*A compiled list of all the various classes and subclasses scattered throughout my ever-growing collection of homebrew. A brief description is included. Their sources are listed with each subclass if they’re not in base 5e*
# Classes
> *Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dangerous places of the world and take on the challenges that lesser women and men can’t stand against.*
>
> *Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.*
**Sources (Classes/Subclasses without notation are in PHB/DMG)**
Xanathar’s Guide to Everything (<sup>XGE</sup>)
Tasha’s Cauldron of Everything (<sup>TC</sup>)
Eberron: Rising from the Last War (<sup>ER</sup>)
Sword Coast Adventurer’s Guide (<sup>SCAG</sup>)
Explorer’s Guide to Wildmount (<sup>XGWM</sup>)
Van Richten’s Guide to Ravenloft (<sup>VRGR</sup>)
Fizban’s Treasury of Dragons (<sup>FTD</sup>)
Unearthed Arcana (<sup>UA</sup>)
Valda's Spire of Secrets (<sup>VSS</sup>)
Tome of Heroes (<sup>TOH</sup>)
Tasha’s Crucible of Everything Else (<sup>TCEE</sup>)
Frontiers of Eberron: Quickstone (<sup>FEQ</sup>)
Feywild Companion Guide (<sup>FCG</sup>)
Epic Characters Heroes Handbook (<sup>ECHH</sup>)
Crystalpunk Campaign Setting (<sup>CCS</sup>)
KibblesTasty (<sup>KT</sup>)
LaserLlama (<sup>LL</sup>)
Xanathar’s Lost Notes to Everything Else (<sup>XLNEE</sup>)
Mage Hand Press (<sup>MHP</sup>)
Genuine Fantasy (<sup>GF</sup>)
Hit Point Press (<sup>HPP</sup>)
The Griffon’s Saddlebag (<sup>TGS</sup>)
Plus Three (<sup>P3</sup>)
Exandria Unlimited (<sup>EXU</sup>)
DM’s Guild (<sup>DMSG</sup>)
The Ultimate Adventurer’s Handbook (<sup>UAG</sup>)
GM Binder (<sup>GMB</sup>)
SoManyRobots (<sup>SMR</sup>)
## [Alchemist](📚 - Information Compendium/👨🏻🤝👨🏻 - Player Options/Classes/Alchemist/alchemist.md)
*Experiments with a wide array of scientific discoveries and lethal bombs. Combining science and magic together in unholy concoctions, an alchemist brews up explosives and transmutative potions on the fly. (**Source: Valda’s Spire of Secrets**)*
### <u>Subclasses - Fields of Study</u> %% Fold %%
*All alchemists learn the basics of their science: the elements, chemical reactions, and alchemical formulae. Beyond that, alchemists pick up a specialty, which they practice and research in depth.*
*Some focus on the healing arts, and some focus on destruction, while others focus on research or potion-brewing. Fields of study are as varied as the alchemists who research them and have applications equally as diverse.*
#### **[[amorist|Amorist Field]]** %% Fold %%
You study mind-affecting alchemy, specializing in the brewing of potions that produce strong emotional responses in their drinkers. While love potions are by far the most popular product, you can craft pungent pheromone bombs that can soften the hearts of even the most terrible monsters.
#### **[[apothecary|Apothecary Field]]** %% Fold %%
You study the science of apothecary, specializing in potions and herbology that relate to healing. You can create a steady source of income using your skills, and you’re an invaluable member in any adventuring party.
#### **[[dynamo-engineer|Dynamo Engineer Field]]** %% Fold %%
You study the concepts of an early alchemical thesis: *if the fundamental energy of magic could be captured within physical substance, there would be no need for magic-users*. You create and iterate small devices known as dynamos, which store and manipulate arcane energy.
#### **[[mad-bomber|Mad Bomber Field]]** %% Fold %%
You study explosives and pyrotechnics, specializing in things that burn, blast and blow things up. You are constantly trying to improve the lethality and effectiveness of your IEDs, devoted to finding the perfect explosion.
#### **[[mutagenist|Mutagenist]]** %% Fold %%
You study the transmutative properties of elixirs and potions, specializing in the creation of mutagens. The keystone of transmutation, mutagens transform your body, granting supernatural strength or speed, additional limbs, or turning your skin into a stone-like material.
#### **[[venomsmith|Venomsmith Field]]** %% Fold %%
You study the the effects of various poisons and coatings, specializing in the art of crafting deadly and debilitating poisons. You pursue the darker side of alchemy, lending your expertise to assassin’s guilds or political rivals in exchange for money, power, and the elevation of your research.
#### **[[xenoalchemist|Xenoalchemist Field]]** %% Fold %%
You study the relation between alchemy and the body, more specifically your body. Specializing in experimenting on themselves, you modify or even attach new body parts, augmenting your abilities and toeing the line of morality.
~~Ooze Rancher~~
Masterclass CODEX
[Tyoes of bombs for mad bomber?](z_img/masterclass-codex-alchemist-destruction.png)
~~Creation~~
~~Destruction~~
~~Illumination~~
~~Mutation~~
~~Regeneration~~
## Artificer
*Uses ingenuity and magic to unlock extraordinary capabilities in objects and constructs. Artificers see magic as a complex system waiting to be decoded, and then harnessed in their spells and inventions.* ***(Source: Tasha’s Cauldron of Everything)***
*The magic of artificers is tied to their tools and talents, using them to channel their arcane power.*
### <u>Subclasses - Specialists</u> %% Fold %%
*All artificers are naturally adept at tinkering and experiments. However, usually they pursue one specific discipline, focusing on Beyond that, alchemists pick up a specialty, which they practice and research in depth.*
#### **Armorer Specialist** %% Fold %%
You specialize in the modification of armor to function almost like a second skin, enhancing your natural abilities. Your pursuits lead you into metallurgical science, making armor a conduit for your magic.
#### **Artillerist Specialist** %% Fold %%
You specialize in figuring out new ways to hurl explosives at projectiles, valued by armies and powerful figures across the world. You can create siege weapons to use for your own personal interests, believing the solution to your problems is to blow them up.
#### **Battle Smith Specialist** %% Fold %%
You combine the roles of protector and medic, becoming an expert at defending others and repairing both material and personnel. You are accompanied by a steel defender, a personal protective companion.
#### **Archivist Specialist<sup>UA</sup>** %% Fold %%
You can give nonmagical objects an artificial mind by writing mystic symbols on it. You gain knowledge from this object, like a books contents or a chests. You can use your vast knowledge of things to disorient other creatures.
#### **!Effigist Specialist**<sup>TCEE</sup> %% Fold %%
In an almost “voodoo” like magic, you mix eldritch and arcane knowledge to create effigies that can control and manipulate creatures.
#### **Kobold Engineer Specialist**<sup>TCEE</sup> %% Fold %%
You specialize in the art of distraction, making traps and improvised weapons from odd chemicals or animals conjured from thin air. Its random each time so it’s a funny game of take this! And you throw a cat at an enemy.
#### **Calligrapher Specialist**<sup>FCG</sup> %% Fold %%
You gained the gift of arcane calligraphy through unknown or otherworldly beings, like fey. Words are the building blocks of your abilities, which can be used to buff or bane allies and enemies.
#### **Forge Adept Specialist**<sup>EE</sup> %% Fold %%
You rival the blacksmiths of the gods, creating powerful mystical weapons, imbuing them with your own soul energy. You buff weapons for yourself and allies, and lean more into the martial aspect of fighting.
#### **Mechanist Specialist**<sup>ECHH</sup> %% Fold %%
You create a large mechanical suit or armor that you pilot around, akin to a vehicle. Yes, it’s literally like a gundam mech.
#### **!Toymaker Specialist**<sup>ECHH</sup> %% Fold %%
You create toys, imbuing them with magic that lets you use them as an anchor point for your spells, or give them messages or tasks to complete.
#### **~~Gadgetsmith Specialist - (Inventor)~~**<sup>KT</sup> %% Fold %%
A classic gadgeteer, these are highly adaptable characters with impressive mobility. They excel at utility and disrupting their foes. They serve a role closest to a rogue. A gadgetsmith always has a trick up their sleeve, and is almost as good at getting out of a tight spot with a smoke bomb as they are at getting into trouble in the first place.
#### **~~Golemsmith Specialist - (Inventor)~~**<sup>KT</sup> %% Fold %%
Where the golem is the star of the show. Take to the field as a smart bloke with a powerful minion that does (most) of your fighting for you, evolving to work in tandem as a tag team duo of danger, or specialize in making the most powerful golem you can make. You have vast opportunities to customize your golem, bringing your vision to life for a balanced combination of durability and damage.
#### ~~**Infusionsmith Specialist - (Inventor)**~~<sup>KT</sup> %% Fold %%
An enchanter that brings their magic to life, choosing from three different routes: a classic wandslinger with infused magical wands that freely tosses out low-level spells and cantrips with abandon, an animator with a retinue of floating weapons, or an infused swordsman, serving as a weapon enhancing magical hybrid, generally serving as a utility reach striker.
#### **~~Potionsmith Specialist - (Inventor)~~**<sup>KT</sup> %% Fold %%
An alchemist who delves into the secrets of reactions and infusions. Wielding a wide range of options from poisoned bolts to explosive reactions, they serve as a mid range striker or support… Or a bit of both.
#### ~~**Thundersmith Specialist - (Inventor)**~~<sup>KT</sup> %% Fold %%
The cannoneer or weaponsmith, these are the ones that specialize in forging the biggest, baddest weapons. From gunslingers to wielders of massive kinetic hammers, they devote their art form to a single perfect creation.
#### **~~Warsmith Specialist - (Inventor)~~**<sup>KT</sup> %% Fold %%
An armor-focused inventor who builds themselves into a man of iron… Either in the metaphorical sense of encasing themselves in a magical suit of armor, or… More directly. Highly specialized options, and capable of great feats of strength.
#### ~~**Fleshsmith Specialist - (Inventor)**<sup>KT</sup>~~ %% Fold %%
The doctor of fleshwarping… or the fleshwarped monstrosity they have created. Endless horrifying options to delve the depths of creativity turned inward.
#### **!Cursesmith Specialist - (Inventor)**<sup>KT</sup> %% Fold %%
A dealer of powers best left undealt. The dark reflection of Infusionsmiths, these artificers wield great but double edged powers.
#### **!Runesmith Specialist - (Inventor)**<sup>KT</sup> %% Fold %%
Articulates the power of runes, taking the paths of Runic Knights, a durable front line, Runic Mystics, a front line striker, or Runic Sages, a backline support who shares their runic powers.
#### **!Relicsmith Specialist - (Inventor)**<sup>KT</sup> %% Fold %%
Delve into the mystique of the divine and harness the holy. Bring light to darkness and set your foes ablaze with divine fire.
#### **Cognician Specialist**<sup>DMSG</sup> %% Fold %%
You create magical helms that enhance cognitive abilities and awaken latent psionic powers. You use skills and powers akin to telepaths like Professor X or Emma Frost.
#### **Demolitionist Specialist**<sup>DMSG</sup> %% Fold %%
You create magical incendiaries, settings traps, breaking down barriers, and dispatching large groups of enemies. You gain the ability to use different types of explosives that have varying effects and mechanics.
#### **~~Mechanic Specialist~~**<sup>DMSG</sup> %% Fold %%
You specialize in the creation and repair of automotive vehicles that can be used to navigate any kind of terrain. You eventually learn to give it augments such as weapons.
~~**Oozologist Specialist**~~
~~You study the transmutative properties of elixirs and potions, specializing in the creation of mutagens.~~
#### **Scrapper Specialist**<sup>DMSG</sup> %% Fold %%
Your mind is always on the move, thinking of what you can create or tinker with whatever materials you can find. These objects improve and interact with your base artificer abilities.
#### **~~Transmortalist Specialist~~**<sup>DMSG</sup> %% Fold %%
You augment your own body with magical and mechanical objects or abilities. You can install modules on yourself that give you buffs such as an extra set of arms or armor under your skin.
## Barbarian
*Barbarians are mighty warriors who are powered by primal forces of the multi-verse that manifest as a Rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.*
### <u>Subclasses - Primal Paths</u> %% Fold %%
*Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.*
61-11=50
#### **Path Of the Berserker** %% Fold %%
For some barbarians, rage is a means to an end — that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. You fall into your rage entirely to deliver a tide of powerful blows.
#### **Path Of the Totem Warrior** %% Fold %%
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. In some barbarians’ tribes, a totem animal is considered to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
#### **Path Of the Ancestral Guardian** %% Fold %%
Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.
#### **Path Of the Storm Herald** %% Fold %%
All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.
#### **Path Of the Zealot** %% Fold %%
Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
#### **Path Of the Beast** %% Fold %%
Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters.
#### **Path Of Wild Magic** %% Fold %%
Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic.
#### **Path Of the Battlerager** %% Fold %%
Known as Kuldjargh (literally “axe idiot”) in Dwarvish, battleragers are followers of the gods of war and take the Path of the Battlerager. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.
#### **Path Of the World Tree (Exclusive to 2024e)** %% Fold %%
Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through their Rage. This tree grows among the Outer Planes, connecting them to each other and the Material Plane. These Barbarians draw on the tree's magic for vitality and as a means of dimensional travel.
#### **Path Of the Colossus**<sup>VSS</sup> %% Fold %%
Sometimes known as a war-hulk, a colossus barbarian is always on the front lines hefting massive weapons and sweeping away smaller combatants in their fury. To a war-hulk, strength is the only attribute that matters. Cunning is for the weak, faith is for the weak, speed is for the week, and so on. Victory is for the strong alone, and their rage is the purest path to strength. Path of the Colossus barbarians are able to grow to enormous size and crush their foes.
#### **~~Path Of the Fin~~**<sup>VSS</sup> %% Fold %%
Tribal communities exist all across the realms, with vastly different cultures and customers – with one steadfast certainty. Time and time again these tribes have a reverence for particular animals, some in the desert may follow the Jackal, or those in the jungle the Ape. It is in this tradition that the Path of the Fin, these warriors capture the bloodthirsty essence of the great Shark. An adherent to oceanic totems, bearing hills and rows of razor sharp teeth, they can sense blood – and fear.
