Class List
There are three divisions of classes, based on where they draw their power
| Type | Divine/Faith | Primal/Nature | Arcane/Discipline |
|---|---|---|---|
| Pillars | Vanguard | Barbarian | PlanesCaller |
| Off Martials | Vessel | Shaman | Rogue |
| Martials | Monk | Jaeger | Fighter |
| Half Casters | Paladin | Ranger | Artificer |
| Off Casters | Warlock | Sorcerer | Bard |
| Full Casters | Cleric | Druid | Wizard |
Each class is also put in a new "niche" with one of each force per niche, explained below with their changes:
Pillars: These Classes use a d12 hit die and are centered around having a big chunk of hit points for one reason or another, with a martial focus but often paired with a secondary role.
Off Martials: These classes are martial combat oriented, however they utilize different mechanics than simply increasing the amount of attacks they have. Often times they also have good out of combat utilities as well.
Martials: These classes have no reliance on spells in their base class and instead focus around one single pool or mechanic to have a more short rest oriented playstyle. These pools have gained additional options to increase versatility and enjoyment in and out of combat.
Half Casters: These classes are part martial part caster, getting only half as high of spells as full casters, but gaining more martial versatility while being partially short and long rest resource oriented, often times they also have a secondary use for their spell slots.
Off Casters: Off casters are like full casters in their eventual ability to reach 9nth level spells, but they use a completely different spell casting resource, which is short rest based and more volatile. Often times their Ability to pull of these higher level spells is not as consistent at full casters.
Full Casters: Full casters are long rest resource oriented, casting up to 9th level spells eventually, they have the lowest hit die of the table being a d6, to contrast their frailty to their large potential power.
Party Synergy
For obvious reasons, characters that pursue an origin of the same force as their class often gain small perks, such as using the channel divinity of your chosen deity in addition to the one provided by a cleric domain. An ambitious Dm may provide ways that classes of the same force work well together within the party, or players who know the theme and idea of the campaign can let its central concept guide which class would fit in well. Additionally certain subclasses bridge the gaps between the forces, or even draw their power from another minor source that draws certain ones together as seen in "Subclass Synergies"

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