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<blockquote data-quote="Libertad" data-source="post: 9436092" data-attributes="member: 6750502"><p style="text-align: center"><strong>Builders of Might, Hunters in the Night: Integrating Other Classes Into the Beast World</strong></p><p></p><p>The Beast World is home to all manner of specialists, drawing upon the three cosmic powers of Nature, Arcana, and Divinity as well as their own gifted talents. While the setting is broad enough to support a variety of character concepts, some non-core classes have implied features and history that make it worthy to expand upon their place in the world.</p><p></p><p><img src="https://i.imgur.com/weoafhL.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 387px" /></p><p></p><p><a href="https://www.furaffinity.net/view/54090910/" target="_blank">DnD Yip the Artificer by Lizet of Fur Affinity</a></p><p></p><p><strong>Artificer (WotC):</strong> The Beast World’s open acceptance of magic and incorporation of it into craftsmanship and architecture means that artificers can be found in every culture. Al’ari shipwrights weave sailcloth that self-repairs to sustain heavy storms, Arnerian masons build Feather Fall safety rails on the Causeway to reduce fatalities of travelers, and Littfelders dispense Bags of Holding and lamps of Continual Flame to delvers braving the Dungeon. While many people pick up magical talents to reinforce artisanry, Artificers make this blend their life’s calling above and beyond other magical talents.</p><p></p><p>Every Artificer subclass is represented among delvers, although the Battle Smiths are the ones most often operating “in the field.” Artillerists frequently find themselves a valuable addition to the offense of wagons with their eldritch cannons, while Armorers are volunteering in increasing numbers on expeditions into the Broken World via being the most suitable to maintain and wear Bubble Armor. Alchemists are the most likely to be found in equal numbers among active delvers and auxiliary professions supplementing their lifestyle in Littfeld.</p><p></p><p>When it comes to the Three Powers, Artificers draw upon Arcana.</p><p></p><p>Note: As Artificers have double proficiency on all tool checks, this makes them incredibly skilled when it comes to the wagon-related rules. While this fits thematically with the class, the Beast World sourcebook’s sidebar discusses why the system didn’t call for skill checks: to prevent Bards and Rogues from standing above the other classes in this regard. As Artificers get quite a bit of features that work well with items and vehicles already, it’s suggested to make it so that they cannot add double proficiency to reins and wainwright tool checks.</p><p></p><p><img src="https://i.imgur.com/g9YDXr8.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 369px" /></p><p></p><p><a href="https://www.furaffinity.net/view/53145699/" target="_blank">The Blood Hunter by Linuell of Fur Affinity</a></p><p></p><p><strong>Blood Hunter (Critical Role):</strong> Monsters could be found in the Beast World even before the Dungeon’s arrival, with undead and vampires among their most infamous quarries. Thus the name “Blood Hunter” became a common reference for those who guard against creatures of the night. Originally a cloistered and socially distant subculture, the Dungeon saw a renaissance in recruitment drives and demands for their talents. Blood Hunters are welcomed by delvers eager for their experience, although many still keep them at arm’s length given their use of rites that come at a price.</p><p></p><p>The Order of the Ghostslayer is renamed the Order of Dawn’s Vigil, given that ghosts are different in Beast World than standard fantasy settings. Dawn’s Vigil is the organization that comes to mind for most people when they hear about Blood Hunters, as it’s the oldest order. Formed as a martial alliance working to minimize the harm of Veronette’s undead creations, they work tirelessly to ensure that the safe, hopeful light of the sun comes to dispel the night just as it’s darkest.</p><p></p><p>The Order of the Lycan is a Brethren-exclusive order due to how lycanthropy works in the setting. Formed by survivors of Feral kidnappings and experimentation, they approached a group of Arnerian Blood Hunters in hope of finding a way to control the disease running through their veins. They were successful, learning to turn their weakness into a strength. Even so, many Lycans are fearful of the beast overtaking them, so they often lead lonely lives away from others and are often the first into danger. This mentality makes many seek the delver lifestyle.</p><p></p><p>The Order of the Mutant arose among biologists at Broadgate University researching theoretical life forms. While few sought to create or alter other beings due to safety issues, the Order’s first members volunteered as willing test subjects. Through literal blood, sweat, and tears, they found consistently-safe means of self-enhancement to give them an edge against monsters. Members of this Order often become delvers to further research the monsters of the Dungeon, and in doing so learn how to improve themselves.</p><p></p><p>The Order of the Profane Soul are technically warlocks who make pacts with patrons to supplement their powers. They are controversial among other Blood Hunters due to the fact that many patrons aren’t necessarily concerned with keeping willful creatures safe, but the Profane Soul doesn’t shy away from harnessing the power of the strange and unknown if it can be used to positive ends.