Land of the Spirits

I am currently writing my next campaign setting called “Land of the Spirits.”  It is inspired by old Norse fairy tales and things like Labyrinth, Dark Crystal, Never Ending Story, Spirited Away, and Princess Mononoke (and other things).

This Wednesday I begin playtesting the mechanics and what I’ve written thus far with my players.

I will discuss the setting in more detail after the playtest begins.

For the classes there are only two: Fighter and Magic User (I’ll cover this at a later date).  Each class then chooses a specialization at level one.

Mechanically Land of the Spirits is OSR, but I’m hacking some 5e in with White Box.



Fighters excel at combat and prefer to on the frontline of battle. Fighters use their prowess of weapons and keen senses to devastate an enemy and take them down quickly.  A fighter is able to mow through enemies quickly, making them a formidable and deadly killing machine.


Class Abilities


Cleave: Fighters revel in combat.  When fighting against foes of one hit dice (HD) or fewer, they are able to make one attack per level each turn against them.


Specialization: Choose a Specialization at level 1.  Once this choice is made it is permanent.


Saving Throw Bonus: + 2 to saves against Death effects (not Death Saving Throws; see pg XX)


Weapon Damage: Fighters do 1d8 damage with all weapons.


Starting HP: Fighters start with 10 HP + Constitution Bonus at level 1 and gain 1d10 + Constitution Bonus per level.


Fighter Table
Level Base Attack Bonus Level Experience Saving Throw
1 1 0 14
2 2 2,000 13
3 3 4,000 12
4 4 8,000 11
5 5 16,000 10
6 6 32,000 9
7 7 64,000 8
8 8 128,000 7
8 9 256,000 6
10 10 350,000 5







Duelists are highly trained warriors able to fight with finesse and defensively while wielding two one-handed weapons; their ability to deflect a foe’s attacks has made them the stories of legend.


Agile: A Duelist knows how to deflect attacks.  Once per combat a Duelist can turn a successful melee attack against them into a miss.


Parry: The Duelist knows how to deflect a person’s attack by fighting defensively.  When a Duelist fights in this manner as a full action, the attacker suffers Disadvantage to their attacks.  If the attacker rolls a 1-3 on their attack, the Duelist has found an opening in their opponent and lands an attack successfully (no attack roll necessary).


Two-weapon Fighting: The Duelist is able to wield a light weapon in their off-hand, gaining a second attack as full round action.


Saving Throw Bonus: + 2 to saves against explosions.




Rangers are huntsman and trackers comfortable in the wilds of nature; their keen eyes able to spot game, water, or ground to make a safe camp quickly.  Rangers form a deep bond with an animal of the wilds who serves as a loyal companion.


Fighting Style: A Ranger chooses one fighting style at 1st level.  Once chosen this cannot be undone.

  • Archer: A ranger is able to shoot two arrows per round as a full action.  Each attack is resolved separately.
  • Two-weapon Fighting: The ranger is able to wield a light weapon in their off-hand, gaining a second attack as full round action.


Animal Companion: Rangers start play with a trusted animal companion.  Roll 1d8: 1) arctic fox; 2) hawk; 3) boar; 4) lynx; 5) wolf; 6) bear dog; 7) wolverine; 8) badger


If the animal companion dies the ranger can attempt to bond with a new one after one week of mourning.  They must go in the wilds and attempt to coax the animal to them.  A single ST must be passed for this to succeed (treat as a background/class ability for TN).


At 10th level a Ranger is able to tame a brown bear as an animal companion, should they choose.


Survivalist: When a ranger searches for food in the wild it takes them half time than others.


Saving Throw Bonus: + 2 to saves against poisons.




Ignore the Barbarian name- decided to call it Ravager

Ravagers are vicious combatants known for their ferocity and brute-force.  Where other Fighters may use finesse, the Ravager swings wildly and uses their devastating blows to punish and take down an enemy.


Juggernaut: When a Ravager is using a two-handed weapon they +2 to damage due to the ferocity of their attacks.


Endurance:  Ravagers can take a beating and keep going. The Hit Dice Point Pool for Ravagers is 2 points higher than other classes.  Normally a character’s maximum Hit Dice Point Pool is equal to their level.