#### **!Path Of Heavy Metal**<sup>VSS</sup> %% Fold %%
Armored only in face paint and studded belts, these fearless hellions are known for screaming their enemies into submission, trashing taverns, and turning any battle they’re involved in to a noisy, violent and short experience.
#### **Path Of the Muscle Wizard**<sup>VSS</sup> %% Fold %%
You’re a wizard! Just one with coincidentally massive, rippling muscles. You even have the big dumb hat and the book filled with gibberish and everything! You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn’t be questioned. You have the ability to cast “spells” with your “arcane powers”
#### **!Path Of the Rage Mage**<sup>VSS</sup> %% Fold %%
Barbarians who find the spark of arcane talent and learn to channel their brute ferocity through magic, embark on the Path of the Rage Mage. Through their rage-fueled arcane might, such a barbarian possesses a uniquely calamitous fury, merging physical prowess with spell slinging in a warpath of fire, blades, and blood.
#### **~~Path Of Tranquility~~**<sup>VSS</sup> %% Fold %%
You choose to walk the straight and narrow, embracing a zen philosophy of restraint and moderation, much in contrast with their furious brethren. Embraced by the fey and called “the serene”, these barbarians are calm, tactical warriors who issue swift retaliation instead of violent assaults. At the height of their power, the serene are one with nature, entering flow state at will to dispatch their foes with unmatched precision.
#### **Path Of the Blighted**<sup>UA</sup> %% Fold %%
Embracing this path unleashes a primal fury intertwined with the corruptive energies of the cursed beings. As a Blighted Barbarian, you become an embodiment of their malevolence, channeling their sinister powers to devastating effect. Your body and spirit endure both physical and metaphysical transformations, enhancing your already formidable combat prowess. With each swing of your weapon, your strikes resonate with the otherworldly force that has possessed you, and your adversaries cower before the sheer terror emanating from your blighted form. Through this subclass, you tread a precarious path, balancing between embracing the cursed powers and preserving your own humanity amidst the darkness.
#### **Path Of Booming Magnificence**<sup>TOH</sup> %% Fold %%
Barbarians who walk the Path of Booming Magnificence strive to be as lions among their people: symbols of vitality, majesty, and courage. They serve at the vanguard, leading their allies at each charge and drawing their opponents’ attention away from more vulnerable members of their group. As they grow more experienced, members of this path often take on roles as leaders or in other integral positions.
#### **~~Path Of Hellfire~~**<sup>TOH</sup> %% Fold %%
Devils have long been known to grant power to mortals as part of a pact or bargain. While this may take the form of unique magic or boons, those who follow the Path of Hellfire are gifted with command over the fires of the Lower Planes, which they channel for short periods to become powerful and furious fighting machines.
#### **Path Of Mistwood**<sup>TOH</sup> %% Fold %%
The first barbarians that traveled the path of mistwood were elves who expanded upon their natural gifts to become masters of the forests. Over time, members of other races who saw the need to protect and cherish the green places of the world joined and learned from them. Often these warriors haunt the woods alone, only seen when called to action by something that would despoil their home.
#### **Path Of the Herald**<sup>TOH</sup> %% Fold %%
In northern lands, the savage warriors charge into battle behind chanting warrior-poets. These wise men and women collect the histories, traditions, and accumulated knowledge of the people to preserve and pass on. Barbarians who follow the Path of the Herald lead their people into battle, chanting the tribe’s sagas and spurring them on to new victories while honoring the glory of the past.
#### **Path Of the Inner Eye**<sup>TOH</sup> %% Fold %%
The barbarians who follow the Path of the Inner Eye elevate their rage beyond anger to glimpse premonitions of the future.
#### ~~**Path Of the Abomination**<sup>TCEE</sup>~~ %% Fold %%
~~There are whispers of barbarian tribes that possess otherworldly abilities, able to take on grotesque forms that defy the laws of the natural world. Regardless of their origin, these vile warriors often perform ancient and evil magic rituals of mutilation to transform their flesh. These actions warp both their bodies and minds in horrific ways that augment their already profound combat abilities.~~
#### ~~**Path Of the Alchemical Brute**<sup>TCEE</sup>~~ %% Fold %%
~~You move in polite society as well as anyone else, and are possessed of a level of intellect unusual to other barbarians. Through careful study and alchemical experimentation, you have learned to tap into the primal beast inside you, and manifest it in physical ways.~~
#### **!Path Of the Cosmic Juggernaut**<sup>TCEE</sup> %% Fold %%
Barbarians who follow the Path of the Cosmic Juggernaut enter an intensely focused state when they enter a rage, channeling psychic energy and draw upon the Astral Plane to bend time and space itself.
#### **Path Of the Horned King**<sup>TCEE</sup> %% Fold %%
Since ancient days, men have gathered to honor the gods of the hunt—but every so often, one of these cults is truly devoted to Baphomet, the Horned King, the father of minotaurs. Those that knowingly and willingly beseech the demon prince’s favor are endowed with ebony horns and a violent temper, making them little more than beasts hiding beneath a man’s flesh.
#### ~~**Path Of Infiltration**<sup>TCEE</sup>~~ %% Fold %%
~~To barbarians who follow the Path of Infiltration, rage does not mean battle cries and violent screams. Instead, it means deafening silence and uncertain shadows. Drawing upon magic from the Shadowfell, these infiltrators breathe in sound and light and hold it within, suppressing it as they lay waste to enemies, doors, and any other barriers between them and their goal.~~
#### **Path Of the Demonshard**<sup>FEQ</sup> %% Fold %%
Demonglass holds the essence of a fiend—pure malefic power yearning for release. A painful, and often lethal, ritual can embed a shard of demonglass in a mortal’s body; if the mortal survives, they can draw on the power of the fiend. No matter their intention, a Barbarian who walks the Path of the Demonshard may struggle to keep the fiendish malice contained.
#### **Path Of the Blinking Pack**<sup>FCG</sup> %% Fold %%
Barbarians who walk the Path of the Blinking Pack share in the nobility and majesty of the blink dogs they emulate. No matter where the abilities originate from, the Path of the Blinking Pack barbarian uses teleportation to hunt enemies and pack tactics to bring them down.
#### **Path Of the Kaiju**<sup>RGYR</sup> %% Fold %%
The Path of the Kaiju is one of sheer destructive force. Some warriors of this kind are fueled by a relentless hatred of a kaiju, perhaps one that destroyed their home or ravaged their continent. In such cases, an individual’s burning obsession is a source of incredible strength, manifesting as an aspect of the kaiju’s own power in moments of blind rage. Other barbarians might worship kaiju for their strength and grandeur, calling on their aid in battle, embodying the might and fury of a colossus as they charge into the fray .
#### ~~**Path Of the Curse**<sup>CCS</sup>~~ %% Fold %%
~~Barbarians that walk the Path of the Curse harbor a malicious presence within their body, which fuels their rage. When these barbarians enter a state of fury, this curse takes control, and at this point nothing will stop them from annihilating everything around them. Some of these barbarians accept this curse as a gift, and others fight with their curse— forcing it to work in their favor.~~
#### ~~**Path Of the Raging Mind**<sup>KT</sup>~~ %% Fold %%
~~The Path of the Raging Mind is a Barbarian that expresses their fury as a telekinetic manifestation. Their mind is so powerful that in their rage they warp the world around them. This is a psionic manifestation of a barbarian’s ability to focus their fury, and in battle this fury is weaponized as a deadly force that can fling about weapons and enemies alike.~~
#### ~~**Path Of the Exosuit**<sup>KT</sup>~~ %% Fold %%
~~Perhaps it is a lost piece of technology, such as long dead Warsmith’s cast off armor that has developed strange properties, or perhaps it is an alien symbiote of some kind, with its own goal or objective (perhaps as simple as harmlessly feeding off your rage or your foes). Perhaps it is something you find or something you make, but whatever its origin, it grants you terrifying capabilities on the battlefield.~~
#### **Path Of Instinct**<sup>KT</sup> %% Fold %%
While many Barbarians lose control when they rage, flying into wild tantrums, some operate in a state of cold absolute focus, becoming creatures of pure instinct and finely honed reflexes. Entering a void-like state of mind, they act almost without conscious thought, accomplishing superhuman feats and shrugging off hits. Though utter calm might seem less frightening than the frothing rage of their counterparts, true terror sets in once their foes witness the destruction such perfect focus can bring.
#### **Path Of the Bladestorm**<sup>KT</sup> %% Fold %%
When a Path of the Bladestorm Barbarian walks onto a battlefield, those unprepared to withstand the rain of sharp steel ought to run and hide until the storm passes. They are Barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds.
#### ~~**Path Of the Courageous Heart**<sup>XLNEE</sup>~~ %% Fold %%
~~For some adventurers, their internal reservoir of fearlessness and gallantry might border closer to foolhardiness. An intrepid do-gooder might take the first step down this path by complete accident, meddling in affairs they ought not and finding themselves unable to turn back. Their impromptu effectiveness in battle isn’t due to anger but rather matching pluck, tenacity, or stubbornness to shrug off the worst the enemy has to offer.~~
#### **!Path Of the Red Reaver**<sup>XLNEE</sup> %% Fold %%
The barbarians that follow this path fuel their rage with this pursuit of purpose. For those that live long enough, their discipline becomes almost monk-like in its meditation, chasing their sense of self through the arteries of those they deem worthy in battle. As wizards live to slake their thirst for knowledge, barbarians who follow the Path of Red Reaver are usually drawn to the greatest challenge in the field, not for bragging rights, or even to turn the tide of battle, but to further discern their place in the veins of their world.
#### **Path Of the Swamp**<sup>BoE</sup> %% Fold %%
The most fearsome denizen of the swamp isn’t a giant alligator, black dragon, or a gnarled treant, but a barbarian, a fearsome warrior imbued with all of the land’s malice. When the swamp is threatened by an external force, longforgotten magic seizes a host, transforming them into a thing of crushing roots and choking vines, an avatar of the swamp’s vengeance.
#### ~~**Path Of the Accursed**<sup>CFSA</sup>~~ %% Fold %%
~~You managed to find a tome of blighted mysteries, filled with all the knowledge known to mortal men and the foulest of heresies, and stepped through the door to nowhere. Your mind fractured under the weight of the knowledge contained within and the horrible vistas of forgotten power that stood just within your feeble mortal grasp. You realized that the true source of your rage is both defiance and acceptance of the madness that lies within the Accursed Archive.~~
#### **!Path Of the Mercurial**<sup>CFSA</sup> %% Fold %%
Your rage is instead a malicious spite that runs wild within your veins, bringing a cruel smile to your face and causing the shadows around you to writhe and twisty in sympathy–or agony. As you learn to walk the planes like the Shadowcat does, that cruel joy within your heart grows ever stronger, granting you powers unseen by mortal men. You are the stalking panther, the hunting lion, and the sly grin that appears even as your form fades away. Become nightmare.
#### **!Path Of the Glacier**<sup>TGS</sup> %% Fold %%
Born from the frigid and daunting Everglacier, barbarians who follow Path of the Glacier have learned to harbor the resolute stillness, patience, and unwavering determination and destruction of the icy landscape. These warriors transform their bodies into powerful moving bunkers that are as difficult to take down as they are to escape from.
#### ~~**Path Of the Infernal**<sup>TGS</sup>~~ %% Fold %%
~~You have found the conduit for your rage in something scarier than anything you’d find on the Material Plane. Your inner fury burns from the hells themselves, manifesting itself as a series of fiendish transformations and flames whenever you enter a rage. Regardless of your reason for having these abilities, one thing is certain: hell hath no fury quite like you.~~
#### ~~**Path Of Stone**<sup>TGS</sup>~~ %% Fold %%
~~Barbarians that tread the Path of Stone contain the fury of a tectonic force: slow to stir, but impossible to stop once begun. Stones crack beneath their feet, as they step with the weight of mountains, and their strikes carry the crushing might of an earthquake. With every swing these warriors make, they remind their foes that nothing stands forever against the movements of the earth.~~
#### **!Path Of the Juggernaut**<sup>TDR</sup> %% Fold %%
Barbarians who follow the Path of the Juggernaut stand so resolutely that none can deter them, and they swing their weapons with such force that all who stand against them are flung aside. In might and in spirit, juggernauts are immovable object and unstoppable force all at once.
#### ~~**Path Of the Rune Sage**<sup>UAH</sup>~~ %% Fold %%
~~Using eldritch symbols painted or tattooed onto your body, you are capable of unleashing powerful arcane spells, altering and enhancing your ability to rage.~~
#### ~~**Path Of the Sylvan Warden**<sup>UAH</sup>~~ %% Fold %%
~~Some barbarians are not marked by their loyalty to kin or tribe but by their loyalty to land and beast. These barbarians take up the role of stewards and protectors of the natural world, defending it rom those who would despoil it. Their admiration and emulation of the mysteries of nature allow them the ability to transform their rage into quietude and cast druidic spells.~~
#### **Path Of the Haze Rager**<sup>GTD</sup> %% Fold %%
The first warriors who ventured into Drakkenheim were doomed. Few returned from these early expeditions, and those few who survived were forever changed by the experience. A rare few wrestle the madness of the Haze through a supernatural rage which allows them to channel the eldritch energies of delirium. These Haze Ragers thrive on the contaminated power of delirium, transforming madness and fear into a weapon.
#### **Path Of the Lightning Vessel**<sup>(SGEH)</sup> %% Fold %%
Lightning Vessel is a brute, a monster of battle. Their bodies overflowing with lightning, they arrive unexpectedly, often dropping from buildings or leaping impossible distances, before crashing down amidst the fight. The presence of a single Lightning Vessel is often enough to turn the tides of battle. Their ferocious electricity rampaging through their enemies, leaving a trail of charred corpses in their wake. If one ends up face to face against such a monster, there is no running away—they will catch you, electrocute you, and rend your corpse. Although vital in the fight against the Scourge, their recklessness causes fear in the heart of friends and foes alike.
## Bard
*In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.*
### <u>Subclasses - Bard Colleges</u> %% Fold %%
*In addition to the tradition of apprenticing with a master bard, the Sword Coast has some bardic colleges where masters teach students the bardic arts. The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.*
57
#### **College Of Lore** %% Fold %%
Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.
The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.