</p><p></p><p>The Ghost God has their own unique Rite Focus: you aren’t harmed by the planar features and landscape of the Broken World. As a bonus action, you can expend a use of your Blood Maledict feature to teleport up to 60 feet to a space which you can see.</p><p></p><p>When it comes to the Three Powers, Blood Hunters belong to Nature, using rites of the physical world to empower their abilities. However, the Profane Soul subclass is considered Arcana like that of a warlock. As that’s the only subclass which makes use of spell slots, they count as Patron-Granted for the purposes of random effects in the Broken World.</p><p></p><p><img src="https://i.imgur.com/LlxOyuo.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 454px" /></p><p></p><p><a href="https://www.deviantart.com/drumerdraws/art/Commision-Completed-962963966" target="_blank">Commision Completed by DrumerDraws of Deviantart</a></p><p></p><p><strong>Pugilist (Benjamin Huffman):</strong> Even in the otherwise-optimistic lands of the Beast World, there are those who find themselves hanging on the edge throughout life, learning to rely on their own two feet (and fists) in order to get by. From survivors of the Invader War who found everything they knew turned upside down to Aubadian ascetics who brave the elements to push their bodies to their limits, pugilists are those who turn “less is more” into an advantage. By drawing upon sheer Moxie to make up for a lack of fancy spells and high-end gear, many Pugilists find themselves as part of a Delver crew to get a new start, viewing the nomadic lifestyle as ideal in retreating from old debts and grudges. Others find the close-knit bonds and simple practicality of the subculture as more real than conventional society, with the golden rule being “watch my back, I’ll watch yours.”</p><p></p><p>The various Fight Clubs represent unique subcultures found in the Beast World. Arena Royales come from Arnerian fighters part of the Storied Histories League, while Piss & Vinegar practitioners serve as heels people love to hate. Members of the Squared Circle could also be part of the League, or more general wrestling sports groups.</p><p></p><p>Hands of Dread often gain their powers from a warlock patron, a deity, or even an extraordinarily powerful willful creature with the ability to instill magic in others. The Seelie Court, Veronette, and even Dread Advisor Laurent are suitable origins. Similarly, the Relentless Revenant subclass is tailor-made to be tied to Veronette.</p><p></p><p>Pugilists of the Paradox Consortium are Shamans who learned to experiment with curios strongly connected to the Broken World in order to manipulate their own personal flow of time. Rift Hitters likely learned their secrets from bats, jackals, dragons, Shamans, or other groups known for extraplanar origins or travel.</p><p></p><p><img src="https://i.imgur.com/XI2Ukrr.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 448px" /></p><p></p><p><a href="https://www.deviantart.com/harufeng/art/Darkest-Dungeon-Occultist-commission-752569789" target="_blank">Darkest Dungeon Occultist Commission by harufeng of Deviantart</a></p><p></p><p><strong>Occultist (Kibblestasty):</strong> Occultists reflect spellcasters who heavily rely upon ghosts from the Netherworld in order to obtain magical powers, making them a kind of witch in the setting. The Vinyotian city of Porta Strega contains the largest conclave of Occultists, and it’s customary for those across the Beast World to visit the metropolis once a year to trade knowledge and broker services between each other. By calling upon the knowledge of long-gone willful creatures, Occultists learn secrets unable to be obtained through careful study or other paths of the Arcana.</p><p></p><p>The Tradition of the Witch is renamed the Tradition of the Coven to avoid confusion with the Beast World’s existing term. This Tradition reflects an Occultist who calls upon ghosts to materialize as animate items in the Beast World, such as familiars, flying brooms, and short-term possession of other creatures to cast spells through as part of the “Companion Coven” rite. The Hedge Mage represents a self-taught witch who calls upon all sorts of ghosts, being able to borrow a little bit of everything when it comes to the Three Powers of Arcana, Divine, and Nature. The Oracle and Shaman represent Occultists whose called-upon ghosts specialize in unearthing unseen secrets and the power of the elements, respectively.</p><p></p><p><img src="https://i.imgur.com/dQZp10o.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><a href="https://www.furaffinity.net/view/33244298/" target="_blank">The Green Knight by GH-Mongo of Fur Affinity.</a></p><p></p><p><strong>Warden (Kibblestasty):</strong> A Warden is a spellcaster who draws upon the Nature already present in the Beast World. Instead of summoning an elemental as a separate entity, they take elementals into their own bodies in a symbiotic relationship. Given the diversity of Nature, their Bonds (subclasses) can take many forms, representing whatever entity is sharing their body. Elemental Soul is the most classic, representing the four traditional elements. Beasthide can reflect someone calling upon their ancestral animal species from pre-Willful times, their bonded soul a representation of Nature unshackled by civilizing Divinity. Elderhearts take the soul of plants into themselves, while Ironbound and Stonebloods draw from the earth itself. The Suncatchers originated among worshipers of Aubade, reflecting his more warlike aspect and view their elemental bond as a unique expression of Sunblood.