serpent Archipelago, the minotaur-like tauren of far Westernesse, and the dinosaur-riding agogwe halflings of inner Xen’Drik. In the north, newly sapient warforged assert their individual freedoms from their human masters and gnome creators. Noble aasimar and devious tieflings insinuate themselves into the great cities of the east, and half-celestials and half-dragons arrive upon human shores compelled by whatever dire missions call them forth from the far reaches of the cosmos. In Eriador, these races and more are the exception rather than the rule.
THE CLASSES
Barbarians are ferocious warriors of the wild who use fury and instinct to bring down foes.
Bards are wanderers, taletellers, and jacks-of-all-trades whose magic and music inspire their allies.
Champions are energetic warriors who gain mystical powers by fighting in the name of their chosen cause.
Clerics are pious knights of the church blessed with divine powers and martial prowess.
Druids draw energy from the natural world to cast divine spells and wield cryptic supernatural power.
Favored Souls are servants of deific beings with impressive defensive magic and combat ability.
Fighters are masters of martial combat who possess unequaled skill with weapons.
Hexblades are curse-spewing warriors with inborn arcane talent.
Monks are masters of exotic powers and martial artists who fight with fist, staff, and heart.
Paladins are champions of justice and destroyers of evil that are protected and strengthened by an array of divine gifts.
Psionic Classes harness the energy of the mind and body to perform amazing feats of martial or magical prowess. They include the psion, the psychic warrior, the soulknife, and the wilder. These classes fill similar roles as clerics, monks, and sorcerers.
Rangers are cunning, skilled wilderness warriors with a close connection to the land.
Rogues are tricky, skillful scouts and spies who win battles by guile and stealth rather than brute force.
Sorcerers are mighty arcane spellcasters who fuel their magic with inner fire.
Spirit Shamans are mystical divine spellcasters who bargain with or dominate spirits to gain their power.
Unfettered are swashbucklers with a flair for wild acts of daring.
Wizards are potent mages well schooled in the arcane arts.
THE RACES
Humans are adaptable, diverse, and industrious, and many human kingdoms flourish upon eastern Eriador. A human’s favored class is simply the class she has the most levels in.
Aelfborn are humans with traces of fey heritage, and are often magical, mysterious, and secretive. Their favored class is bard.
Anhardd are cunning survivors with little binding them to the expectations of their human or hobgoblin kin. Their favored class is fighter.
Changelings are the offspring of human-shapeshifter unions, and retain some innate shapechanging ability. Their favored class is rogue.
Half-ogres are blundering brutes with a tragic heritage, often pariahs, outcasts or victims of human society. Their favored class is barbarian.
The Weretouched are loners from the far north, animalistic humans whose lycanthropic lineage has marked them for all to see. Their favored class is ranger.
Faen, called the Wee Folk by humans, are small, inquisitive fey with a natural aptitude for magic and stealth. The favored class of loresong faen is druid, while the favored class of quickling faen is unfettered.
Gnomes are inventive builders and thinkers with a flair for creation, espionage, and song. Their favored class is artificer.
Goblins are crafty skulkers in human society, unusually adept at getting what they want with minimal personal risk. Their favored class is rogue.
Khajit are feline predators equally at home in the wilds of verdant jungles and the fetid alleyways of urban sprawls. Their favored class is ranger.
Shissar are shamanistic lizardfolk from the tropics, skilled at wilderness survival and guerilla warfare. Their favored class is spirit shaman.
Other Races live in diverse regions across the world of Fionavar, such the sturdy desert dwarves of Ashana, the psionically-charged kalashtar of the Serpent Archipelago, the minotaur-like tauren of far Westernesse, and the dinosaur-riding agogwe halflings of inner Xen’Drik. In the north, newly sapient warforged assert their individual freedoms from their human masters and gnome creators. Noble aasimar and devious tieflings insinuate themselves into the great cities of the east, and half-celestials and half-dragons arrive upon human shores compelled by whatever dire missions call them forth from the far reaches of the cosmos. In Eriador, these races and more are the exception rather than the rule.
THE CLASSES
Barbarians are ferocious warriors of the wild who use fury and instinct to bring down foes.
Bards are wanderers, taletellers, and jacks-of-all-trades whose magic and music inspire their allies.
Champions are energetic warriors who gain mystical powers by fighting in the name of their chosen cause.
Clerics are pious knights of the church blessed with divine powers and martial prowess.
Druids draw energy from the natural world to cast divine spells and wield cryptic supernatural power.
Favored Souls are servants of deific beings with impressive defensive magic and combat ability.
Fighters are masters of martial combat who possess unequaled skill with weapons.
Hexblades are curse-spewing warriors with inborn arcane talent.
Monks are masters of exotic powers and martial artists who fight with fist, staff, and heart.
Paladins are champions of justice and destroyers of evil that are protected and strengthened by an array of divine gifts.
Psionic Classes harness the energy of the mind and body to perform amazing feats of martial or magical prowess. They include the psion, the psychic warrior, the soulknife, and the wilder. These classes fill similar roles as clerics, monks, and sorcerers.
Rangers are cunning, skilled wilderness warriors with a close connection to the land.
Rogues are tricky, skillful scouts and spies who win battles by guile and stealth rather than brute force.
Sorcerers are mighty arcane spellcasters who fuel their magic with inner fire.
Spirit Shamans are mystical divine spellcasters who bargain with or dominate spirits to gain their power.
Unfettered are swashbucklers with a flair for wild acts of daring.
Wizards are potent mages well schooled in the arcane arts.