Thick Skinned: A Ravager does not fear death or pain.  At 1st level they ignore 1 point of damage (even from magical sources).  At 5th level this is increased to 2 points of damage.


Saving Throw Bonus: + 2 to saves against fear.





Skalds are battle hardened fighters who tell stories of old about bravery, victory, and honor, inspiring their allies or terrifying their enemies while in battle.  A Skald can elevate a pauper to a prince, or bring a chief to his knees with but a few words.


Oration: A Skald can use any of these abilities up to 3 times per day.  If they have a bonus to their Charisma they may use it additional times per day equal to that bonus.


Inspire: The Skald bellows stories of their ancestors and past victories to inspire an ally within 60’, spurning them to greater heights.  This speech takes one round to accomplish.   At the end of the speech the ally gains Advantage on a roll of their choosing within the next 10 minutes.  A Skald can choose to instead bolster all allies within a 60’ radius, granting them +1 to attack, skill checks, or Saving Throws for the next 10 minutes.


Terrify: The skald speaks of ill-omens, bad-tidings, and of vengeance and horror, causing unsettling fear in their enemies through the power of their words.  All enemies within 60’ of a Skald must succeed a Saving Throw or suffer -2 to all attack rolls, skill checks, and Saving Throws.  If the target(s) critically fail on the ST, they suffer Disadvantage to attacks, skill checks and saving throws.  This effect lasts as long as the Skald keeps speaking (they still receive a movement action), and for 1 round after.  A target that successfully makes their Saving Throw cannot be affected by this for 24 hours.


Soothe: A Skald shouts a song of bravery and survival, allowing their allies within a 60’ radius to regain their senses; targets under the effect of mind-altering effects or spells are allowed a second roll to overcome the effect.  Targets that are not under a mind-altering effect or spell receive Advantage to resist any future effect.  This effect lasts as long as the Skald keeps speaking (they still receive a movement action), and for 1 round after.


Saving Throw Bonus: +2 to saves against mind-altering affects.




Vagabonds live on the fringes of society and have learned to fight to stay alive.  Vagabonds roam around and pick up many handy skills and are known for their uncanny luck and unscrupulous fighting tactics.


Versatile: At character creation a vagabond chooses two backgrounds instead of the normal one.


Dirty Fighting:  A vagabond has learned to fight dirty.  Whether it’s kicking mud in a target’s eyes, taunting them, spitting on their face, etc. the target must make ST or suffer Disadvantage for 1d3 rounds.  A Vagabond can do this once per combat.


Luck: Twice per session turn a failed roll into a success.


Saving Throw Bonus: + 2 to saves against poisons.




Warriors diligently train in their martial prowess and specialize in a single weapon that they bond with, wielding it more effectively and accurately, mowing through their enemies and leaving a trail of bodies in their wake.


Weapon Specialization: At first level a warrior chooses a weapon with which they excel.  When using this weapon, the warrior gains +1 to attack and +2 to damage.


Trained in the Saddle: A warrior as learned to fight (melee or ranged) from horseback and doesn’t suffer the normal -4 penalty.


Enhanced Cleave: When a warrior is fighting against foes with two hit dice (HD) or fewer, they are able to make one attack per level against them.


Saving Throw Bonus: + 2 to saves against fear.


Shielded Warrior


Shielded Warriors are masters of defense, using their trusty shield to deflect and absorb an enemy’s attack.  Shielded Warriors are able to stand as a wall against onslaught, survive a vicious attack, and still keep fighting.


Shield Bash: The Shielded Warrior is able to wield their shield as a weapon and make an attack with it in their off-hand as full round action (shield does class weapon damage).  A Shielded Warrior can forgo doing damage, instead stunning the target (large size or smaller) for 1 round.


Tower Shield: A shielded warrior knows how to use a tower shield effectively.  Normally a person can only wield a tower shield.  A knight can wield one and a 1 handed weapon effectively.  A Shielded Warrior cannot perform a shield bash while wielding a tower shield.


Shield Master: Once per combat the shielded warrior is able absorb damage from one physical attack (as reaction) with their shield (shield must be out).


About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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