Restricted Class Access

Without changing the way a class functions, you can root it more firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human. You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards who specialize in that school are gnomes. Different human cultures produce warlocks with different pacts, and so on. Similarly, different cleric domains might reflect entirely separate religions associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic traditions? Can a dwarf stumble into a warlock pact despite having no connection to a culture that normally produces warlocks? As always, it's better to say yes and use the player's desire as an opportunity to develop the character's story and that of your world, rather than shutting down possibilities.

Berz


 * Dwarf, Hill, Stronghollow
 * Elf, Wood, Callarii
 * Elf, High, Vyalia
 * Gnome, Rock
 * Halfling, Lightfoot, Hin
 * Half-Elf, Callarii/Traladaran*
 * Half-Orc, Orc/Traladaran*
 * Human, Traladaran
 * Human, Thyatian
 * Human, Mixed-Blood Karameikans