5e Classes as Cairn Backgrounds
Johann Rudolf Rahn. Detail from Guardians of the Holy Grail, Knightly Garb circa 1260. ~1860-1910.
One of the upcoming games I am organizing just made a hard pivot from 5e to Cairn 2e. I requested the change after Session 0 when I noticed that every player wanted to make a character that strained or outright broke the character creation rules - a talking squirrel, a ghost like No Face from Spirited Away, a fire spirit. I could house rule it all together, but if we are already breaking from the game so much, why not play a game that provides a more comfortable platform for that kind of improvisation?
So we're switching to Cairn 2e, a game that doesn't natively support a fire spirit character, but one that I feel very comfortable improvising content for. Still, I wanted to establish a set of benchmarks to improvise against while still preserving the initial high fantasy flavor of the campaign we had set out to run in the first place. That's where the following table comes in.
Below you'll find adaptations of the 12 canonical 5e classes. Each class gets a couple spheres of knowledge and single ability. They're still a little more tuned towards combat than typical Cairn fare, but I think we can keep building out from this list as new characters enter the mix. I could imagine a more fleshed out version of this, where each subclass is condensed into a background ability, but I simply don't have the time to put that together just now.
In addition to the below, characters start with some gear. They get the left version of each of the following, but may upgrade one to the right version:
- A dagger (d6) → A weapon of your choice or a random spell.
- Traveling clothes → Leather armor (-1 damage)
- A backpack with basic traveling supplies → That, plus one specialized tool of your choice (e.g. lockpicks).
1 Barbarian
You are a wild warrior who channels primal fury to overwhelm your foes. You know about wilderness survival, travel, and monstrous creatures.
You can rage, making your attacks enhanced and attacks against you impaired until combat ends, then leaving you deprived until you get a good night’s rest.
2 Bard
You are a charming performer who weaves magic into music, stories, and song. You know about folklore, languages, and ancient legends.
You can inspire, granting allies in earshot advantage on a roll by performing.
3 Cleric
You are a devoted servant of a divine power, channeling miracles to heal and smite. You know about theology, undead, and sacred rites.
You can turn outsiders (like spirits, demons, or the undead) by brandishing your holy symbol. They must pass a WIL save or flee and cower.
4 Druid
You are a guardian of nature who commands the wild and shapeshifts into beasts. You know about plants, animals, and natural cycles.
You can wildshape, taking the shape of any animal you are familiar with once per moonrise.
5 Fighter
You are a disciplined combatant, trained to master any weapon or tactic. You know about weapons, armor, and battlefield strategy.
You have a second wind. You can spend a turn in combat to regain d6 HP by catching your breath.
6 Monk
You are a mystic martial artist who blends inner focus with physical mastery. You know about meditation, anatomy, and ancient traditions.
You have iron fists. Your unarmed attacks are never impaired and deal d6 damage.
7 Paladin
You are a sworn knight, bound by sacred oaths to defend the innocent and destroy evil. You know about law, oaths, and celestial beings.
You can smite, channeling divine wrath through your weapon to deal d6 extra damage to outsiders (like spirits, demons, or the undead).
8 Ranger
You are a skilled tracker and hunter who thrives in the wild. You know about terrain, beasts, and scouting tactics.
You have an animal companion like a hawk, a wolf, or an owl. They can’t speak, but you understand what they are thinking implicitly.
9 Rogue
You are a cunning infiltrator, adept at striking from the shadows and slipping away unseen. You know about traps, poisons, and criminal networks.
You can backstab, dealing double damage when attacking an unaware or stunned target.
10 Sorcerer
You are a natural spellcaster whose power flows from a mysterious bloodline or inner source. You know about magical anomalies, arcane theory, and your own origins.
You can shape magic altering the area of effect of your spells (e.g. from a cone to a sphere).
11 Warlock
You are a wielder of forbidden magic, granted power through a pact with an otherworldly being. You know about forbidden tomes, occult symbols, and your patron’s domain.
You can cast hexes that give the target disadvantage on a type of save (STR, DEX, or WIL). You can only maintain one hex at a time and it ends if you leave line of sight.
12 Wizard
You are a learned scholar who manipulates magic through study and precision. You know about spellcraft, runes, and arcane lore.
You can cast cantrips, conjuring small magical effects at will — conjuring lights, sounds, or enough force to slam a door.