So I've been thinking more about a potential Primeval Thule game and how low magic affects the capacity to heal in DnD 5e.
For better or worse, the majority of DnD classes in 5e are magic using, and a large proportion of healing comes from spells. This is especially so if your table uses the slow healing optional rules, like I do.
But clerics and druids are supposed to be very rare in Thule, and paladins and bards non-existent. Assuming your players want a more non-magical game and aren't keen on the traditional spell casting healers, what options do they have to keep their PCs from being buried in a shallow grave (or worse)?
Well, there's always the good old healing potion, re-fluffed as a rare and potent herbal concoction. Or the healer feat from PHB... but, there's really not a lot else.
DnD 4e however had an excellent option known as the Warlord class: a martial fighting and support class with strong non-magical healing capability, and fun, exciting interrupt and buffing abilities. There were many kinds of Warlords, keying off wisdom, intelligence or charisma, with differing focuses on healing, buffing, debuffing and the action economy.
The version I'm focusing on in this post is an intelligence based variant, with strong healing, damage mitigation and action enabling themes. This is an intentional design decision on my part. I plan on creating a non-magical bard variant based around charisma, temporary hit points, buffing and skills to further expand class options in Thule, and I don't want to clutter the same design space.
Getting back on point, it seems to me the Warlord is the perfect vehicle for a non-magical warrior with strong healing and support options in a low magic setting like Primeval Thule.
So here's my take on the Warlord for 5e and the primeval continent. I hope you can find a use for it, or it's mechanics, somewhere in your game.
Houserule #6: Warlord for DnD 5e and Primeval Thule
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