#### **College Of Valor** %% Fold %%
Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn’t pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
#### **College Of Creation** %% Fold %%
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: “Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance.”
Dwarves and gnomes often encourage their bards to become students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers.
#### **College Of Glamour** %% Fold %%
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.
The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
#### **College Of Swords** %% Fold %%
Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful.
#### **College Of Whispers** %% Fold %%
Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.
Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.
#### **College Of Eloquence** %% Fold %%
Adherents of the College of Eloquence master the art of oratory. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
#### **College Of Spirits** %% Fold %%
Bards of the College of Spirits seek tales with inherent power-be they legends, histories, or fictions and bring their subjects to life. Using occult trappings, these bards conjure spiritual embodiments of powerful forces to change the world once more. Such spirits are capricious, though, and what a bard summons isn't always entirely under their control.
#### **!College Of Cantors**<sup>(VSS)</sup> %% Fold %%
The cantors are a group of bards who lead the faithful through the praise and worship of the gods, becoming divine lyricists who heal others with their voice. Their music is directed towards the heavens, with their instruments usually relating in some way to the god that they worship. Cantors are well loved within their respective communities, m and it is hard to find a talented cantor who will stay in one place for long, as the demand for their soothing hymns is widespread.
#### **College Of Graffiti**<sup>(VSS)</sup> %% Fold %%
To many, the College of Graffiti is a nuisance, a band of hooligans that vandalize the city with no regard for the law. But bards who learn to tag know that graffiti is the single greatest art form. Graffiti artists use the entire city as their canvas, placing murals of inspiration where everyone can see them and personal tags where few will notice. Theirs is a bold, creative endeavor that, while illegal, breathes vibrancy into the city and emboldens those within it.
#### **!College Of Jesters**<sup>(VSS)</sup> %% Fold %%
Consummate humorists, acrobats, and orators, bards of the College of Jesters can often be found in royal courts and livening up the local tavern. These bards specialize in truth through biting humor, rather than stories or sonnets, and complement their razor wits with acrobatic stuns and other feats of showmanship. When among nobility, jesters offer off-kilter wisdom and fierce satire in equal measures.
#### **College Of the Mad God**<sup>(VSS)</sup> %% Fold %%
In the middle of the night, you hear the music. It begins the same way every time, rising from a low drone into a deafening cacophony. The noise is maddening. In your waking hours, your fingers learn to imitate this melody and bring others to your level of psychosis.
You and others like you are called nightly by the beating of vile drums and the thin monotonous whine of accursed flutes, the sounds of a mad god who echoes the pandemonium of the universe. Summoning you to do something you know not.
#### **College Of Masks**<sup>(VSS)</sup> %% Fold %%
The masters of the mask are virtuoso performers who practice becoming the figure they portray, rather than merely imitating them. They believe all life is performed, rather than lived, and that to become an actor in this Great Play requires that one merely put on the metaphorical mask of another.
To engage in this great stage drama, they carry with them a number of masks, each a potent magical artifact of a specific archetypal character or creature.
#### **College Of Romance**<sup>(VSS)</sup> %% Fold %%
Paramours, seductors, and silver-tongued devils, these bards have turned the art of wooing someone into a science, which they ply to their advantage with mechanical efficiency and precision. Given the option, these bards would rather make love than war, knowing full well that an enemy turned ally is twice as effective as an enemy slain.
#### **College Of the Apocalypse**<sup>(SGEH)</sup> %% Fold %%
Apocalypse bards are masters at conjuring forth the ancient powers of eldritch gods, summoning forth their otherworldly might to wreak havoc on the mortal realm. All who hear their aberrant harmonies fear and revere them—they understand that with a single whisper, these bards can cause the end of all things. Apocalypse bards are often found on the front lines of battle, their music serving as a rallying cry for their allies and a death knell for their enemies. With each stanza they produce, a member of the College of the Apocalypse draws closer to the ultimate revelation of the horrors that lie beyond the veil. Many fear the day when they will finally succumb to the madness that gnaws within their mind.
As they progress in their studies, members of this bard college gain the ability to summon forth devastating powers with their music. They can call down swarms of pain, tear open rifts in reality, and unleash waves of madness upon their foes. They know the apocalypse is coming, for they are the ones bringing it.
#### **College Of the Shadowfell**<sup>(DAC)</sup> %% Fold %%
Bards of the College of the Shadowfell specialize in the study of that realm, gleaming great knowledge of shadow magic in the process. These bards are few in number and their study is far harder than most, for knowledge of the Shadowfell is hard to come by. These bards occasionally gather in great libraries to share their knowledge, but most of their time is spent out in the world, looking for any glimpses of knowledge that might lead them to their goal.
These bards generally do not perform music, and are instead more inclined to creating stories and manufacturing histories, with most of these stories ending as dark as the realm they study.
#### ~~**College Of the Ancients**<sup>(UA)</sup>~~ %% Fold %%
#### **College Of Echoes**<sup>(TOH)</sup> %% Fold %%
In the caverns beneath the surface of the world, sound works differently. Your exposure to echoes has taught you about how sound changes as it moves and encounters obstacles. Inspired by the effect caves and tunnels have on sounds, you have learned to manipulate sound with your magic, curving it and altering it as it moves. You can silence the most violent explosions, you can make whispers seem to reverberate forever, and you can even change the sounds of music and words as they are created.
#### **!College Of Investigation**<sup>(TOH)</sup> %% Fold %%
Bards pick up all sorts of information as they travel the land. Some bards focus on a certain type of information, like epic poetry, love ballads, or bawdy drinking songs. Others, however, turn to the shadowy occupation of investigating crimes. These bards use their knack for gathering information to learn about criminals and vigilantes, their tactics, and their weaknesses. Some work with agents of the law to catch criminals, but shadier members of this college use their dark knowledge to emulate the malefactors they have studied for so long.
#### **!College Of Shadows**<sup>(TOH)</sup> %% Fold %%
Some bards are as proficient in the art of espionage as they are in poetry and song. Their primary medium is information and secrets, though they are known to slip a dagger between ribs when necessary. Masters of insight and manipulation, these bards use every tool at their disposal in pursuit of their goals, and they value knowledge above all else. The more buried a secret, the deeper they delve to uncover it. Knowledge is power; it can cement empires or topple dynasties.
College of Shadows bards undergo careful training before they’re sent out into the world. Skilled in both music and manipulation, they’re the perfect blend of charm and cunning. The tricks they learn in their tutelage make them ideal for the subtle work of coaxing out secrets, entrancing audiences, and dazzling the minds of their chosen targets.
#### **College Of Sincerity**<sup>(TOH)</sup> %% Fold %%
Bards of the College of Sincerity know it is easier for someone to get what they want when they mask their true intentions behind a pleasant façade. These minstrels gain a devoted following and rarely lack for company. Some of their devotees go so far as to put themselves at the service of the bard they admire. Though members of the college can be found as traveling minstrels and adventuring troubadours, they gravitate to large urban areas where their silver tongues and mind-bending performances have the greatest influence. Devious rulers sometimes seek out members of the college as counsellors, but the rulers must be wary lest they become a mere pawn of their new aide.
#### ~~**College Of Tactics**<sup>(TOH)</sup>~~ %% Fold %%
#### ~~**College Of Cat**<sup>(TOH)</sup>~~ %% Fold %%
#### ~~**College Of Harmony**<sup>(TCEE)</sup>~~ %% Fold %%
Bards of the College of Harmony are masters of teamwork and bringing out the best in people. Often natural leaders, bards of this college sometimes favor coordinating the efforts of the party from a ranged position, while some choose to be on the front lines to inspire and encourage their allies.
Not only do their abilities allow them to increase the effectiveness of their comrades, these bards can bind the group together in magical harmony, allowing each of them to bestow protection on one another and to share in the beneficial effects the bard produces.
#### **College Of Pantomime**<sup>(TCEE)</sup> %% Fold %%
The College of Pantomime is the home of bards who found that the world is a cacophonous place with too much noise and distractions to truly appreciate the Words of Creation or the magic which stemmed from it. They have therefore opted not to add their voices to the multitudes, instead choosing to remain silent, focusing instead on their movements and intentions to weave their magic as they trace the echoes of the Words of Creations which vibrate throughout the planes.
#### **!College Of Requiem**<sup>(TCEE)</sup> %% Fold %%
Bards of the College of the Requiem, often called lamenters or requiem singers, regardless of whether or not their requiem involves any singing, dedicate themselves to all things pertaining to death. This branches out into several different paths as some prefer funerary rites, while others keep the unnatural undead at bay. Other requiem singers still, have been known to turn this power to the bolstering of undeath, and as such, you can even see requiem singers in the armies of evil rulers that rely on the dead to bolster their ranks.
#### **!College Of Victory**<sup>(ToV)</sup> %% Fold %%
Bards who align with the college of Victory are tacticians who thrive in the heat of battle. Whether rallying battalions of troops or skirmishing with smaller parties, these bards lead allies to glory with their commanding presence and strategic genius.
#### **College Of the Road**<sup>(HWD)</sup> %% Fold %%
Not an officially recognized college, the College of the Road represents the personal and eclectic sets of skills, knowledge, and techniques a wandering bard picks up along their journey. As inveterate jacks-of-all-trades, bards possess a variety of aptitudes in combat, magecraft, and general know-how, making them particularly well suited to learning a variety of different skills.
The College of the Road is sometimes a harsh teacher, but bards who follow this path often find themselves rewarded with a diverse array of useful tricks and tactics. Those who underestimate a bard from the College of the Road soon find that these “graduates” are full of surprises.
#### **!College Of Wands**<sup>(FEQ)</sup> %% Fold %%
For a Bard of the College of Wands, spellcasting is an art and every duel is a symphony. Whether they use their skills as Entertainers, Smugglers, or Spies, a Bard can draw applause from an audience even as they lay an enemy low with a distracting word, a perfect gesture, and a surge of arcane power.
#### **College Of Seasons**<sup>(FCG)</sup> %% Fold %%
Bards of the College of Seasons get their power from the ever-changing flow of nature itself. This college studies the seasons as they interact in both the Material Plane and the Feywild. Songs composed from this college often have multiple movements, sometimes sounding different at first listen, but harmonies frequently exist in even the most discordant of melodies.
Bards from the College of Seasons withdraw from society to learn their craft. Some of these bards learn from elementals or spirits of the Feywild, while others find their muse in the wind that comes as the leaves change color. Often considered aloof even by other bards, the adherents of the College of Seasons usually find themselves more at home in a circle of druids than in a mead hall.
#### **!College Of the Dirge Singer**<sup>(EE)</sup> %% Fold %%
Bards of the College of the Dirge Singer are trained to inspire their people and direct soldiers on the battlefield. Students of both history and war, dirge singers use tales of past glory and their knowledge of great victories to inspire their allies and provide keen strategic insight, directing allies to strike when enemies are weak.
#### ~~**College Of Song**<sup>(ECHH)</sup>~~ %% Fold %%
#### **College Of Weaving**<sup>(ECHH)</sup> %% Fold %%
They call themselves weavers. Some would say they’ve completely lost touch with reality, that they truly don’t know what is real and what isn’t anymore. Weavers are bards who combine the art of acting with illusion spells to create immersive stories of their own design. They aren’t content to act only on the stage, under smokey lights and in front of stilted wooden scenery. No, the thrill of acting is far too great to restrict only to the theater. Instead, weavers choose to make the world around them at any given moment their stage, whenever, wherever, and with whomever passing by drawn into their drama. They can be anyone or anywhere they wish, and in a blink of an eye everything has shifted and they’re gone.
#### **College Of Momentum**<sup>(CCS)</sup> %% Fold %%
Bards of the College of Momentum live for music: sick beats, intense riffs, and powerful drops. These bards wield their songs as weapons, not only to entertain their fans, but to change minds.
#### **College Of Thunder**<sup>(KT)</sup> %% Fold %%
Some bards grow in talent, weaving beautiful ballads that move their listeners to tears. Some bards just turn up the volume. The College of Thunder is a path for those who want to be heard—to convey their message with great emphasis to as many people as possible. They often are keenly interested in innovating their instruments, finding new improvements that allow them to make new, louder, sounds… Even if the musicality of those sounds is sometimes debated by more classical artists.
#### **!College Of Fools**<sup>(KT)</sup> %% Fold %%
The College of Fools is a motley lot, varying from bumbling beggars to the eyesores of a noble court, decked out in the finest eye-bleeding frippery. One can tell at a glance they are not to be taken seriously, but beneath the façade there is… Well, usually a fool, but also a sharp mind, quick hands, and an uncanny understanding of how to manipulate any situation.
The College of Fools is tolerated much like an assassin’s guild might be: a useful menace to society. Hiding in the brilliant outfits in plain sight more surely than darkened leather could hide them in the shadows, they gather information, poke and prod their enemies, and—just occasionally—toss a knife in the air and forget to catch it before it hits someone.
#### **College Of Discord**<sup>(XLNEE)</sup> %% Fold %%
Bards of the College of Discord yearn to take the performances to the next level. While some artists feel the need to prepare or learn progressions within a harmonic framework, the extemporaneous nature of the bard’s study encourages inventing variations in their musical repertoire mid performance. This practice usually bleeds into their outlook on life and, whether with accompaniment or solo, these bards are excited to delve into the unknown, no matter the vibe.
#### **College Of Keys**<sup>(XLNEE)</sup> %% Fold %%
Bards of the College of Keys believe that performance can manipulate anything, be it person, magic, or machine. Their preternatural charm allows these daring performers to delve into dungeons seething with traps, assured that they can use their words and song to protect themselves and allies. These bards often become spies and infiltrators, since no lock can stand up to their charms.
#### **!College Of Mourning**<sup>(XLNEE)</sup> %% Fold %%
Bards of the College of Mourning specialize in easing the transition from life to death. While most bards derive their artistic catalogue from celebrating the lives of the valiant, mourning bards create a gateway for dead knights, faithful priests, and wise viziers who dedicated their lives in service, to accomplish any lingering obligations of the Material Plane.
While some see romanticizing death as macabre, the college spent centuries observing religious rites and composing teachings of necromancy in prose to entreat the dead to remain long enough to fulfill their purpose. Mourning bards improvise their melodies to mask the cries and wails of grieving loved ones, and often turn dour occasions into celebrations of remembrance. Whatever their method, their purpose is always to complement the spirits’ shuffle to the afterlife in ceremonious display with arrangements of grace and style.
