• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Reskinning Classes for 5E - some ideas

Wizards are the remains of the ancient aristocracy. Their ancestors brought mysterious glyphs from the ethereal plane into the world and bound them into spellbooks, which they guarded zealously and passed along to their children. They retain an old-world code of honor and chivalry (invisibility spells are for cowards, etc.) as well as the tendency to dispense justice at their whim. Some modern wizards have stolen or recovered spellbooks and are self-taught – these are not looked on well by the families.

Monks are the children of the houses that serve the wizards. Their families trained as bodyguards to protect the nobles, learning to fight unarmed so as to be prepared at all times. As they grow in power, they tattoo spells on their flesh to give them supernatural physical prowess.

Shamans are the oldest form of priesthood; the Druids are one of their strongest traditions. They discovered the Ethereal spirits through altered mental states (hallucinogens, meditation, near-death experiences) and learned to draw on them for knowledge of the occult. They are the few who understand the threat that the modern use of magic brings to the world, and strive against it.

Barbarians are the remains of the old tribes that rejected the modern “civilized” age. To defend them against the magic-wielders, the shamans taught them how to bind their spirits to their tribe, so their descendants could draw upon their might in battle and become invincible. To fight a barbarian is to combat a dozen howling ghosts in one body.

Clerics are the servants of the gods. Those who visit the temples for aid will sometimes be answered in the form of a divine servant of the god, who enters their body and fuses with their mind and soul. The new entity – part human, part other – is devoted to the will of the god.

Paladins are the last of the secret orders devoted to the overthrow of the establishment. In their secret chantries they swear oaths that chain them to their duty and make them unstoppable warriors.

Rangers are those who, in a moment of pain or hatred, cry out for the death of their enemies. The demigod of vengeance hears their call, and grants them the Mark that signals the death of that race.

Bards are mystics, a secret tradition possibly serving a demigod of music. Their ability to summon magic from music is mathematical in nature, and not connected to the ethereal spells of the wizards. For this, the wizards fear them, and so bards travel incognito to uncover the secrets they seek.

Warriors and Thieves are as always, those who have trained themselves in the arts of violence and theft. For this, they are rightfully shunned by the populace.

Any suggestions?
 

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