The people who populate the vast desert eke out a meager existence often lacking fresh water and other things that those in more temperate climates take for granted. What they don’t lack is faith. Unfortunately, the larger religions do not do enough to serve all of their flock. Most desert settlements do not even have temples for the faithful to pray in. The members of these churches are forced to undertake dangerous pilgrimages to the larger cities in order to have their spiritual needs met. The desert sand cares little of the plight of these poor travelers. Many would perish among the dunes if not for the paladins tasked to guard them across the sands. Continue reading The Desert Paladin
Most of the desert outside of the settlements and trade routes remains uncharted and untraveled. It is punishing terrain that is usually bereft of water, but always filled with deadly beasts. This is where the Desert Ranger makes her home. She is the explorer who pushes out the edges on the maps of the desert. She is the hunter who seeks out venomous creatures for their use in medicine. She is the warrior who stands up to the unique dangers of the desert and beats them back into the sands.
Continue reading The Desert Ranger
The Desert Warlock shares many of the same aspects and abilities as the traditional Warlock class, but do not serve any of the three types of patrons available in the Player’s Handbook. The Desert Warlock gains her power from the patronage of noble Djinn that reside in the Plane of Air. These rare Djinn have grown so powerful that they no longer accept their fate as servants. Instead they seek out Warlocks to serve them in their efforts to gain more power in the Plane of Air. Continue reading The Desert Warlock
After spending some time thoroughly reading through the character class options in the 5e PHB, something that really sticks out is the Warlock class. The Warlock is a magic user who gains access to spells and other powers by making a pact with a powerful entity, but not a god like a cleric or paladin. The player can choose from one of three entities as a patron; an archfey, a fiend or a Great Old One. Each patron has their own set of benefits they bestow on the player. It’s clear that the Warlock is not as powerful in magic as a Wizard or a Sorcerer. The Warlock spell list is not as expansive as either of those two classes. The Warlock also uses different rules for spell slots. This means that a Warlock character will never have the ability to cast as many spells as a Wizard or Sorcerer.
Continue reading Making A Warlock Work
I’ve been hearing something disappointing lately; many players don’t enjoy playing a cleric. Clerics seem to be viewed as a necessary part of a group, but they are deemed by some as being an inferior class. The argument goes that their magic skills aren’t as powerful as a wizard and their fighting skills aren’t as good as a paladin. I have even heard of groups that completely eliminate the class altogether. Why bother including them when some healing potions can easily replace them? This is a shame since playing a cleric can be a lot of fun. I would even go as far to say that they are one of my favorite classes. I believe that building a cleric allows the player to flesh out a character’s personality much more than a class such as a fighter or a paladin. All the player has to do is ask themselves some questions about the cleric they are creating. Continue reading Don’t Give Up On Playing A Cleric