The classes in Azphour | World Anvil
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The classes

The ability to gain power in Azphour comes in one of three ways: by Blood, by Blessing, or by Will.   BY BLOOD Those who come from the blood of an outsider or powerful person
  • the Hexblades ( One whose birth comes from a now-extinct outsider of chaos, Children of Demorala)
  • the Nobles (Those who made a pact with the first dragons to receive their seed and empower them.)
  • the Sorcerers ( Those who are born of the blood of dragons manifest a unique control over the weave. These are those who are born of dragons who received the seed of men.)
  • the Warlocks ( A magic user whose blood descends from demons, devils, and demodands.)
  • and the Warmages (A magic user who descends from the many children of Brunheim Durest.)
  BY BLESSING Those who gain their power by petition of a God
  • Clerics ( The Magic Using paragon of healing or harming. Capable of casting spells relevant to his Patron.)
  • the Monks ( Empowered by his adherence to the tenants of a particular Patron.)
  • The Paladins (including War Legates) (The Warriors of some gods capable of some spellcasting. (The Saint, the Guardian Gods)).
  •  the Rangers (A defender of the wild, empowered by the gods most connected with nature (The Root, The Mother, and the Destroyer.))
  • Psychics  (those connected to a dimension of the Tapestry via their mind by the Tri-Arch.  Through discipline, they can develop this ability.)
  • The Three Gunslingers
    BY WILL Those who seek to express their strength through their own drive come by Will. These are
  • The Assassins (The lurker in darkness, seeking his wealth through murder).
  • the Barbarians (The raging warriors of nomadic tribes).
  • the Fighters (Soldiers and sellswords).
  • the Rogues ( The jack of all trades capable of downing enemies from the shadows.)
  • the Scouts ( The mobile eyes of a party or army.)
  • the Swashbucklers (The graceful warrior defined by his pride in his abilities.)

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