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9436092, member: 6750502"] [CENTER][B]Builders of Might, Hunters in the Night: Integrating Other Classes Into the Beast World[/B][/CENTER] The Beast World is home to all manner of specialists, drawing upon the three cosmic powers of Nature, Arcana, and Divinity as well as their own gifted talents. While the setting is broad enough to support a variety of character concepts, some non-core classes have implied features and history that make it worthy to expand upon their place in the world. [IMG width="387px"]https://i.imgur.com/weoafhL.png[/IMG] [URL='https://www.furaffinity.net/view/54090910/']DnD Yip the Artificer by Lizet of Fur Affinity[/URL] [B]Artificer (WotC):[/B] The Beast World’s open acceptance of magic and incorporation of it into craftsmanship and architecture means that artificers can be found in every culture. Al’ari shipwrights weave sailcloth that self-repairs to sustain heavy storms, Arnerian masons build Feather Fall safety rails on the Causeway to reduce fatalities of travelers, and Littfelders dispense Bags of Holding and lamps of Continual Flame to delvers braving the Dungeon. While many people pick up magical talents to reinforce artisanry, Artificers make this blend their life’s calling above and beyond other magical talents. Every Artificer subclass is represented among delvers, although the Battle Smiths are the ones most often operating “in the field.” Artillerists frequently find themselves a valuable addition to the offense of wagons with their eldritch cannons, while Armorers are volunteering in increasing numbers on expeditions into the Broken World via being the most suitable to maintain and wear Bubble Armor. Alchemists are the most likely to be found in equal numbers among active delvers and auxiliary professions supplementing their lifestyle in Littfeld. When it comes to the Three Powers, Artificers draw upon Arcana. Note: As Artificers have double proficiency on all tool checks, this makes them incredibly skilled when it comes to the wagon-related rules. While this fits thematically with the class, the Beast World sourcebook’s sidebar discusses why the system didn’t call for skill checks: to prevent Bards and Rogues from standing above the other classes in this regard. As Artificers get quite a bit of features that work well with items and vehicles already, it’s suggested to make it so that they cannot add double proficiency to reins and wainwright tool checks. [IMG width="369px"]https://i.imgur.com/g9YDXr8.jpeg[/IMG] [URL='https://www.furaffinity.net/view/53145699/']The Blood Hunter by Linuell of Fur Affinity[/URL] [B]Blood Hunter (Critical Role):[/B] Monsters could be found in the Beast World even before the Dungeon’s arrival, with undead and vampires among their most infamous quarries. Thus the name “Blood Hunter” became a common reference for those who guard against creatures of the night. Originally a cloistered and socially distant subculture, the Dungeon saw a renaissance in recruitment drives and demands for their talents. Blood Hunters are welcomed by delvers eager for their experience, although many still keep them at arm’s length given their use of rites that come at a price. The Order of the Ghostslayer is renamed the Order of Dawn’s Vigil, given that ghosts are different in Beast World than standard fantasy settings. Dawn’s Vigil is the organization that comes to mind for most people when they hear about Blood Hunters, as it’s the oldest order. Formed as a martial alliance working to minimize the harm of Veronette’s undead creations, they work tirelessly to ensure that the safe, hopeful light of the sun comes to dispel the night just as it’s darkest. The Order of the Lycan is a Brethren-exclusive order due to how lycanthropy works in the setting. Formed by survivors of Feral kidnappings and experimentation, they approached a group of Arnerian Blood Hunters in hope of finding a way to control the disease running through their veins. They were successful, learning to turn their weakness into a strength. Even so, many Lycans are fearful of the beast overtaking them, so they often lead lonely lives away from others and are often the first into danger. This mentality makes many seek the delver lifestyle. The Order of the Mutant arose among biologists at Broadgate University researching theoretical life forms. While few sought to create or alter other beings due to safety issues, the Order’s first members volunteered as willing test subjects. Through literal blood, sweat, and tears, they found consistently-safe means of self-enhancement to give them an edge against monsters. Members of this Order often become delvers to further research the monsters of the Dungeon, and in doing so learn how to improve themselves. The Order of the Profane Soul are technically warlocks who make pacts with patrons to supplement their powers. They are controversial among other Blood Hunters due to the fact that many patrons aren’t necessarily concerned with keeping willful creatures safe, but