#### ~~**College Of Springtide**<sup>(MCDM)</sup>~~ %% Fold %%
#### **College Of Birdsong**<sup>(BoE)</sup> %% Fold %%
As the legend goes, the first bards learned to sing from a nightingale, or perhaps a thrush. Each morning, the bird sang a splendid song that beckoned the sun to rise and flowers to bloom, and in turn every other bird joined the chorus. Bards which continue this tradition join the College of Birdsong and learn to sing as the nightingale once did.
#### **!College Of Portraiture**<sup>(CFSA)</sup> %% Fold %%
Bards of the College of Portraiture are artisans first and foremost. Through your intensive study of anatomy and artistry, you’ve begun to unlock the secrets of instilling your soul into your creations. Your skill and talent in the manipulation of your life essence allows you to create and animate works of art in your own image.
#### **College Of Harbingers**<sup>(CFSA)</sup> %% Fold %%
You are a disciple of the Storm Lord, an otherworldly entity that sails between the skies of countless worlds, consuming the souls of fallen heroes. To enter the ranks of these champions, it is typical to anchor oneself to a high place during a storm, and then throw themselves from the edge. The skies will tremble before your performance and your prowess shall become legend.
#### **College Of Cuisine**<sup>(HGMH)</sup> %% Fold %%
Bards from the College of Cuisine are as prized in the kitchens of nobles as in the mess halls of the rank and file. While peace treaties might be signed over hoisin-glazed duck with sides of spiced jack-fruit and crispy shallots, it is the well-fed army that will win the war on a hearty oat and raisin porridge.
Such bards never struggle to find employment; they travel where their work is appreciated, be their diners highborn or down-to-earth.
#### **!College Of Dance**<sup>(TGS)</sup> %% Fold %%
Bards of the College of Dance tell stories and perform music without making a sound, choosing to instead move with feylike grace and magic to evade harm and inspire others. These dances originate from the Festerwood, whose radiant spores and light made for miraculous performances and deadly hazards. These bards can be found anywhere from the local tavern to the highest levels of theater moving crowds to tears as quickly as rebellion. At every turn, they inspire others to be brave, move, and join in.
#### **College Of Mercantile**<sup>(TGS)</sup> %% Fold %%
Bards of the College of Mercantile are well versed in the artistry of cutting deals and enemies alike in order to come out ahead. Talented merchants, smugglers, and tradesmen alike all learn from this college in some form or another, using both silvered words and sharp cunning to inspire their allies and subvert competition. These calculated risk-takers travel the world to make their mark—and their fortune—by navigating treacherous landscapes, economies, and people. With even just a copper to their name, these bards are always worth their weight in gold.
#### **College Of Tragedy**<sup>TDR</sup> %% Fold %%
Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
#### ~~**College Of Beasts**<sup>UAH</sup>~~ %% Fold %%
#### **!College Of Canticles**<sup>UAH</sup> %% Fold %%
Most bards are content to amuse and entertain, but those in the College of Canticles lend their musical talents to the worships of the gods. These bards spread divinely inspired dogma and lead hymns, borrowing a measure of their god’s power to bolster their allies. While clerics may be the face of religious institutions, rarely are they as successful at winning converts as bards of this college.
#### ~~**College Of Drama**<sup>UAH</sup>~~ %% Fold %%
#### **College Of Fortune**<sup>UAH</sup> %% Fold %%
Bards in this college have a reputation as instigators that isn’t entirely justified. High rollers don't go looking for trouble, they just have a habit of provoking fellow party members into taking long shots that don't always pan out. Despite that, no bard has a better chance of helping their companions clutch victory from the jaws of defeat. The smart bet, whether against the house or not, is always on the bards of this college.
#### **!College Of Pantomime**<sup>UAH</sup> %% Fold %%
Mimes are performers who believes the purest form of entertainment does not require sound, but only immaculate use of facial expressions and body language. A sufficiently skilled mime can ascend their pantomime into minor reality warping, whether it be to eschew the verbal components of spells or to create invisible magical constructs with which they and others interact.
#### **College Of Puppetry**<sup>UAH</sup> %% Fold %%
Bards in the College of Puppetry specialize in entertaining with puppets and marionettes. Not content to master exclusively mundane skills on their subject of interest, these bards, called puppet masters, learn to create their own animated marionette companion. Every companion is painted and decorated unique to its puppet master – most are whimsical, some are intimidating, and others are unsettling.
#### **!College Of Masks**<sup>(OTG)</sup> %% Fold %%
To be a bard from the College of Masks is to be a theater actor capable of losing themselves in a role by using masks imbued with magic. Through these masks, bards can mimic others and even take on attributes of the personas their masks depict.
#### **!College Of the Doomsayers**<sup>(GTD)</sup> %% Fold %%
Bards of this college revel in the fear and despair of others. They have foreseen the end of times, and use their gifts of prophecy to instill terror in those who hear their words. These bards command an audience like any other, but their craft is that of a mad prophet, and their poems and songs echo dissonant rattlings of hopelessness and suffering. Those who hear the mad ramblings are stricken with fear, lose their wills, and fall into madness.
## Beastheart
*A beastheart is an adventurer who forms of bond of friendship with a wild creature, who draws power from that bond as it strengthens over time. Working as a team, a beastheart and their faithful companion can take on even the most dangerous adventures, challenging any monsters and overcoming any obstacles.*
*The connection a beastheart and their companion share isn’t just one of love and admiration. It’s a mystical bond that allows the beastheart to harness their companion’s fury, might, and instincts for survival. When their companion is enraged, a beastheart channels that ferocity into supernatural deeds of martial prowess. In return, the wild companion can harness the beastheart’s focus and direction* ***(Source: Beastheart and Monstrous Companions - MCDM)***
### <u>Subclasses - Companion Bonds</u> %% Fold %%
*While every beastheart and companion share a special bond, the friendship between these partners can be rooted in many different aspects of the wild world. A companion bond represent s this specific connection and shared power. Some beasthearts and companions live to unleash their inner fury, while others embrace the silence of the hunt. Another duo might bond over their need to protect nature or their pack, while a different beastheart might use their companion’s rage to harness the powers of Hell itself*
#### **Ferocious Bond** %% Fold %%
Some beasthearts and companions feel closest when they abandon all control and let instinct guide their every move. When your companion enters a rampage, you feel every moment of their brutality, inspiring you to a battle fury all your own.
#### **Hunter Bond** %% Fold %%
You and your companion share a love of the hunt. The pair of you are silent stalkers working together to take down prey of all sizes, whether to feed your friends or to destroy your enemies. Many beasthearts with this bond used ranged weapons to attack prey from afar while their companion closes in for the kill.
#### **Infernal Bond** %% Fold %%
You and your companion share a deep connection with each other…and with the Seven Cities of Hell! It might be that you work in the service of a devil, that you both spent time imprisoned in Hell before clawing your way out together, or simply that you bonded with a fiendish companion born in the Lower Planes. Whatever the case, you are connected to the Seven Cities and can use your companion’s ferocity to unlock infernal magic.
#### **Primordial Bond** %% Fold %%
You and your companion share an especially deep connection with the magic of the natural world, and it’s building blocks. By harnessing the fury of your companions, you can wield the primal power of the elements against your foes.
#### **Protector Bond** %% Fold %%
Nothing is as important to you and your companion as your pack. The bond you both share sharpens your offensive and defensive prowess, letting you put your bodies and lives on the line to protect your allies and those who travel with you.
## Bender
*Benders are defined by their connection with the elements: a magic manifested through precise and practiced movements. More than a martial art, their motions are a spectacular union of magical and physical virtuosity, each twist and flick a nuanced touch of the Weave. For some, this is a weapon of war, of thunderclaps and fists of rock. For others, this is a tool to preserve, to craft shields of ice and invigorate with an inner flame. Whether a bender chooses to study all the elements—earth, air, water, and fire—or to master just one, the primordial forces of nature are theirs to command.(**Source: Ryoko’s Guide to the Yokai Realms**)*
### <u>Subclasses - Bender Disciplines</u> %% Fold %%
*The elements are every bender’s tool, the instrument with which they dazzle an audience, save souls from natural disaster, or strike down foes. As varied as the myriad ways in which nature manifests, different benders find inspiration from different facets of nature. Some feast on the catastrophic eruption of a volcano, a tumultuous torrent of fire and earth. Others are roused by stoic glaciers and the impenetrable teeth of high mountains. And the bountiful creche of gentle winds and clean water provides succor for those who nurture values of growth and wellbeing .*
#### **Disciple Of Ferocity** %% Fold %%
Disciples of Ferocity traverse battlefields as a whirlwind of blades, fists, and elemental fury. Whether it be with the deadly patience of a stalking predator or the reckless abandon of a raging barbarian, these benders rely on an unflinching offence as the solution to that which stands in their way. They are students of devastation. Armed and armored, their movements embody the destructive forces of nature: desolating wildfires, wrenching tornadoes, surging tsunamis, and rending earthquakes .
#### **Disciple Of Fortification** %% Fold %%
A bubble of temperate calm amongst a raging wildfire, a wedge of unmoving rock within a landslide, a shield of ice against fist-sized hailstones; you are a bulwark against the forces of nature, bending them to protect yourself and your allies. You understand that your role is not to crush and slaughter but to preserve those around you so you may triumph together .
#### **Disciple Of Fusion** %% Fold %%
The elements are pure: solid earth, liquid water, gaseous air, and fire—energy incarnate. However, the borders between these elements are where things get interesting. Water and earth can produce calamitous mudslides capable of decimating an army. When wind whips up sand, a dust storm can leave even the hardiest explorers lost and disoriented. And in the quiet of a bathhouse, the confluence of fire and water can bring about calming steam that cleanses the body and soothes the soul .
#### **Disciple Of Invigoration** %% Fold %%
A rock suddenly lowers, dropping an ally a crucial inch and turning a critical hit into a glancing blow. A precise gust of wind accelerates an arrow over a foe’s shield, striking them in the eye. A burst of flame temporarily blinds an opponent, causing their battleaxe to swing wide. Where others shield and strike, Disciples of Invigoration prefer a more subtle approach, bolstering an ally from within or manipulating a foe’s attacks with alacritous and shrewd bursts of elemental energy .
## Blood Hunter
*Often feared or misunderstood, driven by an unending drive to destroy the wicked, blood hunters are clever, arcane warriors who have bound their essence to the dark creatures they hunt. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they vow to hunt.*
*Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.*
### <u>Subclasses - Blood Hunter Orders</u> %% Fold %%
*There are a handful of secretive orders of blood hunters that guard their cryptic techniques and rituals. One must adhere to one of these orders to even be granted access to the Hunter’s Bane rite that starts their journey, and only once they’ve proven their dedication and ability will the secrets of the order begin to be revealed. It’s within these small, enigmatic sects that the real power of a blood hunter is learned.*
10
#### **Order Of the Ghostslayer** %% Fold %%
The Order of the Ghostslayer is the oldest of the orders having originally rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilator such abominations, these zealous blood hunters seek out the sources of such necromantic energies, intent to destroy them wherever they arise.
#### **Order Of the Lycan** %% Fold %%
Of the many terrible curses that plague the realm, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. The Order of the Lycan is a proud order of blood hunters who undergo “The Taming”, a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s blood magic rituals, members learn to control and unleash their hybrid form for short periods of time.
Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of blood hunters can temporarily lose themselves to the bloodlust.
#### **Order Of the Mutant** %% Fold %%
The process of the Hunter’s Bane is a painful, scarring and sometimes even fatal experience. Those that survive find themselves irrevocably changed, enhanced. Some found their experience exalting, embracing the ability to alter one’s own physiology through a combination of hemocraft and corrupted alchemy.
Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and, over time, become something beyond what they once were. They called themselves the Order of the Mutant. Researching their targets to know their strengths and weaknesses, these blood hunters can alter their biology to be best prepared for the coming conflict.
#### **Order Of the Profane Soul** %% Fold %%
Those who’ve taken to the Order of the Profane Soul have seen the limits of hemocraft against the most ancient and cruel fiends and terrors of the world. Unable to pursue beings of such power, with creatures able to vanish amongst the nobles with a trace, or bend the mind of the most stalwart warrior with but a glance, this order trusted in their resilience and delved into this same well of corrupting arcane knowledge, making pacts with lesser evils to combat the greater. While they may have traded a part of themselves, members of this order believe the power gained far outweighs the price, for even devils now quake when they know they’ve drawn the ire of the Order of the Profane Soul.
#### **Order Of the Courser**<sup>(ECHH)</sup> %% Fold %%
Coursers are hunters of humanoids and monsters alike, focusing on tracking, hunting, and slaying their prey with pistols created through hemocraft magic. A courser always finds its quarry and it is said that if a courser comes for you, you best run towards them for there is no escape. If you somehow do manage to outrun a courser, their pistols fire pure magic that none can outrun. Many coursers find work as bounty hunters, where the supply of worthy quarries never runs dry.
#### **Order Of the Lich Hunter**<sup>(ECHH)</sup> %% Fold %%
While many blood hunter orders dedicate themselves to eradicate diabolical threats, both large and small, the Order of the Lich Hunter hunts those who practice irresponsible or dangerous magic. From the lonely hut with a mischievous witch to the murderous dungeon with an ancient lich, you will find a lich hunter nullifying the arcane as they drive their crackling weapon through the heretic.
#### **Order Of the Dragoon**<sup>(UAH)</sup> %% Fold %%
Dragon slaying is a discipline that dates back eons, originating the first time a scaled shadow loomed over humanoid prey. Dragons, however, are not easy targets. For they have annihilated and struck fear in the hearts of many glory hounds that have come for their heads. Seeking success where their predecessors have failed, blood hunters of the Order of the Dragoon aim to use these predators’ powers against them.
With the hemocraft granted by the Hunter’s Bane, this order drinks dragon blood and binds it to their own, strengthening their bodies and utilizing draconic abilities such as the fearsome breath weapon. They make mighty leaps to strike their ancient quarry from the skies, and won’t stop until humanoids no longer fear shadows passing overhead.
