
The most significant part of your character in Dungeons and Dragons is their class. Cimmeria wouldn’t be a true 5e campaign setting without some class options of its own! Here’s at least one for each class.
Barbarian

Barbarians with a connection to banished gods may follow the Path of the Earthshaker. These ancient gods of Cimmeria were locked away by the Olympians. The Titans, the Goblin gods, and monstrous deities, all or none of these could be the source or inspiration for a barbarian’s power. As these great beings shake the earth, so too does an Earthshaker barbarian. When opponents are knocked off balance the axe can be brought down upon their heads.
Path of the Earthshaker Details
Ground Pound
Level 3: When you give a creature the Prone condition while your Rage is active, you may make an extra attack against it.
Execution Strike
Level 6: Your Rage Damage is doubled against Prone targets.
Seismic Upheaval
Level 10: While your Rage is active, you have Advantage on ability checks and saving throws made to resist being pushed, pulled, or knocked Prone. Additionally, difficult terrain composed of earth or stone doesn’t cost you extra movement.
Wrath of the Earthshaker
Level 14: While your Rage is active you may use an action to create an effect similar to the Earthquake spell. The spell is centered on your location. You can use this ability once. You may regain the use of this ability by expending one of your Rage uses to recharge it. You also regain the use of this ability after a Long Rest before you can use it again.
Bard

The planned Bard subclass will be called the College of Mysteries. It will focus on abilities related to the mystery cults of Ancient Greece and their restorative and resurrection powers.
Cleric
There are many planned Domains for the Cleric class. I’m not sure I’ll get to them all. At the moment I’d like to do Glory, Sea, Darkness, Divination, Twelve Olympians, Music, Competition, Community, Harvest, Love, and Entertainment. 5.5e rules are also missing Death, Nature, and Forge but those did already exist in the 5.0e rules.
Druid

Circle of the Dinosaur Details coming soon!
Fighter

The Deadly Charger method of fighting is brutal and effective. Fighters that adopt this subclass rush around the battlefield, quickly defeating one foe after another. You use a combination of swinging your weapon and slamming your body against your opponents to control the flow of combat. The Deadly Charger way isn’t without risks though. You must always be on the move and in the thick of the fight to be at your best.
Deadly Charger Details coming soon!
Monk

Those that follow the Crescent Moon gain dark powers to distract and defeat their enemies. The Way of the Crescent Moon was first developed by the survivalists of Nomingburg. Over centuries their style and training evolved into the Ninja Guild of Nomingburg which is the primary organization that educates people on the Crescent Moon. Practitioners learn how to move unseen and slay their targets without leaving a trace.
Warrior of the Crescent Moon Details coming soon!
Paladin

Paladins who take the Oath of Battle have promised to vanquish all foes, no matter the cost. Supremacy in battle comes before all other things. Nothing stops an Oath of Battle Paladin except death. They strike fear in the hearts of their enemies as they storm across the battlefield. The paladin draws the attention of his foes and then inflicts pain and suffering without end.
Oath of Battle Details
Oath of Battle Paladins share the following tenets:
- Never let an enemy escape alive.
- You are nothing without your fellow warriors.
- Defeat is not an option.
Oath of Battle Spells
Level 3: The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Battle Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | Command, Compelled Duel |
| 5 | Earthbind, Shining Smite |
| 9 | Fear, Incite Greed |
| 13 | Fabricate, Shadow of Moil |
| 17 | Destructive Wave, Geas |
Painful Touch
Level 3: As a Magic Action, you can expend one use of your Channel Divinity to use your Lay On Hands to inflict injury upon your enemies. Make a melee spell attack against a target within reach. On a hit, the creatures takes Radiant damage equal to a number of points you spend from your Lay On Hands pool.
Aura of Fear
Level 7: Enemies that start their turn in your Aura of Protection must make a Wisdom saving throw (DC 8 plus your Charisma modifier and Proficiency Bonus). On a failed save, the creature is Frightened until the start of its next turn.
River of Death
Level 15: As an Attack Action, you may attack every opponent on your way to your target. You move up to your speed and must end your turn adjacent to an enemy. During this move make an attack against each creature of your choice within your reach. Once you use this feature, you can’t do so again until you finish a Long Rest.
Paragon of the Gods
Level 20: As a Bonus Action, you assume a form worthy of eternal legend, granting the benefits below for 1 minute or until you end them (no action required). Once you use this feature, you can’t use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5 spell slot (no action required).
Claim the Glory. When a creature within 30 feet of you is reduced to 0 Hit Points, you can take a Reaction to move up to your speed towards that creature. After moving you make one melee attack against that creature or another creature within reach. If your attack hits, you gain Temporary Hit Points equal to your Charisma modifier.
Aura of Awe. Creatures of your choice in your Aura of Protection have Disadvantage on saving throws against being Frightened. If a Frightened creature takes damage from you, it takes additional Radiant damage equal to your Proficiency Bonus.
Ranger

