Class Roles
Evenea brings with its natural beauty great dangers. As such, many civilizations have come up with ways to defend against these threats, creating the classes that we know and love in Dungeons and Dragons. From the Fighter to the Sorcerer to Critical Role's Blood Hunter, each has a place in Evenea, but they might be different depending on the region and include their own unique subclasses.
Barbarians
Barbarians in Evenea are generally like most other Barbarians across the multiverse: They like to smash things, have a primal rage, and are generally found in clan or tribal communities. What is different is the source of their power. In Evenea, Barbarians generally draw their power from the primal emotions of the environments they live in, and as such have a hard time controlling said emotions. They live hard, laugh hard, and smash hard.
The subclasses of Barbarians also have unique origins. The Path of the Ancestral Guardian still works for those who practice ancestor worship, however that practice is rare in Evenea, only being seen in Indeljar and Yandaijar, who worship their draconic ancestors.
Unique subclasses for Evenea include Path of the Elemental, Path of the Warped, and Path of the End.
Bard
Like Barbarians, Bards are like their counterparts across the multiverse, but instead of their music being their catalyst, it is their will behind their music that fuels their spells. With their speech, the virulent magics of Evenea are beckoned to do their bidding, whether that is to charm their enemies, shatter minds, or just to earn some coin. Whatever their purpose, Bardic power is well known and well-used in Evenea.
The Bardic subclasses have different origins, each with their own Ethenean flair.
Unique Bard subclasses to Evenea include the College of Nihil, College of the Ice Song, and College of Ende.
Cleric
Clerics on Evenea are uncommon as a whole, but are frequent sights in nations with large religious centers, such as Indeljar, Empyria, Yllithr, and Urrudea. Though some are called by a higher power (such as Ilwe, Rymill, Archfey, and so on), most merely embody the ideals they seek from their Gods. Through these ideals, the raw magic of Evenea forms their clerical powers.
The Clerical subclasses also have different origins, each with a touch of Ethenean magic.
Other Clerical subclasses found on Evenea include the Void Domain and the Ende Domain.
Druid
Druids on Evenea are a fairly common sight, especially in Kalthinjar, Fahliilenjar, Yllithr, and Hallojar (as well as the Aethyr). Adept at focusing the powers of nature into beneficial or destrucive spells, Druids are the peoples' greatest defense against the encroachment of nature.
The only subclass that is slightly different in origin is the Circle of Dreams. Instead of being aligned to a plane of dreams or the feywild, they draw their power from a specific plane of dreams known as Veil of Visions, a plane where all dreams, visions, and minds coalesce during sleep. Due to this, the Circle of Dreams druids are often called Harbingers or the Circle of Preordinance.
New subclasses for druids on Evenea include Circle of the Elemental, Circle of Taint, and the Circle of Ende.
Fighter
Fighters on Evenea are relentless, ensuring their communities, parties, or cities are protected from the threat of the monsters beyond the walls of many Ethenean cities. With this in mind, fighters are essential to many nations staying nations, many of which on Eveynjar make sure to have a census of their fighters so they can conscript them if they are needed.
Due to the inborn strength they posses, fighters are essential, and many subclasses can be found across Evenea.
New subclasses for the Fighter include the Weapon Master, and the Ende Dueler.
Monk
Monks on Evenea are an unusual sight, and are generally seen in Yllithr, Kalukkenjar, Fahliilenjar, and a few straggling monasteries in Hallojar and Yandaijar. One thing that makes them different from their counterparts across the multiverse is that Ki doesn't have some magical origin; instead it comes from within, and is a manifestation of the spirit. Whether that manifestation is created by magical means is up for debate.
The only subclasses with slight differences on Evenea include the Way of the Ascendant Dragon and the Way of the Four Elements.
New subclasses found in Evenea include Way of the Warped and Way of the Traveller.
Paladin
Paladins on Evenea are similar to clerics in the fact that they draw power from their ideals and tenets, and their call to righteousness is where their power is gained. Whether they follow Rymill and possess real divine power or follow any of the polytheistic traditions or variations of Rymill is up to the Paladin. Unlike other classes, however, Paladin subclasses need no flavor changes due to their vagueness.