the Profane Soul doesn’t shy away from harnessing the power of the strange and unknown if it can be used to positive ends. The Ghost God has their own unique Rite Focus: you aren’t harmed by the planar features and landscape of the Broken World. As a bonus action, you can expend a use of your Blood Maledict feature to teleport up to 60 feet to a space which you can see. When it comes to the Three Powers, Blood Hunters belong to Nature, using rites of the physical world to empower their abilities. However, the Profane Soul subclass is considered Arcana like that of a warlock. As that’s the only subclass which makes use of spell slots, they count as Patron-Granted for the purposes of random effects in the Broken World. [IMG width="454px"]https://i.imgur.com/LlxOyuo.jpeg[/IMG] [URL='https://www.deviantart.com/drumerdraws/art/Commision-Completed-962963966']Commision Completed by DrumerDraws of Deviantart[/URL] [B]Pugilist (Benjamin Huffman):[/B] Even in the otherwise-optimistic lands of the Beast World, there are those who find themselves hanging on the edge throughout life, learning to rely on their own two feet (and fists) in order to get by. From survivors of the Invader War who found everything they knew turned upside down to Aubadian ascetics who brave the elements to push their bodies to their limits, pugilists are those who turn “less is more” into an advantage. By drawing upon sheer Moxie to make up for a lack of fancy spells and high-end gear, many Pugilists find themselves as part of a Delver crew to get a new start, viewing the nomadic lifestyle as ideal in retreating from old debts and grudges. Others find the close-knit bonds and simple practicality of the subculture as more real than conventional society, with the golden rule being “watch my back, I’ll watch yours.” The various Fight Clubs represent unique subcultures found in the Beast World. Arena Royales come from Arnerian fighters part of the Storied Histories League, while Piss & Vinegar practitioners serve as heels people love to hate. Members of the Squared Circle could also be part of the League, or more general wrestling sports groups. Hands of Dread often gain their powers from a warlock patron, a deity, or even an extraordinarily powerful willful creature with the ability to instill magic in others. The Seelie Court, Veronette, and even Dread Advisor Laurent are suitable origins. Similarly, the Relentless Revenant subclass is tailor-made to be tied to Veronette. Pugilists of the Paradox Consortium are Shamans who learned to experiment with curios strongly connected to the Broken World in order to manipulate their own personal flow of time. Rift Hitters likely learned their secrets from bats, jackals, dragons, Shamans, or other groups known for extraplanar origins or travel. [IMG width="448px"]https://i.imgur.com/XI2Ukrr.jpeg[/IMG] [URL='https://www.deviantart.com/harufeng/art/Darkest-Dungeon-Occultist-commission-752569789']Darkest Dungeon Occultist Commission by harufeng of Deviantart[/URL] [B]Occultist (Kibblestasty):[/B] Occultists reflect spellcasters who heavily rely upon ghosts from the Netherworld in order to obtain magical powers, making them a kind of witch in the setting. The Vinyotian city of Porta Strega contains the largest conclave of Occultists, and it’s customary for those across the Beast World to visit the metropolis once a year to trade knowledge and broker services between each other. By calling upon the knowledge of long-gone willful creatures, Occultists learn secrets unable to be obtained through careful study or other paths of the Arcana. The Tradition of the Witch is renamed the Tradition of the Coven to avoid confusion with the Beast World’s existing term. This Tradition reflects an Occultist who calls upon ghosts to materialize as animate items in the Beast World, such as familiars, flying brooms, and short-term possession of other creatures to cast spells through as part of the “Companion Coven” rite. The Hedge Mage represents a self-taught witch who calls upon all sorts of ghosts, being able to borrow a little bit of everything when it comes to the Three Powers of Arcana, Divine, and Nature. The Oracle and Shaman represent Occultists whose called-upon ghosts specialize in unearthing unseen secrets and the power of the elements, respectively. [IMG]https://i.imgur.com/dQZp10o.jpeg[/IMG] [URL='https://www.furaffinity.net/view/33244298/']The Green Knight by GH-Mongo of Fur Affinity.[/URL] [B]Warden (Kibblestasty):[/B] A Warden is a spellcaster who draws upon the Nature already present in the Beast World. Instead of summoning an elemental as a separate entity, they take elementals into their own bodies in a symbiotic relationship. Given the diversity of Nature, their Bonds (subclasses) can take many forms, representing whatever entity is sharing their body. Elemental Soul is the most classic, representing the four traditional elements. Beasthide can reflect someone calling upon their ancestral animal species from pre-Willful times, their bonded soul a representation of Nature unshackled by civilizing Divinity. Elderhearts take the soul of plants into themselves, while Ironbound and Stonebloods draw from the earth itself. The Suncatchers originated among worshipers of Aubade, reflecting his more warlike aspect and view their elemental bond as a unique expression of Sunblood. [/QUOTE]
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