To Be Errant
To be one of the Errant classes is to be separate from the standard hierarchy; you attract no followers, but also do not need to fight for dominance. As both Monks and Assassins reach name level (7th, 9th) before they must choose whether to be Errant (8th, 14th), they have no need to worry about training, and Druids lose the requirement immediately after (12th for both). If the Druid is performing sufficiently so as to be able to self-train (DMG, p. 86), then they may avoid the question entirely, as do the Monk and Assassin; if they are not, they may engage in the ritual combat, and then abandon the post they have just received, or find another Druid-Errant and train with them.
Errants occupy an odd part of the social world of these classes; they do not have rank, but their power and skill are such that others rely on them. While the Grandfather of Assassins may have too much to do to casually engage in high-level murder, an Assassin-Errant may be just as skilled, but with fewer responsibilities. A Monk-Errant will be a wise master with no disciples, a hermit who spends their time in contemplation, or a wandering teacher. A Druid-Errant is often a hermit who spends their time protecting a place, or intervening in such matters as concern them. They may be sought out by those who want training, and may even be sought by those who wish them to shed their errantry and take up an empty (or empty-able) position.
Being Errant does not free a character from the restrictions of their class; a Druid-errant must still be True Neutral and eschew metal armor. A Monk-Errant must still remain lawful and is limited in their possession of magical items. Assassins-Errant may be required to join a guild, or at least pay lip service to it, lest they attract its wrath (you may be a hot-shit assassin, but five “extremely-warm-shit” assassins will still most likely ruin your day).
The Druid-Errant
The Druid-Errant may take several forms (no pun intended). Some are truly Errant, owing no allegiance to any organization of Druids. Some become separated from the hierarchy proper to serve the Grand Druid, who has 9 attendants, plus three Archdruids (13th level) to assist them; these positions are coveted, but are not directly competitive; you do not slay or defeat the Archdruid aide of the Grand Druid and thereby become the new aide. Any of these 12 positions may be filled with Druids-Errant, including, possibly, other Grand Druids-Errant.
The Druid-Errant
The Druid-Errant may take several forms (no pun intended). Some are truly Errant, owing no allegiance to any organization of Druids. Some become separated from the hierarchy proper to serve the Grand Druid, who has 9 attendants, plus three Archdruids (13th level) to assist them; these positions are coveted, but are not directly competitive; you do not slay or defeat the Archdruid aide of the Grand Druid and thereby become the new aide. Any of these 12 positions may be filled with Druids-Errant, including, possibly, other Grand Druids-Errant.
Errant Great Druids may advance to become Errant (or actual) Grand Druids, and, like Grand Druids, have six spell slots of each spell level. They do not, however, have six levels of additional spell slots; though, if serving as one of the Grand Druid’s Archdruid aides, they will receive the additional 4 slots that position grants them. An Errant Grand Druid (i.e. a 15th level druid) may even advance to hierophant status, using the table provided in Unearthed Arcana.
But what does being Errant cost a Druid? Prestige, Followers, and Social Power. A 12th level Druid has three underlings, ranging from 1st to 9th level (depending on where that leader falls in the hierarchy of 12th level druids). As name-level Druids, they have a degree of authority over all other lower-level druids, which is lost to the Druid-Errant, who can exercise personal power (i.e. “Do this because I am stronger” or “Do this because you like me”), but cannot exercise positional power (i.e. “Do this because I am your organizational superior”). Their Errant status may also cause other name-level and above Druids to shun them, or limit their access to resources such as stone circles and sacred groves. While still a power in their own right, Druids-Errant are cut off from the greater society of Druids, and must bargain favors for that which others are granted freely. This lack of access can make it difficult for Druids-Errant to create magical items or acquire greater mistletoe.
Who becomes a Druid-Errant? Some are simply scholars, unconcerned with the machinations of the Druid hierarchy. Sages with Druidical ability may be Druids-Errant, if they are sufficiently skilled (though this option is seldom open to player characters). Many elven and half-elven druids pursue this path, with their longer lives and different traditions leaving them somewhat uninterested in the largely human-driven politics of the Circle. Others are adventurers, unwilling to be tied to the requirements of the position, unwilling to be responsible for the protection of the druids under their care, or simply uninterested in fighting for position.