New paladin subclasses include the Oath of Nothing, the Oath of the Knight, and the Oath of the Foreign.
Ranger
Rangers are an important class for Evenea, due to the amount of creatures that would be happy to eat a hapless human who wanders too far from the paths. With this in mind, their not too different from any ranger in the multiverse.
One of the few Ranger subclasses that seem to have differences is the Horizon Walker. Unlike in other parts of the multiverse, Horizon Walkers can step through into the Veil of Visions, as this realm seems to act similarly to the Ethereal Plane. The Drakewarden also has a couple differences, as they can often gain their abilities from the remains of the Da'ev, who seek repentance in their undeath.
New Ranger subclasses include the Trapmaster and the Warp-bow.
Rogue
Rogues in Evenea range from cutpurses to psy-blades, either being the bane of the peoples or their underdog hero. So, they are essentially the same.
In Evenea, some of the Rogue subclasses have different flavors than normal.
New Rogue subclasses include Looters, Corrupters, and Invaders.
Sorcerer
Sorcerers in Evenea are much more common compared to other worlds in the multiverse due to virulent magic of Evenea, and its ability to seep into the bones of any mortal that lives on it. Because of this commonality, Sorcerers are seen as any normal magic practitioner and sought out after for their services.
In Evenea, some Sorcerer origins have different sources or flavors.
New Sorcerous Origins include the Tainted Soul and the End Lord (can only be taken by Ende Rii, and there can only be a max of two at a time).
Warlock
Warlocks in Evenea are an interesting sight, but not necessarily by a pact. It may be an oath or a contract, but regardless, you are sworn to an otherworldly patron, and as such, they act like they do in the rest of the multiverse. Another option is the presence of Summoners in Evenea, giving Warlocks a new source of patron.
In Evenea, some Warlock patrons have different origins or flavors.
New patrons exclusive to Evenea include The Void, The End King, and the Elemental Lord.
Wizard
Wizards on Evenea are a wondrous sight, using their learned power to create wonders and defend the world they know and love. However, unlike other worlds, travelling beyond Evenea and Endel to other worlds is undoable. Other than that, Wizards are no different than normal.
Unlike most classes on Evenea, Wizards do not have many changes in flavor for any of their subclasses with the exception of Evocation wizards. In Evenea, these wizards are expanded to use the multitude of elemental magics present within this world. However, new subclasses are included, such as the Archaeomancer, Void Tainted, and the Transporter.
Artificer
Artificers in Evenea are uncommon and any of their creations are generally not cheap. The only exception to this are Alchemists, who seek to understand the mystical or alchemical properties of the flora and fauna of this magical world. Many artificers who actually work with constructs and metals originate from Naalrym's forge, which is a closely guarded secret amongst all artificers, blacksmiths, and Dvardai the world over.
In Evenea, artificer specialists work the same way, just with more creative ability. When one wants to, they can theoretically make their own automatons, just at the cost of time, materials, and an absurd amount of money. There are even more specialist options, including Golemancers, Thaumaturgists, Ballisters, Mortificers, Enchanters, and Portal Masters.
Blood Hunter
Like Exandria, Evenea also possesses Blood Hunters, albeit they are very rare, and almost exclusive to the Children of Nethyr, who possess great power in their blood. Other than that, they are not too different.
In Evenea, the only order not seen is the Order of the Lycan as there aren't any lycanthropes on Evenea. Other than that, there are two new subclass variants, the Order of the Vampyre and the Order of the Eldrytch-slayer.
Barbarians
Barbarians in Evenea are generally like most other Barbarians across the multiverse: They like to smash things, have a primal rage, and are generally found in clan or tribal communities. What is different is the source of their power. In Evenea, Barbarians generally draw their power from the primal emotions of the environments they live in, and as such have a hard time controlling said emotions. They live hard, laugh hard, and smash hard.
