Tuesday, June 28, 2016

More Unearthed Arcana in Monvesia, Part 3

The time has come again to examine the character options introduced in the last few months of Unearthed Arcana; and to explore how (or even if) they fit in Monvesia.  The last few months have been dedicated to both WotC staff works as well as fan homebrews.  In this post, I will focus on the "professional" options; I will visit the fan content in another post.
As with similar posts, all of this information will also be added to the appropriate, existing posts--revising and/or replacing information in those posts as necessary.

Gothic Heroes

The Gothic horror theme continues in April with more options for The Curse of Strahd storyline.  In Monvesia, the home of Gothic Horror is the Tsarlands and the nations of Cuorria along the Barrier Mountains.

Revenant Subrace

While the various reasons that a character might return from the dead are innumerable (and generally non-specific to this or any other campaign setting), the ways in which a character could come back from the dead can be tied to fundamentals of Monvesia.  Previously, revenants were identified as undead that are tied to the power of the Ethereal Plane--the transitive aspect of the Hierosphere.  This is only accurate as is applies to Altruist revenants, however.  In fact, there are revenants tied to each of the Spheres (and temperaments).
All non-player revenants all use the same stats from the Monster Manual, with the appropriate alignment/temperament.
A revenant is a being that has been revived from the dead by a transitive entity from one of the six Spheres.  The entity is drawn to reanimate a character because that character's ideals are aligned with that sphere, and the aeon of that Sphere believes the character should have a second chance.  Sometimes these entities are elemental in nature, sometimes they are spirits long dead.

A petitioner for sainthood who died in her pursuit could be granted a second chance.  A character's alternate self from the Modal Plane may not not ready to give up the ghost.  Perhaps a rakasta is joined by the spirit of an ancestor.  Whatever the reason, a revenant is always bound to one of the Spheres.
Revenants should not be a go-to subrace in Monvesia--but they shouldn't be avoided, either.  A player must have a damned good backstory for their character to justify it.


Monster Hunter (Fighter)

Trained in defense against the otherworldly, monster hunters strive to protect the mortal races from immortal threats:  aberrations from the Far Realm; fey, undead, slaadi, thoughtforms, and the like from the transitive inner regions of the Spheres; even celestials and fiends from the outer reaches of the planes.  Instead of being crusaders of the faith (like paladins or eldrich knights), they are crusaders of purity.  The Universal and Metropolitan Orders actually sponsor secretive Crusader orders.  These order also include Inquisitives (see below).

Monster hunters are dedicated specifically to the eradication of "monsters" connected to spheres in opposition to that of their temperament.  For Crusader monster hunters, there are defined by the Orders they serve:
  • Altruistic monster hunters oppose the denizens of the Hydrosphere, Lithosphere, and Necrosphere.
  • Dynamist monster hunters oppose the denizens of the Heirosphere, Lithosphere, and Pyrosphere.
  • Idealist monster hunters oppose the denizens of the Lithosphere, Necrosphere, and Pyrosphere.
  • Materialist monster hunters oppose the denizens of the Aerosphere, Hierosphere, and Hydrosphere.
  • Nihilist monster hunters oppose the denizens of the Aerosphere, Heirosphere, and Pyrosphere.
  • Vitalist monster hunters oppose the denizens of the Aerosphere, Hydrosphere, and Necrosphere.
  • "Independent" monster hunters (who operate outside of Crusader orders) may choose the denizens of any three Spheres to oppose (excluding the sphere of their own temperament).
All monster hunters, regardless of temperament, are opposed to the alien aberrations of the Far Realm.
Monster hunters specialize in the near and far of the Spheres--but not their core, elemental regions.  Elementals are not seen as monsters, for they embody the core identity of the Spheres.  They do not strive to be of the mortal world like fey, undead, slaadi, and thoughforms; nor do they try to rule it like celestials and fiends; nor even are they completely alien to the world as aberrations are.  



Inquisitive (Rogue)

As monster hunters serve the martial arm of secretive Crusader orders, inquisitives are their intellectual counterparts.  Instead of hunting out otherworly threats, inquisitives typically specialize in rooting out heretics and conspirators; because of this, their abilities are not necessarily bound to the Spheres.

Beyond the Crusader orders, inquisitive can also serve the role of spies, inspectors, and the like.

New Feats

I. Love. Feats.  And I particularly love how the 3rd & 4th edition mechanic was updated for 5th edition--making the feats something more substantial.  Feats offer the ability to customize a character with a handful of simple choices that offer great specialization and flavor.  June's Unearthed Arcana gave us a few more options.

With the exception of Warhammer Master (which is presented as a bad example, and revised as Fell Handed), every other feat presented here is available for players in Monvesia:

  • Weapon Mastery Feats
    • Blade Mastery
    • Fell Handed (axe & hammer mastery)
    • Flail Mastery
    • Spear Mastery
  • Tool Feats
    • Alchemist
    • Burglar
    • Gourmand
    • Master of Disguise

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