#### **Order Of the Eye**<sup>(UAH)</sup> %% Fold %%
The order of the Eye exhorts that information is the ultimate weapon, teaching that knowing one’s enemy is the greatest step one can take to destroying them. Hundreds of years ago, the Order’s founders began hunting beholders, both to put an end to the evils the ocular monsters wrought and to ransack the creatures'’ treasure rooms for the petrified specimens and ancient texts contained within them. Annexing the lairs as the Order’s bases and choosing not to waste the corpses of the lairs’ previous owners, these blood hunters developed a hemollurgic process to create new life from beholder eyestalks and bond the alchemical creatures to members of the Order through the sharing of blood.
In the centuries since, the Order of the Eye has become an expansive information network of spies that operates in shadow throughout the Material Planes. Working in pairs of hunter and bonded eye spy, they seek to discover and eradicate all evil that secrets itself in the hidden pockets of the multiverse.
#### **Order Of the Giantfeller**<sup>(UAH)</sup> %% Fold %%
Giants are ancient foes of many humanoid races, believing themselves to be superior simply due to their immense size. Blood hunters in the Order of the Giantfeller undergo unusual medical procedures that assimilate components of dissected giant organs into their own body. Using the power of their blood magic, they tap into the latent magic of these titanic infusions to steal a portion of the elemental power of giants and grow to unnatural sizes. The best way to fight a giant, they reckon, is to become one.
#### **Order Of the Infected Mind**<sup>(UAH)</sup> %% Fold %%
For untold millennia, mind flayers and their elder brain overlords have enslaved many peoples through mind control, and forcibly converted many others through the process of ceremorphosis. The Order of the Infected Mind is dedicated to the systematic destruction of this illithid scourge, intentionally allowing mature illithid tadpoles to burrow into their brains to better understand their prey. Unlike standard victims of ceremorphosis though, this order brews their Hunter’s Bane to cause it to subdue and subsume the tadpole, turning it into a psionic weapon under the hunter’s control.
## Bloodrager
*Bloodragers are warriors first and foremost, but warriors whose fight is fueled by their unique ancestry. Each Bloodrager's magic is powered by their bloodline, while their martial skills are governed by their discipline. Their magic unfolds when they tap into their bloodline's power, but even when that energy is spent, they are fearsome and capable fighters.*
*A bloodrager may not have the full arcane might of their sorcerous cousins - their bloodlines do not express themselves so directly and yield a less focused and more primal style of spellcasting. But with axes, blades, and fists to fall back on, a bloodrager is no less deadly a combatant.*
### <u>Subclasses - Blood & Blade</u> %% Fold %%
*Your character is empowered from the beginning by their bloodline - a secret power hidden in their heritage, determining their magic and granting supernatural might. But they train in the way of their discipline, mastering their weapons and learning techniques for channeling that power through battle.*<sup>(SMR)</sup>
#### Mystic Bloodlines %% Fold %%
*Bloodragers have a variety of innate bloodlines, sources of magical power which they inherit. You may choose which bloodline your bloodrager bears from the options listed below*
##### Gravemarked Bloodline %% Fold %%
You bear a deathly curse, your heritage tainted by the stink of undeath. Perhaps you descend from a line of foul necromancers, or your ancestor crossed a mighty lich. Or maybe you yourself died and were barely brought back from the brink. Whatever the reason, your skin is pallid and your blood pumps slower than it ought.
##### Draconic Bloodline %% Fold %%
Your blood is invested with the power of a mighty dragon. Perhaps your ancestor was granted a boon of draconic magic, or maybe a shapeshifted dragon even played a part in your family tree. Regardless of its source, you feel a great wyrm's power pulsing in your veins.
##### Scintillant Bloodline %% Fold %%
Some bloodragers know exactly where their magic comes from, or at least have a good hunch. Scintillant bloodragers rarely do. Your powers are chaotic and unpredictable, turning you into a vessel of pure magic. Wild, shimmering magic pulses in your veins, unleashing itself at every opportunity
##### Celestial Bloodline %% Fold %%
Your blood is mingled with that of a mighty celestial. Perhaps a deva stands in your family tree, or a member of your line was the chosen of a good-aligned deity. Your bloodline carries a power of holy radiance, which flows through you and finds expression in battle.
##### Jotun Bloodline %% Fold %%
Some bloodragers carry the blood of giants in their veins. Whether changed by runic magic or carrying a long-lost titan's blessing in their veins, these bloodragers are able to call upon the powers of giantkin. They are titans of the battlefield, able to mark runes and grow to colossal size. Warriors of this bloodline tend to prefer the term "Jotun" over "Giant", using the language of these titanic beings.
##### Fiendish Bloodline %% Fold %%
Your blood pulses with a fiery heat, tainted with the power of the lower planes. Whether due to a corrupted ancestor, a dark bargain, or some other vile source, your magic is empowered with a fiendish touch.
#### **Bloodrager Disciplines** %% Fold %%
*Bloodragers specialize in certain combat disciplines, honing their battle skill even as they channel arcane power. You may choose which discipline your bloodrager follows from the options below.*
##### Ravager Discipline %% Fold %%
Ravagers are bloodragers who fight with brutality, dealing as much damage as possible. They are often heedless of their own health, willing to suffer grave wounds as long as they can inflict worse on their foes. They frequently specialize in great weapons, choosing the deadliest tool for the job.
##### Reaver Discipline %% Fold %%
Reavers are frenzied attackers, subscribers to the notion that more attacks are always more effective. Their focus is typically oriented around one target at a time - rather than laying about with a great weapon, they tear through one target at a time.
##### Meditative Discipline %% Fold %%
Meditatives are disciplined bloodragers - warriors with an orderly mind and a regimented approach to combat. Their blood trance is almost like a dance, motion and attack and spellcasting all flowing together as if set to a song. Legend tells of elite units of sorcerer-soldiers, whole regiments of meditative bloodragers in service to ancient kingdoms.
##### Tempered Discipline %% Fold %%
Tempered bloodragers take self-discipline to an extreme. Their combat style stresses holding back, feigning weakness, before spotting the enemy's weakness and landing a sudden and decisive blow. Their abilities are nearly mythic, with the amount of force they can put into a single blow.
##### Bombardier Discipline %% Fold %%
Bombardier bloodragers are reckless warriors, mad alchemists who brew potions and hurl grenades on the battlefield. They throw dangerous concoctions or empowering mists in turn, rarely taking much care as to who's on the receiving end. But as a result, they have perhaps more faculty than any other for suddenly changing the balance of combat, crippling multiple foes with a fearsome blast.
##### Feral Discipline %% Fold %%
Some bloodragers are so steeped with magic that it touches their minds, launching them into a savage fury in combat. Ferals can even transform themselves, twisting their hands into wicked claws and making their very bodies into weapons. They offer perhaps the purest expression of their blood trance, becoming veritable monsters on the battlefield.
##### Mystic Discipline %% Fold %%
Some bloodragers choose to focus on their magical abilities, honing their sorcery until spellcasting is as natural as breathing. Mystics can channel their bloodline magic into arcane bolts of power, allowing them to eschew weapons entirely if they so choose.
## Cardcaster
*The wisdom of the Tarot is well known by many a fortune teller but these dabblers in mysticism only scratch the surface of the power contained within the cards of fate. Unlocking the energies within, cardcasters tease out destiny’s strands to work magic upon the world whether to tell the future, defend themselves, subdue foes, or achieve the impossible.*
*To a cardcaster, there is nothing more real than their tarot deck, the symbols on its cards as actual and impactful as the wind in the air or a rushing river. They are both the overseers and agents of destiny, driven to adventure by powers beyond their control—forces most people are not even aware exist. To truly embrace the ways of the cardcaster one must work to understand fate, whether to act in accordance with – or directly against. This dance between the cosmic forces of the universe result in a vibrant struggle to achieve true free will. **Source: The Masterclass CODEX***
### <u>Subclasses - Face Cards</u> %% Fold %%
*In addition to the major arcana, a tarot set also consists of the minor arcana—the lesser secrets. The cardcaster draws power from these as well, primarily from a face card of their preferred suit.*
#### **Knight Of Swords** %% Fold %%
The Knight of Swords embody mental force and determination—the will envisioned as a blade. Cardcasters who focus on the brave Knight draw the sword to become warriors in their own right.
#### **Princess Of Wands** %% Fold %%
Wands, often depicted as sprouting sticks, embody the magical power of creation. The Page, or Princess, of Wands enthusiastically explores her esoteric power, and those who focus on her develop an even greater command of their tarot deck.
#### **Queen Of Chalices** %% Fold %%
Cups, also called Chalices, represent emotions, particularly love. Guided by the Queen of Chalices, the cardcaster’s flowing affection rallies their allies and keeps their foes at bay.
#### **King Of Coins** %% Fold %%
Pentacles, also called Coins, call you to invest in practicality and worldliness. Their powers pertain to thrift, wealth, pragmatism, and taking joy in the here-and-now. Those who strive for the success of the King of Coins embrace the safe—and lucrative—options.
#### **Jack Of Beasts** %% Fold %%
In forgotten corners of the world, certain cardcasters practice the forbidden art of monster tarot. Their decks are comprised of strange suits and faces, each of which contain the trapped spirits of monsters. These cardcasters focus on the Jack of Beasts to unleash the creatures within.
## 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. Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.*
*Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes.*
*Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.*
### <u>Subclasses - Divine Domains</u> %% Fold %%
*In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain.*
#### **Knowledge Domain** %% Fold %%
The gods of knowledge — including Oghma, Boccob, Gilean, Aureon, and Thoth — value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
#### **Life Domain** %% Fold %%
The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
#### **Light Domain** %% Fold %%
Gods of light — including Helm, Lathander, Pholtus, Branchala, the Silver Flame, Belenus, Apollo, and Re-Horakhty — promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.
#### **Nature Domain** %% Fold %%
Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities associated with particular springs and groves (such as Eldath). Druids revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.
#### **Tempest Domain** %% Fold %%
Gods whose portfolios include the Tempest domain — including Talos, Umberlee, Kord, Zeboim, the Devourer, Zeus, and Thor — govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.
#### **Trickery Domain** %% Fold %%
Gods of trickery — such as Tymora, Beshaba, Olidammara, the Traveler, Garl Glittergold, and Loki — are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
#### **War Domain** %% Fold %%
War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry (such as Torm, Heironeous, and Kiri-Jolith) as well as gods of destruction and pillage (such as Erythnul, the Fury, Gruumsh, and Ares) and gods of conquest and domination (such as Bane, Hextor, and Maglubiyet). Other war gods (such as Tempus, Nike, and Nuada) take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.
#### **Death Domain** %% Fold %%
The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Chemosh, Myrkul, and Wee Jas are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder (Anubis, Bhaal, and Pyremius), pain (Iuz or Loviatar), disease or poison (Incabulos, Talona, or Morgion), and the underworld (Hades and Hel).
#### **Twilight Domain** %% Fold %%
The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.
#### **Order Domain** %% Fold %%
The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table.
Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.
#### **Forge Domain** %% Fold %%
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
#### **Grave Domain** %% Fold %%
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.
#### **Peace Domain** %% Fold %%
The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.
Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.
#### **Arcana Domain** %% Fold %%
Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.
The gods of this domain are often associated with knowledge, as learning and arcane power tend to go hand-in-hand. In the Realms, deities of this domain include Azuth and Mystra, as well as Corellon Larethian of the elven pantheon. In other worlds, this domain includes Hecate, Math Mathonwy, and Isis; the triple moon gods of Solinari, Lunitari, and Nuitari of Krynn; and Boccob, Vecna, and Wee Jas of Greyhawk.
#### **Destruction Domain**<sup>(VSS)</sup> %% Fold %%
Some gods revel only in the crushing of walls and the burning of cities. These gods of destruction, critical counterparts to the gods of creation and mercy, need not be evil, but have a strong tendency toward chaos and enforcing the eternal cycle of life, death, and rebirth.
Clerics who follow such deities often have a deep personal connection with their chosen god. In some cases, they were spared from destruction in order to wreak it upon the world; in others, they have pleaded with the god for priesthood to destroy a single foe. Others still simply worship their god out of reverent fear.
#### **Madness Domain**<sup>(VSS)</sup> %% Fold %%
Your divine powers originate with the Madgod, a being of paranoia, mayhem, and psychosis. Every deranged thought or uncontrolled flight of fancy empowers the Madgod, who cares little for the logic of other godly domains. That is, of course, because the Madgod is a squirrel living outside the kingdom who once told you the secret of divine power is actually to collect enough fresh boysenberries, but never to eat them, and that it helps to have a good horse at your side. And lo, the rules of reality slipped away and you realized the wisdom of the Madgod’s words. It all makes sense if you think diagonally and squint your ears the right way!
#### **Pestilence Domain**<sup>(VSS)</sup> %% Fold %%
You worship gods who favor corruption and plague, the Domain of Pestilence, for though you are ravaged by disease, it does not harm you. Like a virus, you move through the population, spreading your Festering Faith to all who will listen. Unlike a virus, there is no immune system from the Festering Faith, only complete acceptance.
#### **Rum Domain**<sup>(VSS)</sup> %% Fold %%
Where rum flows easily, the gods of merriment abound. Clerics of the Rum Domain feel the fuzzy warmth of strong drink not as sinful excess, but as praise to the gods of good times, which they worship often and with abandon. They look to spread their merry religion and the good times with it, bringing all to peace and happiness, a few nights of drunken revelry at a time.
#### **!Travel Domain**<sup>(VSS)</sup> %% Fold %%
The realm of vagabonds, merchants, and adventurers, the gods of the travel domain are popular among any who frequent the roads or sail the seas. Evangelicals and the traveling priests of inhospitable regions also tend to represent the gods of travel.
#### **!Wealth Domain**<sup>(VSS)</sup> %% Fold %%
Being one of the most popular pursuits of humanoids the world over, it should not come as a surprise that the accumulation of material wealth is governed by its own deities. Sitting at the confluence of industry and fertility, gods of wealth are assiduous in demanding tribute, but pay back their most loyal followers generously, showering them with gold.
#### **!Unity Domain**<sup>(UA)</sup> %% Fold %%
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength.
Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
#### **!Blood Domain**<sup>(UA)</sup> %% Fold %%
The gods of blood are patrons of all varieties of slaughter— including war, battle, murder, and even hunting—and accept any shedding of blood as an offering to their domain. They are the patrons of warriors, particularly those of a more chaotic disposition. While many clerics that follow a blood deity resemble deranged, blood-thirsty cultists, others are comparable to the followers of particularly violent war deities. Examples of the deities of this domain are Bhaal, the Lord of Murder, and Shezmu, the Lord of Blood.
#### **!Night Domain**<sup>(UA)</sup> %% Fold %%
Gods of the night—such as Selûne, Shar, Tharizdon, Takhisis, and Hecate—serve as both creators of light and harbingers of darkness, with moon goods focusing on the former and darkness gods on the latter. These gods serve as patrons of all alignments; their clerics serve as both righteous defenders of the weak, as well as deceptive thieves and assassins. Either way, these clerics excel in both melee combat and spellcasting, always using the cover of darkness to their advantage in both their battles and their attempts at subterfuge.
#### **Black Powder Domain**<sup>(TOH)</sup> %% Fold %%
The Black Powder domain focuses on the explosive, unpredictable, and destructive capacity of black powder. Deities with a vested interest in alchemy or deities who revel in destruction can claim influence over this domain. Deities of destruction need not be evil; such gods may represent natural chaos and destruction, reveling just as much in the unpredictable destructive capacity of black powder as in the chaotic destruction wrought by a volcanic eruption. In areas where warfare involves alchemical weapons or firearms, gods of war might also claim influence over this domain.
#### **!Hunt Domain**<sup>(TOH)</sup> %% Fold %%
Many terrible creatures prey on the villages, towns, and inns that dot the forests of Midgard. When such creatures become particularly aggressive or can’t be dissuaded by local druids, the settlements often call on servants of gods of the hunt to solve the problem.
Deities devoted to hunting value champions who aid skillful hunters or who lead hunts themselves. Similarly, deities focused on protecting outlier settlements or who promote strengthening small communities also value such clerics. While these clerics might not have the utmost capability for tracking and killing prey, their gods grant them blessings to ensure successful hunts. These clerics might use their abilities to ensure their friends and communities have sufficient food to survive difficult times, or they might enjoy the sport of pursuing and slaying intelligent prey.
#### **Mercy Domain**<sup>(TOH)</sup> %% Fold %%
Mercy can mean promoting healing instead of harm, but it can also mean ending suffering with a quick death. These often-contradictory ideals are the two sides of mercy. The tenets of deities who embody mercy promote ways to end bloody conflicts or deliver healing magics to those in need. While mercy for some may be benevolent, for others it is decidedly not so. More pragmatic mercy gods teach the best method to relieve the agony and torment brought on by monsters and the forces of evil is to bring about the end of that evil.
#### **!Portal Domain**<sup>(TOH)</sup> %% Fold %%
You have dedicated yourself to the study and protection of the doors, gateways, and rips in the boundaries between the physical world and the infinite planar multiverse. Stepping through portals is a sacred prayer and woe betide any who seek to misuse them.
#### ~~**Serpent Domain**<sup>(TOH)</sup> %% Fold %%~~
You embody the deadly, secretive, and mesmerizing nature of serpents. Others tremble at your majesty. You practice the stealth and envenomed attacks that give serpents their dreaded reputation, but you also learn the shedding of skin that has made snakes into symbols of medicine.
#### **Shadow Domain**<sup>(TOH)</sup> %% Fold %%
The shadow domain embraces the darkness that surrounds all things and manipulates the transitory gray that separates light from dark. Shadow domain clerics walk a subtle path, frequently changing allegiances and preferring to operate unseen.
#### **Vermin Domain**<sup>(TOH)</sup> %% Fold %%
You exemplify the cunning, stealth, and invasiveness of vermin (rodents, scorpions, spiders, ants, and other insects). As your dedication to this domain grows in strength, you realize a simple truth: vermin are everywhere, and you are legion.
#### **!Wind Domain**<sup>(TOH)</sup> %% Fold %%
You have dedicated yourself to the service of the primordial winds. In their service, you are the gentle zephyr brushing away adversity or the vengeful storm scouring the stones from the mountainside.
#### **Frost Domain**<sup>(TCEE)</sup> %% Fold %%
Gods of the cold and north, such as Auril, Iborighu, Thrym, and Ulutiu, are, like their element, often severe and demanding. These gods are not usually worshipped for their benevolence, but instead prey upon those who merely wish to survive the unforgiving tundra. Clerics to these gods may not be the warmest people, but they are often seen as saviors to northern settlements that rely on their blessings. These boons are not free though, and clerics of these gods may be sent to gather offerings in return for helping people survive.
#### ~~**Inquisition Domain**<sup>(TCEE)</sup> %% Fold %%~~
~~Most clerics are pillars of their community, overseeing worship, healing, and religious rites in their god’s name. However, all faiths have rules, acts which are seen as taboo and creatures declared anathema. When violations appear, the inquisitors follow, finding the violators and enforcing the law with divine wrath and the point of a sword.~~
~~Inquisitors bring safety to some, but are often fearsome figures in their work. At their best, they protect their communities from corrupting influences of cults, undead, and creatures from the outer planes. At their worst, they are tyrants, leading reigns of terror to quash dissent and oppress those who do not share their faiths.~~
~~Inquisitors exist throughout the multiverse, serving causes both good and evil. On many planes, the church of Lolth makes extensive use of them to root out dissent among the drow, and inquisitors of Bahamut are tasked with finding and quashing cults in service of Tiamat. In Faerun, Helm’s eternal quest to protect his servants draws many inquisitors, and the efforts of Bane’s followers to establish dominion over regions they control encourages many onto the path of the inquisitor. In Eberron, Thrane’s Church of the Silver Flame and the secret police of Zilargo include many inquisitors among their ranks. Inquisitors abound among the clerics of Ravenloft, given the predominance of malign entities to be fought, corrupt cults to be stopped, and overbearing tyrants to be served.~~
#### **!Seership Domain**<sup>(TCEE)</sup> %% Fold %%
Seers are those touched by gods or other powerful entities in order to help guide others. Rather than being the one to smite those who their patron considers “evil” or “unjust”,
Seers help influence events and people in order to gain a favored outcome. While altering Fate is incredibly beneficial, it sometimes comes at a price. The eyes of a Seer can view the threads of magic that weave between creatures and places. They are often wise beyond their intelligence as their patron nudges them forward like the guiding hands of fortune.
#### **!Trade Domain**<sup>(TCEE)</sup> %% Fold %%
The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price.
#### **!Community Domain**<sup>(HWD)</sup> %% Fold %%
The community domain focuses on the ties that bind all people together. These are the ties of family and friendship, the ties to ancestors, as well as the ties between elders and the next generation with whom they share their wisdom. The power of the Gods of community is in the security of home and hearth, and the joy of good company. Many such gods teach the value of tradition and simple ways of living in harmony with the natural world. They also tend towards the rule of law, not as a kind of great bureaucracy, but as sacred traditions passed from generation to generation. Some gods advocate the removal of harsh or disruptive forces to this order, and proper sanctions for the violation of the goodwill that any community ought to provide. Clerics of such gods value unity, and praise the strength that can be gained when people support each other.
#### **!Night Domain**<sup>(HWD)</sup> %% Fold %%
The night is mysterious, and conceals many unseen dangers. However, the cover of darkness also brings protection from predators and shadows within which one can conceal themselves. The gods of night are varied, encompassing those who would use the cover of darkness to protect others from threats, to those who would use the shadows for wrong doings. The motives of night gods are often shrouded in mystery. Many teach their followers that it is only by peering through the darkness and looking beyond what is hidden that one can attain truth. Clerics of night do their best to keep themselves and their companions safe while journeying through the darkness.
#### **!Commerce Domain**<sup>(FEQ)</sup> %% Fold %%
Prayer may be the currency of the gods, but hard cash makes the world go round. Clerics of the Commerce Domain believe that society and economy are two sides of the same coin, and defending one’s community means little if you don’t have the resources and trade to back it up. As the Sovereign of World and Wealth, Kol Korran is the most common patron to Clerics of this domain, but those with a more selfish outlook might look to the Keeper to support their greed.
#### **Mirror Domain**<sup>(FCG)</sup> %% Fold %%
The mirror domain is devoted to the ideals of truth and self-reflection. Those who follow this domain craft a magical mirror that deflects harm, reflects a healing light, and connects them to knowledge. While these mirrors begin as ordinary handheld objects, they are physically transformed as part of a sacred ritual connecting the follower to “the source,” the domain’s term for universal knowledge. Adherents believe that conducting this ritual in the Feywild produces the most powerful mirrors.
The mirrors are viewed as both fierce weapons and holy relics by followers of this domain. It is not uncommon for them to include the mirror in hallowed rites and ceremonies, especially those that involve scrying. They may also polish their mirrors regularly and adorn them with symbols, etchings, engravings, or other decorations. Upon death, adherents of the mirror domain often leave their mirrors to aspirants who take the mirror through the ritual anew.
#### ~~**Mind Domain**<sup>(EE)</sup>~~ %% Fold %%
This path blends divine devotion and psychic power. The forces tied to the Mind domain teach followers that the mind is the greatest tool and the mightiest weapon in creation. A cleric of the Mind domain learns to harness their own mental power, then uses this gift to protect the faithful and smite enemies.
In Eberron, the Mind domain is most associated with the kalashtar Path of Light and the Riedran Path of Inspiration. However, followers of the cults of the Dragon Below might also follow this path. While visions of Xoriat can certainly drive a priest into madness, they might also reveal deeper secrets and mental powers.
#### **!Cosmic Domain**<sup>(ECHH)</sup> %% Fold %%
There are things better left unsaid and unseen, things that would break a man’s mind into pieces, that would turn even the most stalwart warrior into a whimpering, pitiful sight. You have glimpsed these truths, a gift, now held safely in your mind’s eye. Even the mightiest elven intellect couldn’t fathom the whole of that which you know to be out there, but you will grant them the opportunity to try.
#### ~~**Vigilance Domain**<sup>(ECHH)</sup>~~ %% Fold %%
Your god holds back the tides of war, diverts the blades in the night, and diffuses the plots of many. To the best of your abilities and in service to their ideals, you aid them, selflessly and tirelessly, holding vigil wherever and whenever needed. At some time an attack will come and the fate of the many will hang on the discipline of the few, or the one. It will be you that makes the difference in that hour, and you will be ready, as always.
#### **!Missionary Domain**<sup>(CCS)</sup> %% Fold %%
Clerics of the Missionary Domain operate within a variety of different orders under a diverse set of deities, but they all have been granted the same purpose—spread the word of their god. For some this mission is a virtuous act, and for others, it is simply one side of their deal for divine power.
#### ~~**!Mystery Cult Domain**<sup>(KT)</sup>~~ %% Fold %%
While most clerics follow defined gods who seek to convert others to the cause, those of the Mystery Cults often intentionally obscure their faith with esoteric references and cloaked intentions. No less devoted than their more classically divine peers, they are not merely warlocks, but people of true faith in their dark and unknown deities.
Standing at the blasphemous confluence of divine and psionic power, they are almost universally condemned and feared, often shrouding their nature and abilities with mystery and working toward esoteric goals.
#### **Judgement Domain**<sup>(KT)</sup> %% Fold %%
A Judgment Domain cleric is a cleric who oversees the distribution of law and order. They may do so in the name justice itself, or in service to a particular aspect of justice. This might be a lawful god—perhaps compassionate, but they may equally be harsh for those that dispense the iron fist of tyranny the world might need—or at the behest of an institution of justice in the land.
Employing a Justice Domain cleric is something that any ruling power must consider carefully. While they are almost always Lawful to the extreme, they answer only to their own, higher, ideals of justice.
#### ~~**Martyr Domain**<sup>(KT)</sup>~~ %% Fold %%
Followers of gods that believe in taking on the suffering of those around them. Stalwart and unflinching, these intrepid souls seek to ease the suffering of those around them. While typically altruistic, sometimes their motivations are further afield, belonging to strange cults of suffering or acceptance.
#### **!Void Domain**<sup>(KT)</sup> %% Fold %%
Clerics of the Void Domain draw their power from the emptiness between stars, the dark corners of the universe where light dares not venture. These clerics are masters of the unseen and the unfathomable, wielding the very essence of nothingness to warp reality. They can vanish into nothingness, reappearing elsewhere in an instant, and conjure voids that consume light and hope. As emissaries of the void, they channel the terrifying, awe-inspiring power of the infinite darkness, turning the very absence of existence into a formidable weapon. Their presence is a chilling reminder that not all power comes from the light; some lies hidden in the darkness, waiting to be harnessed.
#### **!Dream Domain**<sup>(KT)</sup> %% Fold %%
Clerics of the Dream Domain draw upon the power of the ethereal realm of dreams, using their connection to this mystical place to heal allies, control enemies, and shape the dreams of those around them.
They follow gods of dreams, creativity, art, music, and the moon.
#### **Entropy Domain**<sup>(XLNEE)</sup> %% Fold %%
Heretics preach of a void at the center of the universe that dying gods created to devour the Weave. The necrotic energy it emits is called “Entropy”: a potent force that clerics can harness to shield themselves from magic and annihilate arcane casters. The chained god Tharizdun claims this domain, while in Chessenta, a giant sphere of annihilation is worshipped as an aspect of Entropy itself. Cultists who wield the power go by many names: thaumatoclasts, entropomancers, or entropists.
#### ~~**Survival Domain**<sup>(XLNEE)</sup>~~ %% Fold %%
Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.
#### ~~**Evolution Domain**<sup>(BoE)</sup>~~ %% Fold %%
There are few gods of the Evolution Domain; indeed, many gods oppose it outright. But the march of nature and the pressure of survival never ebbs, and so evolution continues with or without the gods’ blessing.
Dd
Whether or not the first beasts were divinely constructed, those that live in the world today adapt to their environment over generations; those that fail to do so go extinct. In this way, evolution is an arbiter of living things, and an unspoken ethic of the multiverse: adapt or die. Clerics that understand the profundity of this system revere the Evolution Domain and carry its teachings far and wide.