The subclasses of Barbarians also have unique origins. The Path of the Ancestral Guardian still works for those who practice ancestor worship, however that practice is rare in Evenea, only being seen in Indeljar and Yandaijar, who worship their draconic ancestors.
- The Path of the Beast also presents some differences. For example, Lycanthropy doesn't exist in Evenea, and as such causes this subclass to draw on other sources of power, such as Draconic forms, Elemental natures, or Fae shapeshifting. Beast races are also a great fit for this class because they possess beastial abilities and appearances.
- The Path of the Storm Herald are a common subclass taken by many of Evenea's races due to the frequency of storms seen on this world.
- The Path of the Totem is another rare sight in Evenea, very seldom seen on Eveynjar. However, it is seen frequently in Valoreum, where the Skrae requently use this subclass, but instead replace the animals seen normally with the dinosaurs and their kin: The Bear instead takes the form of an Ankylosaur or Stegosaur, the Eagle becomes an Pterosaur, the Elk becomes a Hadrosaur, The Tiger becomes some form of large Theropod, and the wolf becomes a raptor. This subclass also is also seen in the Sondai, some fae, and some elementals.
- The Path of the Zealot is an uncommon subclass seen throughout Evenea, where the people take on some aspect of their chosen deity. Rather than gods giving their followers power, it is more of the primal magic of Evenea taking the shape of something divine. For the worshipers of Evenea, zeal is an ideal, and these Barbarians are seen as folk heroes in their eyes.
- Another common subclass is the Path of Wild Magic, where the primal magic of this world combines with the raging power of a Barbarian. This interesting subclass is the only one to not have a clearly defined origin and is seen throughout this world.
- The Path of the Berserker is also prevalent on this world, but there is not much to talk about concerning it.
Unique subclasses for Evenea include Path of the Elemental, Path of the Warped, and Path of the End.
- The Path of the Elemental is a subclass exclusive to barbarians that seek to add a little elemental fun to their raging ways. While some barbarians are able to summon spirits, use totems, or conjure storms on other worlds, the Path of the Elemental Lord allows Barbarians to tap into the elemental rage of Evenea and Endel itself. When this subclass is first picked, Barbarians go through a complex ritual to summon an elemental spirit which they form a pact with. While in a raged form, the Elemental and Barbarian become one, giving the barbarian the ability to make magical attacks, temp hp, and higher AC due to the elemental combination
- The Path of the Warped combines their power to rage with the Void. In Evenea, some barbarians are tempted to call upon a force no sane person would call upon, the Void. Rather than letting their rage consume them, the path of the warped is consumed by an all-consuming hunger for destruction, using the void to cause absolute damage each hit.
- The Path of the End is a class exclusive to the Ende Rii and allied beings which focuses on dodging attacks and dealing acid damage, destroying foe and armor alike. Hailing from the End, these Barbarians are able to use the natural elements of their homeland to take upon themselves the rage of their lands. Barbarians who draw upon this are used to sow discord and cause mayhem among the enemy. In order to fuel their rage, Barbarians of this path weave a bit of Endelian materials into their skin to infuse their attacks and even themselves with the power of their homeworld.
Bard
Like Barbarians, Bards are like their counterparts across the multiverse, but instead of their music being their catalyst, it is their will behind their music that fuels their spells. With their speech, the virulent magics of Evenea are beckoned to do their bidding, whether that is to charm their enemies, shatter minds, or just to earn some coin. Whatever their purpose, Bardic power is well known and well-used in Evenea.
The Bardic subclasses have different origins, each with their own Ethenean flair.
- The College of Creation Bards seek to understand the origin mythos of their world, and as such are often seen in the depths of ruins trying to learn from their ancestors. What is common knowledge to them about their world is obscure to others and not necessarily believed by the populous. In Indeljar, the College of Creation focusses on their Draconic Ancestors and the tales related to the Draconic beings, whereas in Yllithr, this same college focusses on Ilwe and related origin stories. Wherever a College of Creation Bard goes, they always seek the legends of the regions they go through.