The ranger subclass of swordmage grew from the teachings of the famous heroes Galandir and Tereman. These two warriors helped end the githyanki occupation of Cimmeria. After they retired, they taught the next generation the way of the swordmage. A perfect combination of sword and magic. Swordmages are able to cast spells as they attack with their weapons. The training required for the style is not for the faint of heart, but those who can endure become some of the finest warriors in all of Cimmeria.
Swordmage Details
Swordmage Casting
Level 3: You are able to incorporate the motions required for spellcasting into the movement of your weapons in combat. You do not need to have a free hand to cast a spell with a Somatic component.
Swordmage Spells
Level 3: Your magical talents go beyond the typical spells of other rangers. You learn two 1st level spells of your choice from the Wizard spell list. You learn additional spells as you level up according to the following table.
| Ranger Level | Additional Spells |
|---|---|
| 5 | Two 2nd level spells |
| 9 | Two 3rd level spells |
| 13 | Two 4th level spells |
| 17 | Two 5th level spells |
You always have the chosen spells prepared, and whenever you gain a Ranger level, you can replace one of the spells with another Wizard spell of the same level.
Swordmage Style
Level 7: Your mastery of magic increases, allowing you to attack and cast spells at the same time. After you take the Attack action you can use a Bonus Action to take a Magic action as well. Your Magic action must use an ability granted by this class and target yourself or a creature you attacked this turn. The weapon you made your attack with can be used as a Spellcasting Focus for the Magic action.
Arcane Hold
Level 11: You gain a new telekinetic trick to protect yourself and your allies. When a creature moves adjacent to you or an adjacent ally, you can take a Reaction to make an Unarmed Strike with the Shove option against that creature. You use your Wisdom modifier instead of your Strength modifier when calculating the saving throw DC for your Shove. Once you use this feature, you can’t use it again until you finish a Short Rest.
Cut Through Time
Level 15: You have learned to cut through time itself to help yourself in difficult times. When another creature ends its turn, you can take a reaction to create a magical duplicate of yourself within 60 feet. This is a version of yourself from a possible future. The duplicate has the same statistics, abilities, and equipment as you. The duplicate immediately takes a turn and may act just as you would. When the duplicate’s turn ends it and its equipment vanish as the timeline changes to a new future. Once you use this feature, you can’t use it again until you finish a Long Rest.
Rogue

This Rogue subclass will be modeled after Odysseus and other tricksters from myths and folklore. The working name is Wiley Explorer, but it may change.
Sorcerer

Mind sorcerers use the innate power of the mortal mind to enact their will upon the world. Most sorcerers gain their power through a connection with an ancestor of a powerful lineage, but psionic sorcerers are different. Their magic is a natural progression of mortals becoming more connected to the power within themselves. They wield their own magical power to telepathically and telekinetically influence the world around them. This strange power confuses many traditional practitioners of arcane magic as theoretically every mortal possesses that same reservoir of power to tap into.
Mind Sorcery Details
Mind Spells
Level 3: When you reach a Sorcerer level specified in the Mind Spells table, you thereafter always have the listed spells prepared.
| Sorcerer Level | Spells |
|---|---|
| 3 | Charm Person, Chromatic Orb, Detect Thoughts, Mage Hand, Mind Sliver, Mind Spike |
| 5 | Clairvoyance, Fly |
| 7 | Charm Monster, Otiluke’s Resilient Sphere |
| 9 | Dominate Person, Telekinesis |
Telekinetic Projectile
Level 3: As a Magic Action, you can expend a Sorcery Point to launch an object at a creature. Pick a Small or Medium object within 60 feet that is unattended or held by you. Using your telekinetic powers, you hurl it at a foe within 60 feet of you. Make a ranged spell attack against that creature. On a hit, the creature takes 2d6 bludgeoning or piercing damage as appropriate for the hurled object. This ability’s damage increases by 2d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).
Telepathic Link
Level 6: You can communicate telepathically with any creature you are aware of within 100 feet. Additionally, your psychic awareness extends slightly into the future. When you roll Initiative, you have Advantage on the roll.
Overchannel
Level 14: You gain the following Metamagic option.
Overchannel Spell
Cost: 1+X Sorcery Points
When you cast a spell with more powerful effects when cast at a higher level, you can spend 1+X Sorcery Points to increase the effective level of that spell by X levels. You cannot increase the spell’s level beyond the maximum spell level you can cast.
Psion Uncarnate
Level 18: As a Magic Action you can become a being of pure thought. Your body transforms into an incorporeal version of yourself composed of shining energy. You gain the following benefits while in this form.
Flight. You have a flying speed of 30 feet and you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) Force damage if you end your turn inside an object.
Damage Resistance. You have Resistance to Bludgeoning, Slashing, Piercing, and Poison damage.
Constant Telekinesis. Whenever you use your Metamagic ability, until the end of your turn you may use your Telekinetic Projectile ability as a Bonus Action.
Warlock