#### ~~**Hunt Domain**<sup>(HGMH)</sup>~~ %% Fold %%
From Artemis to Diana, Skadi and Woden - all gods of the hunt relish the chase. They promote the ideals of a journey: finding a quarry, learning its’ habits, and finishing it with a swift, precise blow. Clerics of these gods might bless nobles before a hunt, work as mercenaries tracking dangerous monsters through the wilderness, or be employed as scouts within armies. They are adept at finding their prey and, once located, use their magic to ensure they are never outrun. Such priests teach that all useful materials must be harvested and consumed to properly honor a quarry, and to ensure the gods’ blessing during the next foray into the wilds.
#### **Festivity Domain**<sup>(LAL)</sup> %% Fold %%
Worshipping deities like Dionysus, Bacchus, Sucellus, and Inari, clerics of the Festivity domain spread joy and frivolity wherever they roam. If not kept in check, the most insignificant gathering can spin out of control to become a roiling crowd of jubilation as the cleric miraculously finds food and drink with which to incite a celebration.
Indeed, tales abound of clerics of Festivity infiltrating fortified citadels under siege, instigating exuberant carousing, and leaving their fellow merrymakers collapsed and exhausted after expending every last iota of energy. It is then a simple task for a waiting army to enter the city and lock their fatigued foes in chains. As the ancient proverb goes, “there is no celebration comparable to a cleric’s celebration, for a cleric’s celebration does not cease”.
#### **!Astral Domain**<sup>(TGS)</sup> %% Fold %%
Gods of the Astral Plane are as lost to time and space as the realm they reign over. The Astral Plane fills the gaps between the planes of existence and is an important, balancing force in the cosmic ecosystem of the multiverse. Practitioners of this domain see the absence of anything as something, and consider the Astral Plane as the ultimate destination of all things. These acolytes follow the ultimate path to their destination, and help shepherd others along their way in a grand mission of entropy. Clerics of the astral domain are chaotic by nature, but typically choose to destroy evil where they find it and hasten its inevitable journey to the Astral Plane.
#### ~~**Festus Domain**<sup>(TGS)</sup>~~ %% Fold %%
Gods of eating and drinking, such as Daghdha or Dionysus, promote the value of a good meal as much as they do the joy of sharing it with friends. As a follower of this domain, you believe that a good feast can be enough to settle most wars. You may know this first-hand: perhaps your life has been marred by poverty and survival with spoiled scraps, or maybe you’ve been blessed with lovingly-cooked meals and the joy of a full stomach. Regardless of your origins, you recognize the magic of a good meal and the power it has on a person’s spirit and well-being.
Through your passion and devotion, you see mealtime as a joyous way to worship the magic of food and your chosen deity. You are a capable chef with an appreciation of all food, both good and bad. You know that a foul meal can turn even the most veteran of stomachs against themselves, and have learned to harness this power for yourself. Like food, most people will like you at your best, but everyone will fear you at your worst.
#### **!Blood Domain**<sup>TDR</sup> %% Fold %%
Developed by the Claret Orders, the Blood Domain centers around the understanding of the natural life force as it exists within the body, and the divine conduit it can become. Those who take up this domain understand that the power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell.
Gods who grant the power of the Blood Domain, including the Ruiner and the Matron of Ravens, direct their followers to tap into the connection between body and soul, exploit the hidden reserves of will within one’s own vitality, and corrupt the bodies of others through the secret rites of hemocraft. Clerics of good gods use hemocraft to fill their self-sacrifice with purpose and power, while clerics with fewer morals use the blood of others to achieve their own malevolent ends.
#### **!Moon Domain**<sup>TDR</sup> %% Fold %%
Since the Founding, all mortal creatures have looked to the skies and sensed the power and mystery carried by Catha and Ruidus, the two moons of Exandria. The Moonweaver herself is said to guide her worshipers from within the pale glow of Catha, revealing hidden paths and granting inspired dreams to those who pray to that moon. Distant, dark Ruidus is often regarded with awe and apprehension, considered a portent for fell deeds and bad luck.
#### **!Commerce Domain**<sup>UAH</sup> %% Fold %%
The Commerce domain values trade, proper management of resources, and entrepreneurship above al else, believing a healthy economy is the best path to create a more perfect world. Gods of commerce and trade — including Gong, Kol Korran, and Waukeen — promote enterprise and the development of marketable crafts and skills.
Some clerics of this domain, however, eschew the worship of gods to instead focus their faith on the almighty coin, believing that wealth is the best resource for enacting lasting change and living long, happy, and healthy lives.
#### **!Darkness Domain**<sup>UAH</sup> %% Fold %%
Gods of darkness and shadow, such as Set, Shar and the Raven Queen, are not often depicted din the best light, being associated with terror, desolation and the unending night. Dwelling in their gloomy, often lightless realms, these deities don’t tend to attract many followers. So when a cleric chooses to devote their life to the service of one of these gods, they are imbued with great power over the shadows, becoming able to cause fear in the hearts of mortals. These gods teach their followers to think like the forces of evil in order to slay and conquer them, countering dark powers with their own black gifts.
While some clerics of the Darkness Domain are evil fearmongers, most instead make it their mission to rehabilitate the image of their deity through acts of heroism using their shadowy powers, becoming dark champions that bring comfort to innocents in the darkest of nights.
#### **!Infernal Domain**<sup>UAH</sup> %% Fold %%
The Infernal Domain, as the name suggests, stems from the very depths of the Nine Hells. Cultists have always flocked to Asmodeus and archdevils, siphoning away their power with fervent faith or the promises of countless souls. The constant for any cleric of the Infernal Domain is that everything has a cost, m and they are equipped to tempt you towards paying any cost no matter how dear.
Not all clerics who walk this infernal path are evil. Some actively seek out wrong-doers and ensure their swift delivery to the Nine Hells, though others are driven solely by their self-interest. Regardless of their moral position, these clerics are typically lawful individuals, modeling their methodology on the strict law approach the Nine Hells is so infamous for.
#### **Love Domain**<sup>UAH</sup> %% Fold %%
Gods of love represent the concept in all its varied forms; altruism, family, fertility, passion and romance. Some gods, such as Chauntea, Eldath and Dionysus place an emphasis on one of these facets over others. Other gods, including Lliira, Sune and Aphrodite, give all of these concepts equal importance. Followers of these gods serve as matchmakers and midwives for their communities. Some are called to serve as diplomats or peacekeepers, believing that love really can conquer all. It is rare for the clergy of gods of love to take vows of celibacy as part of their initiation.
#### **Prophecy Domain**<sup>UAH</sup> %% Fold %%
Clerics of the prophecy domain may worship any god or no god at all. Their oracular burden isn’t tied to the portfolio of a specific deity, Instead their faith in the divine order of the universe manifests as prophetic vision. This blessing is intertwined with a curse. All oracles and prophets labor under an affliction that debilitates them physically in some way even as it empowers them spiritually.
#### **Time Domain**<sup>UAH</sup> %% Fold %%
One of the central tenets of existence is the inexorable passage of time — the succession of past, present and future that guides and governs a mortal’s perception of life. To some, time is an enemy, one they have either conquered or been defeated by. To others, it is a comfort, a promise of new experiences or a distance from others.
Gods of the Time domain may not experience time as mortals do, but they understand what its passage represents and the necessity of its continued flow. Clerics of these deities can manipulate the flow of time in minor ways, and have the responsibility to use these abilities to further the intention of their god, which often include ensuring time flows unhindered and that irresponsible beings do not seek to enforce their will on its passage.
#### **!Shadow Domain**<sup>(GTD)</sup> %% Fold %%
Clerics of the Sacred Flame know that life is at all times a balance between the light and the dark. Most clerics uphold the flame, whose divine purpose is to hold back the darkness, and offer guidance to those who pass on. Clerics of the Shadow Domain are in tune with the dark side of the divine. They stand to balance all things, practicing the powers of shadow against their enemies. They know that not all deserve the light, and so sending foul horrors to the shadows is their form of righteous justice.
#### **Shrine Warden Domain**<sup>(RGYR)</sup> %% Fold %%
Across the realms and beyond exist countless deities and spirits, each with their own motivations, power, and temperament, and each with their own devoted followers Shrine Warden clerics celebrate and honor the deities they follow through the creation and preservation of hallowed sites in their honor—consecrated ground where the misty division between spiritual and physical melts away to nothing. To such clerics, power can be drawn from almost any kaiju, spirit, deity, or pantheon they worship. For the Shrine Warden, the act of devotion itself is magical, and the erection of a shrine a beacon of hope to those in need, and of terror to those who mean it harm .
## Craftsman
*Craftsmen are virtuoso artisans and genius inventors. Not content merely creating masterwork pieces of weapons and armor, they invent and engineer ingenious devices and singularly deadly weapons. Artisans of all types are an integral part of every culture: buildings must be erected, pots must be sent to the kiln, tools must be forged. Despite their pervasiveness, master craftsmen are still as rare as they are prized. These artisans, creators, and inventors can smith items of mythic quality, and can solve most any problem simply by using the right tool and the appropriate amount of force. (**Source: Valda’s Spire of Secrets**)* Is this worth it to have? Appaarently it can be pretty weak or generic
*Adventuring craftsmen come in many varieties, but nearly all leverage their advanced knowledge of metallurgy, smelting, and construction to forge arms and armor rarely seen, even by other adventurers. The smiths test their schematics and designs themselves, building prototypes and experimental gear that can later be refined into mass-produced items.*
### <u>Subclasses - Artisan’s Guilds</u> %% Fold %%
*All master craftsmen learn the basics of smithing, leatherworking, woodworking, and other necessary disciplines on the path to mastery, either on their own or under the tutelage of another master artisan. However, as they hone their skills, m they invariably find themselves drawn to gatherings of other like-minded craftsmen. These groups, formalized as Guilds, provide a means to craftsmen to compare notes and schematics, acquire resources, and provide a means for craftsmen to ply their trade.*
### Valda’s Spire of Secrets %% Fold %%
#### **Arcane Maesters’ Guild** %% Fold %%
While most seasoned spellcasters will enchant a handful of magic items over the course of their careers, artisans belonging to the Guild of Arcane Maesters seek to become true masters of magic item creation. They rightly take seriously the forging of such powerful relics: each creation must be a masterwork in its own right to contain the potent magic woven into them. Despite laboring for months or even years to perfect their creations, seasoned maesters are always seen to be laden with dozens of magic items, attuned to a handful of rings, and carrying a wand of magic missiles, just in case.
#### **Armiger Guild** %% Fold %%
The Armigers devote their skills to the art of armor smithing, with the firm belief that the right plate in the right place can make a warrior invincible.
#### **Bladeworker Guild** %% Fold %%
Blade and bow, axe and mace: these are the tools with which the Bladeworkers try to change the world. They believe that the right blade, in the right hand can make a warrior unstoppable.
#### **Calibaron Guild** %% Fold %%
The Calibarons know, better than most, that gunpowder is the single greatest invention ever created by mortals. A sword may let a skilled wielder lay a giant low and magic may let the savvy and the blessed stand up to the gods, but only a gun will let a common man put a dragon in its place.
#### **Forgeknight Guild** %% Fold %%
To a Forgeknight, heat is not merely integral to forging, curing, and welding gear, it is a weapon in its own right, for the swing of a white-hot blade bites not only with steel, but with flame. A Forgeknight carries the intensity of a forge with them, storing it in their armor and building it up in their weapons, before unleashing it in a scorching blast.
#### **Mechanaut Guild** %% Fold %%
For centuries, the pinnacle of mechanized vehicles was the apparatus of the crab, a singular device capable of exploring inhospitable environments, from the sea floor to lava-strewn volcanic fields. However, ambitious craftsmen from the Mechanauts' Guild have drawn up designs for a new vehicle, mightier and more customizable than the old apparatus. This device is a walking tank, equipped with savage fists, scuttling legs, and climate control enhancements—a vehicle to dwarf all others, a true feat of engineering.
#### **Thunderlord Guild** %% Fold %%
From the earliest days of life, storms (and particularly lightning) have struck the creatures caught in them with awe and terror. The Thunderlords, by contrast, draw wild inspiration from the majesty of nature, and seek to, quite literally, capture lightning in a bottle.
#### **Trapper Guild** %% Fold %%
Craftsmen are no strangers to turrets, bombs, and clockwork mechanisms, but the craftsmen of the Trappers' Guild raise this to a level of artistry. Given enough time and resources, a trapsmith can veritably blanket a room in dangerous implements, setting the stage to slay an intruder in a half-dozen unique ways. While the traps do the dirty work, the trapsmith is free to lounge about some distance away, enjoying a cold beverage and dreaming up new, dangerous designs.
## *Dracoknight*
*Dracoknights are a people who created a magical bond with a dragon companion at the moment of its hatching, becoming lifelong companions. The incredible power a dragon possesses can be harnessed in many ways by these individuals for spectacular effects. But despite any tough odds, a dracoknight always knows she is not alone. **(Source: DM’s Guild)***
*It is a magical connection that enhances both dracoknight and dragon. The dracoknight gains physiological traits associated with dragons, like the growth of scales, or occasionally belching motes of his dragon’s elemental breath. The dragon gains a greater sense of empathy, and grows to a far less solitary life than its reptilian brethren. The bond also creates a willpower, and often stubbornness, that far surpasses the sum of its parts.*
### <u>Subclasses - Draconic Bonds</u> %% Fold %%
*Dracoknights’ connections with their dragon companions are sacred. Dracoknights are there at their companion’s hatching, and stay with them for the remainder of their shared lifespan. They live together, fight together, and die together. When your dragon companion enters its adolescence, it becomes cognizant of itself in the context of the greater world, allowing you to forge a deeper connection and set you on the path to your mutual destiny. Your choice of Draconic Bond represents your partnership with your dragon companion. How will the two of you live, fight, and die together?*
#### **Guardian Bond** %% Fold %%
Dracoguardians and their dragon companions enjoy working with a team, protecting their allies at all costs. They learn to take hits and respond in kind, fostering in their dragon companion the ideals of friendship and family.
#### **Rider Bond** %% Fold %%
Dracoriders and their dragon companions love the thrill of speed, bypassing foes with swift attacks. They push the boundaries, and are considered by many to be reckless adrenaline-seekers. To rider and draconic mount, though, speed is the quintessence of freedom.