- The College of Eloquence is one of the Bard subclasses that doesn't change much, as the lore behind it is vague enough to not be altered by this world's mythos or magic. However, it is more common in nations with higher amounts of people due to its theatrical origin.
- The College of Glamour in Evenea is linked to the Aethyr or Skylands due to the lack of a Fey Wild in Evenea. However, it is still connected to the fae, often being granted this power by a connection to one of the Archfey.
- The College of Lore is little changed in its origin, with its desire to learn truth being well sought after by nations as a way to investigate either legends or individuals.
- The Colleges of Swords and Valor are changed little, but may be more common along the roads than any city, as their work means they need to travel a lot.
- The College of Whispers is just as ominous in Evenea as other parts of the multiverse. In Evenea, they gain their dangerous powers from an hidden source, whether that source is Gaiuthrynn, Xipuanaeus, or some other deviant source.
Unique Bard subclasses to Evenea include the College of Nihil, College of the Ice Song, and College of Ende.
- The College of Nihil (pronounced Nihl) Bards call upon the dark and gloomy power of the void to fuel their songs, which though beautiful can be used to cause depression, melancholy, doubt, and many other negative effects in their targets. This subclass is seen as an opposite to the College of Creation, as those who use this subclass seek for their peoples to forget their pasts and their futures.
- The College of the Ice Song Bards are a subclass that calls upon the Song of the North, which inspires those of this subclass to spread its beauty across Evenea. Using their song, these bards combat enemies with the power of ice, using the cold to slow down their enemies and even create items or creatures out of the ice they make.
- The College of Ende Bards are a subclass that is exclusive to the Ende Rii. Combining the powers of a Bard with the enhanced movement of teleportation, these bards are meant to keep an enemy on their toes and when they least expect it, power their attacks with the acidic nature of Endel.
Cleric
Clerics on Evenea are uncommon as a whole, but are frequent sights in nations with large religious centers, such as Indeljar, Empyria, Yllithr, and Urrudea. Though some are called by a higher power (such as Ilwe, Rymill, Archfey, and so on), most merely embody the ideals they seek from their Gods. Through these ideals, the raw magic of Evenea forms their clerical powers.
The Clerical subclasses also have different origins, each with a touch of Ethenean magic.
- The Death Domain still concerns itself with the forces that cause death, but the magics of Evenea are far more involved with it than actual deities. These clerics mainly draw from the Vol Nah Ku'uh for Undeath, Poison, Dark, and Nethyr; many of these clerics worship beings like the Elemental Lords, The Archfey (Undeath, Poison, Dark), or the Dark God Saothris.
- The Forge Domain on Evenea isn't generally tied to any God, but those clerics of this domain are often seen in or near Naalrym's Forge, where they use their divine magic to imbue their creations with magical power.
- The Grave Domain on Evenea ties itself generally to Gods of Death and the Afterlife, Archfey who view undeath as an abomination, Ilwe, or the ancestor worship of the Raptoran.
- The Knowledge Domain still continues to seek knowledge, but may not be tied to any god. For them, they may have found that knowledge itself is a kind of god, or worship Xipuanaeus who they may view as a god of sorts.
- On Evenea, the Light and Order Domains are almost exclusive to Yllithr, where the High or Light Elves worship Ilwe, who they view as the Light of the World. Order Domain clerics are often used as enforcers in their cities, but can also be seen in other nations with policing forces, like Empyria. Life, Peace, and Nature domains may also follow after Ilwe or Rymill, who are considered positive forces and masters of creation.
- The Tempest Domain generally worship Elementals or Archfey that govern forces that can impact storms, and often they are set aboard ships as a means of protecting them from the elements. They are also a huge part of Yandiri and Anguidiri culture, as the Yandiri worship their Draconic ancestor Heroi and the Anguidiri worship sky gods.
- The Trickery Domain is an uncommon sight in Evenea, but can be seen by those who worship beings such as the Dragon Gaiuthrynn, Sileeris the Desiring Gem, or Saothris as a means to help their overlords.