The Assassin-Errant
The Assassin-Errant is one who has chosen to relinquish any claim on the leadership of a guild, instead concentrating on their skills in assassination. This is not an uncommon choice; half-orcs, who excel at assassination, but whose low charismas and correspondingly low base loyalty, often choose the route of the Errant. Other assassins may choose to retire from their position as Guildmaster or Grandfather of Assassin, relinquishing their position to an up-and-comer without relinquishing their lives. Some few are assassins who have had a change of heart, becoming Neutral or even Good. They may still practice the majority of their skills, being spies, thieves, or simply frighteningly efficient, if lightly armored, warriors, but they are no longer assassins-for-hire.
The Assassin-Errant
The Assassin-Errant is one who has chosen to relinquish any claim on the leadership of a guild, instead concentrating on their skills in assassination. This is not an uncommon choice; half-orcs, who excel at assassination, but whose low charismas and correspondingly low base loyalty, often choose the route of the Errant. Other assassins may choose to retire from their position as Guildmaster or Grandfather of Assassin, relinquishing their position to an up-and-comer without relinquishing their lives. Some few are assassins who have had a change of heart, becoming Neutral or even Good. They may still practice the majority of their skills, being spies, thieves, or simply frighteningly efficient, if lightly armored, warriors, but they are no longer assassins-for-hire.
While Assassins-Errant may leave the Guild, the Guild does not necessarily leave them. An Assassin-Errant is still subject to the requirements of Guild membership if they perform assassinations in Guild territory; as noted above, the Guildmaster is often the Assassin-Errant’s equal or near-equal, and they command a cadre of assassins to aid them in hunting the interloper. This can be avoided by joining the local guild and subjecting themselves to the Guildmaster, refraining from assassination, or by living in a place without a guild.
Moreso than the other two Errants, Assassin-Errants may be called upon to oust or usurp a Guildmaster. Particularly unpopular Guildmasters may find their underlings have hired an Assassin-Errant to assassinate them. Because of this possibility, Assassins-Errant must always beware of assassination; a Guildmistress who fears for her position may eliminate potential usurpers. Assassins-Errant of 15th level must similarly fear the Grandfather of Assassins, especially if they’re being courted to become a Guildmaster.
The Monk-Errant
The Monk-Errant has chosen to live a life of solitude and contemplation, rather than the teaching of disciples. Monks-Errant may still receive henchmen, as laid out in point 5 on page 32 of the Player’s Handbook, but do not receive followers, and must otherwise abide by the restrictions of the monk class. Their discipline requires that they remain lawful and ascetic; few magic items, little wealth. A Monk-Errant may choose what to do with their money, but it cannot personally, directly, benefit them. Some may donate it to a church, to their old home monastery, or to various schools (a lawful evil Monk-Errant may fund a school of assassins, for example). Other Monks-Errant will simply give it to those in need.
Monks-Errant are seldom approached by others to fulfill roles within monasteries; unless there is a great need, most monks will respect that the Monk-Errant has chosen not to take a leadership position. At most, they may acquire potential or low-level monks as henchmen, but subject to the restrictions of their Charisma, rather than as followers divorced from those requirements. However, Monks-Errant are not immune to challenge; while there is no level-based benefit to doing so, they may be challenged by other Monks-Errant to prove their mastery, by members of rival monasteries who perceive their isolation as a chance to beat some justice into a member of the Monk-Errant’s home school, or members of their own monastery who feel that their refusal to take up a leadership position is an insult to the school. These challenges should be infrequent (no more than once per level), but do not carry the standard risk of loss of level, merely loss of face (or, possibly, life).
The Final Analysis
The ability to become Errant is, without a doubt, a great boost to the playability of these classes. While they do not provide actual powers to the characters, they remove or alter a role-playing restriction that comes in to play at higher levels. To an extent, this brings them in line with other classes; a fighter has no obligation to build a stronghold, clear land, and attract followers. With this restriction removed, players of monks, druids, and assassins are no longer obligated to seek out others to challenge, and do not risk the loss of level due to a failed challenge. However, these same options can limit the characters. They will not have the followers assumed by the class, may have limited access to resources, holy items, or face censure from others in their class.
A DM should carefully consider whether this option makes sense for their campaign. The increase in flexibility may suit their style and the on-going campaign, or the lack of responsibilities and stability may hinder where the campaign is heading. A campaign that is heading to the Planes may find it useful; one where the other player characters have acquired significant holdings may find that their characters have little to do without such responsibilities. The choice should be made by the DM, in accordance with the needs of their campaign.
Fantastic and well-thought. Thank you.
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