Character Classes

How do you fit in?

 

Artificer:

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.   In the City of Kralistin, a once prominent bloodline of gifted sorcerers suddenly found their children to be incapable of tapping into their family affinity for sorcerous magics. As a result, the children turned to the art of Artifice to craft their magical tools and maintain their power and influence. This was the start of Kralistin's growth as a continental trade powerhouse. Their exports of high quality metals, complex designs, and powerful magical artifacts fostered Kralistin into what it is today.   Artificers are employed by every major military power. And the Illuminary is always looking for researchers.    

Barbarian

  For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.   Barbarians are not always rageful and vengeful. Some harness their rage and use it as a powerful battle technique. Barbarians who partake in the Primal Paths of the Ancestral Guardian, Battlerager, Beast or Totem Warrior are more likely to have been raised in a tribe. Barbarians of the Giant path were likely raised by or descend from Giants. Religious barbarians likely hail from a culture that believes strongly in a higher power. Perhaps your barbarian was raised from youth to battle on the behalf of a greater power and spent time in the military - most likely the beserker subclass.   Clans of barbarians dwell in the northernmost reaches of the Langrial Peaks.  

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.   Bards can hone their craft in a variety of ways. Not every bard is taught by a professional, but the time does eventually come when they must focus their abilities into a particular Bardic "College", or focus. Bards of the College of Glamour may hail from the Fey Touched lands of Theylis, and may choose to embrace the Fey magics of their past in their magic. Bards of Eloquence likely learned under Elves, whereas Bards of Creation, under Dwarves or Gnomes. Spirits, Swords, Valor and Whispers are all technques taught at the Coraseth Academy of Arcanum.  

Blood Hunter

  Blood hunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows — even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.   Blood Hunters dedicate themselves to a particular Order. In the City of Nymara, the Order of the Profane Soul and the Order of the Ghostslayer have dedicated themselves to research in the quiet, secluded waters of the Sunderlain Sea. Some orders are thought of by the Nymarans are "forbidden" - considered too dark in their nature.

Cleric

  Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.   They may belong to a particular church and seek to adventure based on the will of their god. Alternatively, a cleric might serve military organizations as a field healer.    

Druid

  Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.   Druids can be solitary figures o  

Warlock

  Ever mysterious, the Warlock is one who pursues knowledge, power, or something more in exchange for a piece of themselves. They bind their soul to a being of great strength, be it a celestial, a demon, etc.   Warlocks are usually unique, and can use their power to serve any number of organizations. They are charismatic, curious, and savvy. Maybe your character finds themselves researching the unknown, working with a thieves guild, or on a quest to explore the world. The possibilities are endless.

Base Classes and Alt Versions:

  Artificer - The Artificer will go unchanged from the official Tasha's Cauldron Version.   Barbarian -   The Barbarian is meant to be one of the easier classes to learn and master, so I will keep this as is unless someone really wants an alt version. Expanded subclass options will be available.   Bard -   Bard will remain unchanged.   Cleric -   Cleric is one of the most versatile and well-designed classes in the game, so I will leave this as is.   Druid -   Druid will go unchanged. Already complex enough as is.   Fighter -   The alt fighter will be available to those who want it. I did find it to be quite powerful last campaign, but fighters are meant to be.   Monk -   I like the monk as is, but alternate versions/subclasses could be made available.   Paladin -   Paladin will go unchanged.   Ranger -   The alt ranger is far more interesting and useful than the base ranger, so we will stick with the alt version from last campaign.   Rogue -   Rogue will be unchanged.   Sorcerer -   Sorcerer will be unchanged.   Warlock -   Warlock will be unchanged.   Wizard -   Wizard will be unchanged.

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