- Finally, the Twilight Domain is seen as worshipping the beings of the shadows, but also as a means of providing reast for the weary and defending the night. They are a common sight in Kalukkenjar and the Shacken Lands, and can include worship of Rymill, the Archfey of Shadows, the Elemental Lord of Shadows, or some other obscure being.
Other Clerical subclasses found on Evenea include the Void Domain and the Ende Domain.
- The Void Domain may be seen as similar to the Death Domain in how it is viewed, but the goal of the void domain is very different, as their goal is generally to return all things to the nothingness they started out as. As such, few that are good ever follow this domain. Generally, this domain follows the whispers of Unmaker, ruler of Gaiu or the Void. Unique to this Domain, their spells deal absolute damage and can eventually cause targets to become wraiths.
- The Ende Domain is a subclass that worships the Endaivenne (pronounced En die venye) or King of the End as a god. Almost exclusive to the Ende Rii, the Ende Domain allows for the total control of others' movement during battle and when they deal damage, they often prefer to use acidic spells to destroy armor and then randomly teleporting enemies to control where they end up. ;p
Druid
Druids on Evenea are a fairly common sight, especially in Kalthinjar, Fahliilenjar, Yllithr, and Hallojar (as well as the Aethyr). Adept at focusing the powers of nature into beneficial or destrucive spells, Druids are the peoples' greatest defense against the encroachment of nature.
The only subclass that is slightly different in origin is the Circle of Dreams. Instead of being aligned to a plane of dreams or the feywild, they draw their power from a specific plane of dreams known as Veil of Visions, a plane where all dreams, visions, and minds coalesce during sleep. Due to this, the Circle of Dreams druids are often called Harbingers or the Circle of Preordinance.
New subclasses for druids on Evenea include Circle of the Elemental, Circle of Taint, and the Circle of Ende.
- The Circle of the Elemental
- The Circle of Taint
- The Circle of Ende
Fighter
Fighters on Evenea are relentless, ensuring their communities, parties, or cities are protected from the threat of the monsters beyond the walls of many Ethenean cities. With this in mind, fighters are essential to many nations staying nations, many of which on Eveynjar make sure to have a census of their fighters so they can conscript them if they are needed.
Due to the inborn strength they posses, fighters are essential, and many subclasses can be found across Evenea.
- The Arcane Archer for example, isn't exclusively an Elvish origin one Evenea. It has its roots in the Lokian, wind dragons native to Valoreum, and are a common sight in those who practice archery.
- The only subclass that is seldom seen on Evenea is the Gunslinger, as guns are a very new creation, and exclusively handled by the Dvardiri or Dwarves (really a type of elf with dwarvish features).
New subclasses for the Fighter include the Weapon Master, and the Ende Dueler.
- The Weapon Master is a fighter archetype that focusses on combining weapon specializations with elemental magics they imbue into their weapons. For a Weapon Master, imbuing their weapons with elemental power often is done to gain advantage over an otherwise superior enemy, but it can come at a cost if their weapons are of poor quality as the magic can take a toll on inferior weapons. This archetype is said to have a couple origins. First accounts of an analog of this archetype are found in the ancient records of the Diiv Anne, where the Draiconians have been known to imbue their weapons and armor with fire to sunder their enemies. However, it was the Panthranis clan known as the Greabl'd that truly refined and mastered this archetype. Though they ultimately have perished, the Blademaster is a testament to their incredible resilience and strength.
- The Blademaster is a fighter subclass that focusses on imbuing elemental magic into bladed weapons. While there are archtypes of the Fighter that possess magic, Blademasters were created to harness the power of the natural elements of Evenea into their blades, making what would be ordinary attacks into deadly slashes. This archetype is said to have a couple origins. First accounts of an analog of this archetype are found in the ancient records of the Diiv Anne, where the Draiconians have been known to imbue their weapons and armor with fire to sunder their enemies. However, it was the Panthranis clan known as the Greabl'd that truly refined and mastered this archetype. Though they ultimately have perished, the Blademaster is a testament to their incredible resilience and strength.
- The Bluntmaster is a fighter subclass designed to imbue elemental magic into blunt weapons.
