The
majority of the classes do not need to be altered. However, a few do need some
clarifications. Also, the original setting precluded certain races from being
specific classes (paladins can only be Anuirean or Khinasi; elves can not be
clerics, etc). 5E makes an effort to allow for all race and class combinations.
If a DM allows for this, it can be rationalized that such characters are
outside the norm for their culture but still allow them; the role-playing
aspects springing from such a difference could be interesting as well.
The new classes and archtypes should work
just fine in a Birthright game.
Sorcerers, Warlocks and Wizards can all use
realm magic. For those other classes that have access to arcane spells they can
use true magic, but not realm magic.
Bard
5E is an
inclusive game that seeks to allow all the combinations of class, race and
ability. It is our recommendation that the bard not be limited to the schools
of magic they can cast spells from. In addition, we would also recommend that
bards be allowed to be regents. However, check with your DM first.
cleric
The Domains
of the gods need to be defined. Currently there are only seven Domains, but
more can be added as they are added through supplements.
Haelyn: War
Erik:
Nature
Cuiraecen:
Tempest
Nesirie:
Life
Ruornil: Knowledge
Sera: Trickery
Avani: Light
Eloele:
Trickery
Laerme: Light
Kriesha:
Tempest
Belinik:
War
Moradin:
Life
magician
The
magician was fairly unique to Birthright at the time, but it is easy to
implement within the 5E rules. Magicians are the same as wizards with the
following changes:
·
You
can only cast 1st and 2nd level spells from a school of magic other than Divination
or Illusion.
·
Each
time you gain a wizard level, you can add one additional spell to your
spellbook (beyond the two you can normally add). However, this spell must be of
the Divination or Illusion school of magic.
·
When
you reach 2nd level instead of choosing an Arcane Tradition you gain both the Divination
and Illusion traditions.
monk
There is no
real cultural place for a monk to come from. A case could be made for the
Khinasi or a secret order dedicated to hand-to-hand martial skills, but monks
are not recommended.
warlock
The major
thing to consider with a warlock are the Patrons. Patrons, by default, are
otherworldly beings. However, the world of Aebrynis is largely cut off from the
other planes. There are, however, a couple of possibilities. There is The Cold
Rider and Apocalypse; these will be detailed over the next couple of days.