Warlocks who walk this path gain their power from the Ancient Beast. The Ancient Beast is a creature from the Age of Chaos before humans, before the Olympians, and even before the Titans. Some call this creature the Demiurge, others call it Ammutseba. When Zeus became King of the Gods he shattered the Demiurge into a dozen pieces and hid them across the realm. These pieces festered and grew angry. The whispers of the Ancient Beast leak out from their hiding places, granting power to naive warlocks but at what cost?
Ancient Beast Patron Details coming soon!

Your pact draws on the power of eternal fire. In Cimmeria, most warlocks with this subclass gain their power from the Great Fire in Gazeara. This fiery icon of the city has burned hot without fuel or source for decades since it was lit by the evil King Shardamar II. The fire consumed the bodies and souls of criminals fed to it and some say it gained sentience over the years. The warlock Logan discovered something in the flame. He became the first to utilize the lifeforce-consuming power of the Great Fire. Others follow in his footsteps, gaining power from the Great Fire or from other sources of flame such as the Sun, volcanoes, or dragons.
Great Flame Patron Details coming soon!
Wizard

Blood magic is a powerful and dangerous method of magic. By spilling their own blood, blood magi empower their spells to heights that other casting methods cannot reach. The exchange leaves blood magi drained. They are always skating on the edge of victory and death as they bleed to defeat their enemies. Because of its violent nature, blood magic thrives in Nomingburg, the infamous City of Assassins. A blood mages guild exists within the city that offers instruction in the art of blood magic, but only if the prospective guild member kills for the guild.
Blood Mage Details
Blood Magic
Level 3: You can draw your own blood to enhance spells. As part of casting a spell you can inflict an injury on yourself. If you do, your hit point maximum is reduced by 1d4 damage per level of the spell slot you used. This reduction lasts until you finish a Long Rest. Your Proficiency Bonus for the enhanced spell is doubled.
Additionally, you no longer require a spellbook. Instead, you can store your spells on your skin as tattoos or scars.
Blood Draught
Level 6: You can drink a potion and keep its magic stored in your body for a later time. When drinking a potion you may declare that you are using Blood Draught. If you do so, the potion is stored in your blood and has no immediate effect. You can activate the stored potion’s effect at a later time by taking a Reaction. You can only store one potion in your blood at a time. If you try to store an additional potion, the currently stored potion immediately takes effect.
Sanguine Spellrage
Level 10: Your magic power is amplified when injuries cause your blood to flow. The first time you become Bloodied in a combat you may enter the Sanguine Spellrage. The Sanguine Spellrage lasts for 1 minute and provides the following benefits.
Red Fountain of Arcane. Add your Constitution modifier to the damage you deal with any spell.
Fast Coagulation. You regain 5 hit points at the start of each of your turns.
You must finish a Long Rest before you can enter the Sanguine Spellrage again.
Blood Stride
Level 14: You can move through the blood of other creatures. As a Magic Action, you step through the bloodways of an Aberration, Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity that you can see within 250 feet. Teleport to a space adjacent to that creature as you move into its blood and then out of its body. If you wish, you can burst violently out of the target’s body. If you do so the target makes a Constitution saving throw, taking 10d10 damage on a failed save or half as much damage on a successful one. On a failed save, the target also begins bleeding profusely, taking 2d10 points of damage at the start of each of its turns. Any creature can take an action to stanch the wound with a successful DC 15 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. You must finish a Short Rest before you can use Blood Stride again.






