Archetypes
By default, the four Basic Rules archetypes are permitted for use in this setting.
Setting Archetypes
These optional archetypes were designed for use with Naevis.
Class | Archetypes | |
---|---|---|
Cleric | Hell Cult | Winter Cult |
Fighter | Lionheart | Warprince |
Rogue | Delver | Knife Dancer |
Wizard | Court Mage | Tower Mage |
Adapting Archetypes
Should your Game Master allow other archetypes, they may require adjustments for use in this setting.
Guidelines
Replace Spells that do not exist in the Basic Rules with those that do.
Provide Context for where your abilities come from in this setting.
Example: War Domain
Clerics of the War domain draw their power from qi, gradually accumulating power through training and meditation. Their tradition stems from the Elven Empire and places great importance on demonstrating skill through combat.
Note that the spells for this archetype have been changed to their nearest Basic Rules equivalents.
Cleric Level | Spells |
---|---|
1st | Cure Wounds, Shield of Faith |
3rd | Magic Weapon, Spiritual Weapon |
5th | Beacon of Hope, Spirit Guardians |
7th | Freedom of Movement, Stoneskin |
9th | Flame Strike, Dominate Person |