- The Boremaster is a fighter subclass that imbues elemental magic into piercing weapons.
- The Hoplite is a fighter subclass whose focus is on using throwing weapons.
- The Ende Dueler is a fighter subclass exclusive to the Ende Rii that combines dual wielding or dueling styles with the power of teleportation.
Monk
Monks on Evenea are an unusual sight, and are generally seen in Yllithr, Kalukkenjar, Fahliilenjar, and a few straggling monasteries in Hallojar and Yandaijar. One thing that makes them different from their counterparts across the multiverse is that Ki doesn't have some magical origin; instead it comes from within, and is a manifestation of the spirit. Whether that manifestation is created by magical means is up for debate.
The only subclasses with slight differences on Evenea include the Way of the Ascendant Dragon and the Way of the Four Elements.
- In Evenea, the Way of the Ascendant Dragon follows the teachings of the very first of the Diiv or Mortal Dragons: Vodehkeim of the Eldyr.
- The Way of the Four Elements, however, has drastic changes, taking on all of the Elemental Vol Nah Ku'uh as part of their power among other things, changing the name of this subclass to the Way of the Elemental.
New subclasses found in Evenea include Way of the Warped and Way of the Traveller.
Paladin
Paladins on Evenea are similar to clerics in the fact that they draw power from their ideals and tenets, and their call to righteousness is where their power is gained. Whether they follow Rymill and possess real divine power or follow any of the polytheistic traditions or variations of Rymill is up to the Paladin. Unlike other classes, however, Paladin subclasses need no flavor changes due to their vagueness.
New paladin subclasses include the Oath of Nothing, the Oath of the Knight, and the Oath of the Foreign.
Ranger
Rangers are an important class for Evenea, due to the amount of creatures that would be happy to eat a hapless human who wanders too far from the paths. With this in mind, their not too different from any ranger in the multiverse.
One of the few Ranger subclasses that seem to have differences is the Horizon Walker. Unlike in other parts of the multiverse, Horizon Walkers can step through into the Veil of Visions, as this realm seems to act similarly to the Ethereal Plane. The Drakewarden also has a couple differences, as they can often gain their abilities from the remains of the Da'ev, who seek repentance in their undeath.
New Ranger subclasses include the Trapmaster and the Warp-bow.
Rogue
Rogues in Evenea range from cutpurses to psy-blades, either being the bane of the peoples or their underdog hero. So, they are essentially the same.
In Evenea, some of the Rogue subclasses have different flavors than normal.
- Phantom Rogues in Evenea may gain their powers through innate affinity for Undeath or learn under Necromancers that seek to calm or exploit the dead of this world.
- As a Soulknife, you may have gained your power through a deal with an Archfey or Elemental Lord, or the power of the Aether seeped into your bones when you visited.
New Rogue subclasses include Looters, Corrupters, and Invaders.
Sorcerer
Sorcerers in Evenea are much more common compared to other worlds in the multiverse due to virulent magic of Evenea, and its ability to seep into the bones of any mortal that lives on it. Because of this commonality, Sorcerers are seen as any normal magic practitioner and sought out after for their services.
In Evenea, some Sorcerer origins have different sources or flavors.
- As an Aberrant Mind sorcerer, maybe your powers come from an influence with Endel and the strange beings that inhabit that world, or it comes from a familial influence with Xipuanaeus.
- For the Clockwork soul, there is no plane like Mechanus around Evenea, but maybe it comes from a knack with Metal Vol Nah Ku'uh or a connection to the Elemental Lord of Metal.
- For the Divine Soul, your connection to Rymill or Saothris may be the thing that makes you what you are.
- For Shadow Magic Sorcerers, your power probably comes from an Archfey or Elemental Lord of Shadow, or maybe its a connection to the Veil of Visions.
- Storm Sorcery and Wild Magic sorcerers are the most common sorcerers in Evenea due to its magics' power.
- As for a Draconic Bloodline Sorcerer, this class cannot be taken by a Children of Aethyr race (unless Arcanaean) or a Children of Nethyr (Unless Muel'anne). As far as that goes, Draconic Bloodline sorcerers have improved abilities fit for Evenea.
