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==Classes== Thule has pretty much all of the core 5e classes, although shaped by the setting. The small "Primeval Thule Player's Guide" features a handful of new subclasses for several particularly "Thulean" classes. [[Barbarian]]s are, of course, incredibly common in Thule, originating from the myriad tribal cultures of the world. They are divided by origin; "savage" tribes are particularly small and isolated, whilst "advanced" tribes are larger and more fully aware of and integrated into the world around them. Think the difference between Picts and Cimmerians. ::The Player's Companion featured the ''Path of the Slayer'', a barbarian who tempers their rage and lets their fury burn cold, focusing it to perform feats of supreme athleticism and endurance to better evade death at the hands of the many wild beasts and other dangers of the wilderness. [[Bard]]s in the adventuring sense are rare, as magic is rare on Thule and most who practice it fully commit themselves to its study instead of dabbling in it. The 5e Bard generally only exists amongst [[elf]], [[half-elf]] and [[Atlantean]] PCs. [[Cleric]]s are arguably the most common magic users on Thule, although those with the PC class represent the innermost ranks of the priesthood. There are multiple different deities in Thule; humans worship a pantheon of nine deities, called, simply, "The Nine", but there are also many cults to the Great Old Ones of the [[Cthulhu Mythos]]. ::Clerics have the most subclasses unique to the Thule setting, with four new [[Cleric Domain]]s in total; the ''Cosmic'' and ''Ophidian'' domains in the Campaign Setting, and the ''Cold'' and ''Fury'' domains in the Player's Companion. [[Druid]]s serve the role of Cleric amongst the "Barbarian" tribes of humanity and amongst halflings. ::Thulean druids can take the ''Circle of the Fang'', which is a variant Circle of the Moon that gains Wild Shape at a higher level (6th), but is more adept at using it. [[Fighter]]s are, likewise, incredibly common on Thule, and represent the default "civilized adventurer", in contrast to their Barbarian counterparts. [[Monk]]s are incredibly rare on Thule, hailing from foreign cultures or being tied to strange, mysterious, often Mythosian cults. [[Paladin]]s are, for the most part, non-existent on Thule; the Sacred Slayer narrative fulfills the niche of "warrior-agent of a priesthood". However, the Player's Companion subsequently established that the [[Atlantean]]s possessed elite warrior-brotherhoods and martial orders whose dedication to the ideals of honor and glory unlocked divine magic, creating a paladin variant that still lingers even in Thule's savage present. This is handled mechanically as the new subclass ''Oath of Victory''. [[Ranger]]s are almost as common a "civilized" adventurer option as [[fighter]]s are. [[Rogue]]s also abound in Thule. ::The Player's Companion added the ''Poisoner'' subclass, which is pretty self-explanatory. [[Sorcerer (Dungeons & Dragons)|Sorcerers]] are uncommon on Thule, though they can be considered the second-most common of the arcane spellcasting classes. Sorcerers fundamentally derive their power from exposure to strange magical devices that altered them (or their family line), or from blood ties to prehuman races; the most common sorcerers are Draconic (tied to the ancient [[serpentfolk]]), [[Wild Magic]] (tied to the ancient [[genie]]s and [[rakshasa]]s) and, with the inclusion of the Player's Companion, Mythosian (represented as the Great Old One sorcerous origin). [[Warlock]]s are uncommon, but also represent ''the'' most common of the arcane spellcasting classes. Of the corebook patrons, Fey are the least common, with both Fiend and Great Old One patrons being very common. ::Instead of a new subclass, the Player's Companion offers Warlocks of the Great Old One pact the option to take an alternative level 14 feature, to represent allegiance to a specific Mythosian patron. Warlocks of Hastur/The King in Yellow can take the ''Unspeakable Name'' feature, which lets them cast a verbal-based Confusion spell 1/day. Warlocks of Ithaqua the Wind-Walker can take the ''Chilling Charge'' feature, which lets them assume a flying incorporeal form that emits a lethally frigid aura 1/day. Warlocks of Lorthnu'un can grant themselves a burrow speed that can be used to create a localized earth tremor once per short rest. Warlocks of Nyarlathotep gain the ability to assume a ''Swarm Form'' 1/day. Warlocks of Shub-Niggurath gain the ''Feral Shape'' ability, which is a tweaked Wild Shape that can be used 1/day. Warlocks of Tsathoggua gain the ''Soothing Chimes'' ability, which can be used 1/day to create a mystical set of chimes that lull listeners into a torpor. Warlocks of Yga-Ygo gain the ''Nightmare Sleepwalk'' ability, which can be used 1/day to induce terror and slowness in a single target. Finally, Warlocks of Yog-Sothoth gain the ''Suppurating Portal'' ability, which can be used to link two points within 60 feet by a masgical portal that lets the warlock pass through unharmed, but inflicts acid damage on anyone else who tries to use them. [[Wizard]]s are generally the rarest of the arcane spellcasters in the present age, although they rose to great numbers and prominence amongst the [[Atlantean]] and [[Elf]]in civilizations before they fell. Because Thuleans are ignorant of magic as a whole, ''all'' wizards are treated with equal suspicion and caution; there is no greater stigma associated with a [[necromancer]] or a [[conjurer]] than there is with a [[warmage]] or a [[bladesinger]], because the average person doesn't know enough to think that the former schools of magic should be seen as especially fearful.
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