D&D General Vanity Frankenstein 5E: My homebrew D&D project [+]

Rogue

Every town or city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves' guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and ratfolk—haunt the sewers.

As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Others still, have perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their opportunistic combat techniques. They may not fight as well as martial classes like the fighter or the ranger, but they have a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

Rogue Alignment
While rogues are frequently seen as Agents of Chaos, who undermine the rule of Law through their assumption that the world owes them a living, most don’t take a side in the cosmic battle of law versus chaos unless they have deeply seated personal experiences and beliefs that leads them to support the rights of the individual freedom above all other concerns of living in a society.

In terms of ethics, most rogues are not known for their altruism, and if they have a general reputation, it’d be for maleficent selfishness and an undervaluing of life that is not their own, but many rogues, especially the adventuring type, tends more towards a neutral outlook, weighing the stakes and their personal connection to the ethical choices they are forced to make.

Rogues in the Inchoate Empires
There is no shortage of rogues in the Empires. The many kakistocracies among the constant rising and falling kingdoms and satellite states, means that in many places crime syndicates and guilds thrive or even run the government. In other places, rogues represent a necessary effort to resist the oppressive and invasive governments that have taken over various cities and settlements. As such, the rogues of these lands are used to either complex, unpredictable, and dangerous customs for navigating corruption or extreme clandestine activity meant to avoid a lost hand or a hangman’s noose. Of course, some few rogues also serve a city or nation as investigators or law enforcement themselves, having learned the skills of the trade in an effort to better catch them.

Rogues in the Republic of Makrinos
There are rogues of all sorts to be found in Makrinos, from coastal smugglers, brigands and pirates to treasure-hunters and archeologists, from extortionists and assassins to investigators. Some cities, like Caldera and Hesperos have a culture of swashbuckler duels and instruction, for example. Or growing towns, like Brackwater Styes, have a strong enough thieves guild, as to own corrupt town guards. Not all Makrinod rogues are criminals, it is not unusual for a bailiff in an urban area to have some expertise in roguish ways. Others use their social acumen and connections to profit from the loopholes in the complex laws and traditions of the Republic without explicitly violating them.
 

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Warlock

A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not one of the 13 Gods. A warlock might lead a cult dedicated to one of the Under Gods, such as a demon prince, an archdevil, or a fey-queen, beings not typically served by clerics or might toil secretly in a solitary quest for a quick path to power. And yet, a warlock might be an apostate priestess serving an obscure syncretic version of two or more of the 13 Gods not recognized by any churches. More often, though, the arrangement is similar to that between a master and student. The warlock learns and grows in power, at the cost of occasional services performed on the patron's behalf. A patron and a warlock’s agenda do not always align.

In addition to using arcane magic, warlocks are even further from clerics in that they rarely advertise their connection with the otherworldly spirit they serve. Rather, they are most often found as village witches, serving common folk with spells, remedies, and sage advice or perhaps exploiting the villagers instead, or using the role to hide more nefarious goals. The role of village witch belies their potential dealings with the dark forces, but the rumors of those dealings never far from a warlock’s reputation, regardless of who they serve.

The arcane magic bestowed on a warlock as a result of this pact ranges from minor but lasting alterations to the warlock's being to access to powerful spells. Warlocks are not typically good fighters or proficient with many weapons, but their pact can award them abilities that make them formidable in battle.

Choosing a Patron
Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst shapes their careers as well, depending on the kind of knowledge they seek and who they seek it from.

Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a strangely beautiful tower, meets its fey lord or lady or ancient talking animal and stumbles into a pact without being fully aware of it. And sometimes, a religious experience with a celestial Under God, revered ancestor, or syncretic form of the 13 Gods, leads a person to seek out alternative forms of piety.

You and your DM will work together to determine the nature and identity of your specific patron. [See Otherworldly Patrons]

Warlock Alignment
Warlocks tend towards supporting the cause of Chaos in the eternal cosmic struggle against Law, as they prefer the freedom to make their own choices and eschew rigid hierarchies. Furthermore, the arcane magic they tap into has its origins in the Void before Time, the realm of Chaos, even if by their nature spells add a touch of order to unpredictable power.

Ethically, warlocks are as varied anyone else, but often their relationship with their patron colors this aspect of seeing the world.

Warlocks in the Inchoate Empires
The warlock tradition and secrets are nearly wiped out in the Empires. In times past, they served as advisors to Emperors and Sultans, rose as great leaders with fiendish armies, and shepherded common folk through the tribulations of that part of the world. And while there are still some lone warlocks with an apprentice toiling with a patron’s help to find a way to gain true power or medicine men leading dwindling cults of people through harrowing rites, more than any other would-be adventurer, a warlock knows that seeking power requires moving to the East.

Warlocks in the Republic of Makrinos
Warlocks are feared and ostracized by many folks in Makrinos, as they are seen as strange and dangerous. At the same time, most people don’t make the connection between warlocks and the villages witches they rely on for everything from healing to love charms to breaking curses. But even they tend to live in shacks or other shelters on the edge of or completely outside of town.

This is not, of course, the only way warlocks are found in Makrinos, in some areas they are the leaders of local religious movements (what some call cults) or they might be found living clandestinely in a city, working as a sage, scholar, or spiritualist. In some rare cases, a warlock might be a welcome member of a church of Cyrene, Lyssara, or Myraxus.

Warlocks in Makrinos have a few words of code they to identify each other in public places, an obscure phrase and response that varies but can make clear when they are among their warlock brethren.
 

Here is a PDF version of the section on new and revised spells for those who are interested. The doc is something like 67 pages long. Actual spell lists however, are listed with their classes (which is how it should be organized, imo).

I have playtest ready versions of all 11 classes and 38 subclasses ready to go - jsut gonna revise the "creating a character" chapter and the combat & magic chapter and then gonna set up some times to play with characters made with these rules with friends.
 

Attachments


Hey all!

So I have a full and working draft of every chapter of my homebrew rules available on Google drive for those interested in downloading the PDFs - just let me know and I will share the link.

I am also doing the first playtest session this Wednesday and hope to be scheduling more in the coming weeks - they are 8pm et on a weeknight using discord and owlbear rodeo - if anyone is interested in being a playtester, also let me know - i can also just let people into the Discord who are interested in joining a discussion (not that there has been much discussing so far).
 

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