New Sorcerous Origins include the Tainted Soul and the End Lord (can only be taken by Ende Rii, and there can only be a max of two at a time).
Warlock
Warlocks in Evenea are an interesting sight, but not necessarily by a pact. It may be an oath or a contract, but regardless, you are sworn to an otherworldly patron, and as such, they act like they do in the rest of the multiverse. Another option is the presence of Summoners in Evenea, giving Warlocks a new source of patron.
In Evenea, some Warlock patrons have different origins or flavors.
- For the Celestial, you have made a deal with either Rymill the God of Creation or Saothris the Dark God, who generally watch over you with great interest.
- Now the Fathomless could be an interesting one. Krakens of Evenea are there, but they are generally considered beasts, not the aberrations they are in the rest of the multiverse. That doesn't mean there aren't options, as The Eye of the Doomed is an intelligent creature that you could gain your powers from. Or it could be an ancient Sea Dragon like Leviathan or Olmus, or the Eldrytch Titan of Tsunamis.
- For the Fiend, traditional fiends and demons don't possess corporeal bodies. Instead, they are spirits who never got the chance to live. It may be one of them, or it could be one of the Gem Fiends: Sileeris, Ceclyx, and Xipuanaeus (though he is used in the Great Old One patron).
- The Genie is really the only patron not represented. Though the Elemental Lords are very similar to Genies, they cannot be trapped like them and don't make a tendency of enslavement. For the Elemental Lord patron, look at that subclass.
- The Great Old One patron in Evenea is generally represented with Xipuanaeus, as he is the closest thing to a horror from the Far Realm. Other options for this patron include the Eldrytch Titans.
- For the Hexblade, the best options for this patron are the Faerie Blades, who represent tools made of Ainumitium cores, each with a sentient soul and unique power within. Another possible patron could be the Eldrytch Equipment, which were made as an antithesis to the Faerie Blades.
- For the Undying, a great option for a patron are many of the Craftians, Diiv who are the founders of the Diiv'anne and were translated as a blessing from Rymill to aide in the governance of this world.
- The Undead patron is an odd one, as there aren't any notable liches. However, the Da'ev, the true dragon that died long ago may make great patrons, as they have need to repent or be stuck as lifeless bones for eternity.
New patrons exclusive to Evenea include The Void, The End King, and the Elemental Lord.
Wizard
Wizards on Evenea are a wondrous sight, using their learned power to create wonders and defend the world they know and love. However, unlike other worlds, travelling beyond Evenea and Endel to other worlds is undoable. Other than that, Wizards are no different than normal.
Unlike most classes on Evenea, Wizards do not have many changes in flavor for any of their subclasses with the exception of Evocation wizards. In Evenea, these wizards are expanded to use the multitude of elemental magics present within this world. However, new subclasses are included, such as the Archaeomancer, Void Tainted, and the Transporter.
Artificer
Artificers in Evenea are uncommon and any of their creations are generally not cheap. The only exception to this are Alchemists, who seek to understand the mystical or alchemical properties of the flora and fauna of this magical world. Many artificers who actually work with constructs and metals originate from Naalrym's forge, which is a closely guarded secret amongst all artificers, blacksmiths, and Dvardai the world over.
In Evenea, artificer specialists work the same way, just with more creative ability. When one wants to, they can theoretically make their own automatons, just at the cost of time, materials, and an absurd amount of money. There are even more specialist options, including Golemancers, Thaumaturgists, Ballisters, Mortificers, Enchanters, and Portal Masters.
Blood Hunter
Like Exandria, Evenea also possesses Blood Hunters, albeit they are very rare, and almost exclusive to the Children of Nethyr, who possess great power in their blood. Other than that, they are not too different.
In Evenea, the only order not seen is the Order of the Lycan as there aren't any lycanthropes on Evenea. Other than that, there are two new subclass variants, the Order of the Vampyre and the Order of the Eldrytch-slayer.
Type
Guide, Generic