#### **Sniper Bond** %% Fold %%
Dracosnipers and their dragon companions take joy in hunting, the dragon stirring the prey while the sniper brings it down. Most can recognize a dracosniper right away by their noticeably reptilian eyes, eyes that can read the most minute of details at a distance. To the sniper and dragon, though, the thrill of the hunt is only lesser to the thrill of a well-executed plan, and take pleasure in knowing the two are best intertwined.
#### **Mage Bond** %% Fold %%
Dracomages and their dragon companions exult in the manipulation of elemental power, and are thrilled to discover that such energy can be transferred through the bond for the mage’s use. They know that their connection fuels this magic, and so seek to deepen their bond as much as possible, often leading to two different creatures of the exact same personality and mannerisms. Neither mage nor dragon, though, is ever happier than when manipulating storms of elemental energy in the heat of combat.
## Dragon Knight
*Dragon knights, a champion who fights alongside a dragon companion. Tough, relentless, and unyielding, knights and their dragons never give up, fighting to either heroic or devious ends. The bond between a knight and their dragon is nearly impossible to eclipse. Only powerful magic can even attempt to turn them against one another, and they nearly never fight each other against their own will. Despite this, a knight and their dragon are known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its knight, is not quick to let go of its ego.(**Source: GM Binder**)*
*As the knight and dragon grow together, this bond strengthens, granting both the knight and dragon impressive strength and unique powers. The dragon is typically the stronger of the pair as they develop, but will be weaker earlier on, while the knight still has to watch over them to ensure their bond can continue to flourish. Eventually, some knights might put down their weapons and live a simple life with their dragon, having forged a legendary friendship through the trials they faced.*
### <u>Subclasses - Knight Practices</u> %% Fold %%
*All dragon knights are divided by their practice, and much like the dragons they raise and fight with, the knights are known to be proud at their best, and egotistical at their worst. Two people of different practices are rarely able to get along, despite how similar they might be. Those of the Platinum Practice always regard themselves superior to those of the Shadow Practice, and members of the Elemental Practice consider the members of the Rider Practice to be brutish and dim-witted.*
*Despite these rivalries, dragon knights are fiercely loyal, and will never betray another dragon knight, even if they come from a different practice. Dragon knights believe they only have each other to count on, as no one else understands the intense bond between the knight and the dragon.*
**(2024e)**
#### **Bound Practice** %% Fold %%
The dragon knights who adopt the bound practice seek to deepen the connection between themselves and their dragon, heightening their own mortal form as they adopt distinct draconic traits that they unleash in the heat of battle.
#### **Devout Practice** %% Fold %%
Dragon knights who follow the Devout Practice hold dragons in high esteem, especially the gods Bahamut and Tiamat. They treat all dragons they meet with reverence, even treating hostile dragons with respect during battle.
#### **Valiant Practice** %% Fold %%
Those of the Valiant Practice strive to lead their allies in battle. By wielding magical banners in battle, they inspire valor and hope in their allies. These dragon knights are able to defend their allies with their presence, turning the tide of any fight.
**(2014e v9)**
#### **Rider Practice** %% Fold %%
The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further. They seek to live and to die beside their dragon, a sentiment shared by the dragon itself. While not all riders mount their dragons, those who don't are rare. Those of the Rider Practice fight in tandem with their dragon, and win in tandem with them.
#### **Elemental Practice** %% Fold %%
Dragon knights of the Elemental Practice value the raw, destructive power of their dragons, as well as their inherent charisma, and strive to both emulate and empower this aspect of their dragons through magic.
#### **Platinum Practice** %% Fold %%
A few dragon knights worship the Platinum Dragon, Bahamut. These few are members of the Platinum Practice, and are dedicated to preserving the lives of their allies and the innocent.
#### **Shadow Practice** %% Fold %%
Dragon knights who revere dark magic, or even strive to cause suffering in others, make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle.
#### **Garden Practice** %% Fold %%
Some dragons wage war, and others hoard treasure. Few, however, learn to cultivate and nurture the earth, becoming one with it. Dragon knights of the Garden Practice live simple lives with their dragons, and only heed the call of adventure if something precious to them is at stake.
## Druid
*Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.*
*Druid spells are oriented toward nature and animals — the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.*
*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. Instead, they see themselves as extensions of nature’s indomitable will.*
### <u>Subclasses - Druid Circles</u> %% Fold %%
*Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.*
*At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.*
#### **Circle Of the Land** %% Fold %%
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
#### **Circle Of the Moon** %% Fold %%
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
#### **Circle Of Dreams** %% Fold %%
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
#### **Circle Of the Shepherd** %% Fold %%
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
#### **Circle Of Spores** %% Fold %%
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
#### **Circle Of Stars** %% Fold %%
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
#### **Circle Of Wildfire** %% Fold %%
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
#### **!Circle Of the City**<sup>(VSS)</sup> %% Fold %%
The city lives; it has a pulse. It’s skin is of walls and towering stone structures, it’s breath of chimneys and rivers. While the city exists, it lives in harmony with it’s people, a delicate balance mediated by the urban druids.
These urban druids belong to the Circle of the City and are a direct antithesis to the conventional idea of a druid; whereas a normal druid lives among majestic forests or breathtaking mountains and dresses in the greenery of the forest, an urban druid wears unassuming clothes and wanders the back alleys of a well-trodden city. But their powers are not to be underestimated. Druids of this circle can channel their natural powers to twist the streets into knots, uproot towers, and animate the cobblestones. Their charge might be unorthodox, but their authority over the cityscape matches any other druid’s power over the forest.
#### **!Circle Of the Deep**<sup>(VSS)</sup> %% Fold %%
The druids that maintain and protect the land are deluded to think that they keep dominion over the natural world, for they stand guard over only a small fraction of it; far greater, and far wilder, is the deep. Druids of the Deep are fewer in number, but greater in task, vowing to stand guard over the world’s oceans, seas, lakes and rivers. Safeguarding their inhabitants from the fools that walk the surface.
The crushing depths have hardened these druids, and taught them to battle with every weapon underneath the waves. After all, the ocean is an unforgiving place; you can’t survive by just talking to fish.
#### ~~**Circle Of the Fist**~~<sup>(VSS)</sup> %% Fold %%
The defenders of the forests and champions of the trees, druids who join this circle take their charge as natural protectors seriously. Traditionally, all druid circles strive to protect the natural realm and maintain the world’s balance, but only druids of this circle guard the woodlands with the vigilance and fervor of a territorial beast. Fists of the Forest, as they are called, stave off intruders to their realms with flurries of bare-fisted strikes, empowered by the natural world, before disappearing into the treetops. At the height of their expertise, these druids fight more like beast of the forests than men, and are twice as deadly.
#### **Circle Of Stones**<sup>(VSS)</sup> %% Fold %%
Age-old monuments crafted in forgotten times attest to a simple truth: there is power in the stones. Druids who join the ancient Circle of Stones carry on the tradition of raising stonehenges in places of great power, where leylines intersect and magic strengthens. Such locations are marked as nexuses of power, where the Forgotten Laws of the Old Gods are still heeded — but such things are known only to a few druids today. Others merely see the looming stone monuments as enigmatic circles, grim reminders of the enormity of time.
#### **Circle Of Vermin**<sup>(VSS)</sup> %% Fold %%
Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders and other pests or vermin. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, top walk among your innumerable children.
#### ~~**Circle Of the Wyrm**~~<sup>(VSS)</sup> %% Fold %%
Druids who join the Circle of the Wyrm hold dragons in higher esteem than all other works of creation. These druids believe, as many dragons do, that wyrms are perfect creatures: the pinnacle of all life brought into existence by the antediluvian gods. Likewise, these druids aspire to perfect wyrmhood, and gradually become like dragonkind.
#### **!Circle Of Twilight**<sup>(UA)</sup> %% Fold %%
The [[Circle of Twilight]] seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.
These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.
#### **Circle Of the Yokai**<sup>(RGYR)</sup> %% Fold %%
Druids belonging to the Circle of the Yokai seek a connection to nature beyond the physical, aligning themselves with the mysterious yokai spirits that embody and inhabit the natural world. This connection allows such druids to assume yokai forms, becoming entities of nature while retaining their own mind and voice. Moreover, such druids can encourage roaming yokai spirits to settle in plants, flames, pebbles, and streams, turning these facets of nature into grasping weeds, furious wildfires, stalwart bastions of rock, or living wyrms of water .
#### **Circle Of Ash**<sup>(TOH)</sup> %% Fold %%
Druids of the Circle of Ash believe in the power of rebirth and resurrection, both physical and spiritual. The ash they take as their namesake is the result of burning and death, but it can fertilize the soil and help bring forth new life. For these druids, ash is the ultimate symbol of the elegant cycle of life and death that is the foundation of the natural world. Some such druids even use fresh ash to clean themselves, and the residue is often kept visible on their faces.
Druids of this circle often use the phoenix as their symbol, an elemental creature that dies and is reborn from its own ashes. These druids aspire to the same purity and believe resurrection is possible if they are faithful to their beliefs. Others of this circle are drawn to volcanos and find volcanic eruptions and their resulting ash clouds to be auspicious events.
#### **Circle Of Bees**<sup>(TOH)</sup> %% Fold %%
Druids of the Circle of Bees are friends to all stinging insects but focus their attention on honeybees and other pollinating insects. When not adventuring, they tend hives, either created by the insects or by themselves. They tap into the horror inherent in stinging insects to protect their allies or the fields hosting their bee friends.
#### **!Circle Of Crystals**<sup>(TOH)</sup> %% Fold %%
Circle of Crystals druids first arose in subterranean environments, where they helped tend giant crystal gardens, but now they can be found most anywhere with access to underground caverns or geothermal activity. These druids view crystals as a naturally occurring form of order and perfection, and they value the crystals’ slow growth cycle, as it reminds them the natural world moves gradually but eternally. This teaches young druids patience and assures elder druids their legacy will be carried on in each spire of crystal. As druids of this circle tend their crystals, they learn how to use the harmonic frequencies of different crystals to create a variety of effects, including storing magic.
#### **Circle Of Sand**<sup>(TOH)</sup> %% Fold %%
The Circle of Sand originally arose among the desert dunes, where druids forged an intimate connection with the sands that surrounded them. Now such circles gather anywhere with excess sand, including coastlines or badlands.
While the unacquainted might view sand as lifeless and desolate, druids of this circle know the truth—there is life within the sand, as there is almost anywhere. These druids have witnessed the destructive power of sand and the sandstorm and know to fear and respect them. Underestimating the power of sand is only for the foolish.
#### **!!Circle Of The Green**<sup>(TOH)</sup> %% Fold %%
Druids of the Circle of the Green devote themselves to the plants and green things of the world, recognizing the role of plants in giving life. By continued communion with plant life, they believe they draw nearer to what they call “The Green,” a cosmic thread that binds all plant life. Druids of this circle believe they gain their abilities by tapping into the Green, and they use this connection to summon a spirit from it.
#### ~~**Circle Of The Shapeless**~~<sup>(TOH)</sup> %% Fold %%
Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities.
The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures.
#### **!!~~Circle Of Wind~~**<sup>(TOH)</sup> %% Fold %%
Founded in deserts, badlands, and grasslands, where wind dominates and controls the landscape, the teachings of the Circle of Wind have spread far and wide, like a mighty storm. Druids who follow this circle’s teachings embrace the mercurial winds to create several effects.
Vizier of the Winds
Starting at 10th level, you can ask the winds one
question, and they whisper secrets back to you. You
can cast commune without preparing the spell or
expending a spell slot. Once you use this feature, you
can’t use it again until you finish a long rest.
#### **Circle Of Bough**<sup>(TCEE)</sup> %% Fold %%
There are druids who seek to bond not with beasts, but with the timeless sentinels that blanket the land: the ancient, gnarled trees whose wisdom is beyond compare. These druids—druids of the Bough—learn to shapeshift into the very trees that they revere.
#### **Circle Of the Coven**<sup>(TCEE)</sup> %% Fold %%
Druids are known amongst the masses for their secret groups, sacred locales, and sacramental rites. None fit this description more so than the druids that gather together in the spirit of cult sorority, where the whole is exponentially more powerful than the mere sum of its parts - which parts often consist of hags and other unseelie fey. These mystical magicians, while not known for infant-snatching like their namesake, do give more attention to the civilized world than the rest of their kind. Their skill with the cauldron, and their ability to take the form of humanoids in addition to beasts, allow them to closely observe and even infiltrate communities of all kinds. While the intentions of these druids are frequently debated amongst those who are familiar with them, their power is not.
#### ~~**Circle Of the Dragonfriend**~~<sup>(TCEE)</sup> %% Fold %%
Dragons are powerful magical beings that shape the environment around them and their lairs. A few brave druids work with these creatures and tend to those environments. Such druids often pick up tips, tricks, and magical traits from their companions. These druids are known as dragonfriends.
It is rare to find a dragonfriend trying to dominate a dragon, or that condescends to be ruled by one. While dragonfriends usually maintain a realistic understanding that dragons’ powers are much greater than their own, they maintain peaceful coexistence and peership with dragons. Those who live near evil dragons often make arrangements for tenuous, indefinite alliances.
#### **!Circle Of Seafarers**<sup>(TCEE)</sup> %% Fold %%
You follow an old tradition of sea-dwelling druids that protect the waters from creatures, and creatures from the waters. Your culture has developed unique fighting styles not found in other druidic sects, which make you excellent combatants in and around the seas.
#### ~~**Circle Of the Leaf**~~<sup>(ToV)</sup> %% Fold %%
Druids who align with the ring of the Leaf feel a deep connection to plants. Leaf druids are drawn to the quiet, natural spaces of the world. They find great peace and wisdom among hidden groves, ancient forests, and overgrown gardens left to flourish without the influence of civilization. To you, nothing is more important than nurturing the flora that makes all life possible.
#### **[[Circle of Visions]]**<sup>(FCG)</sup> %% Fold %%
Druids of the Circle of Visions have been trained to use the mind’s eye to see what others cannot. Through intense meditation in the Feywild or training in harsh environments on the Material Plane, these druids have expanded their senses to extremes. Their familiarity with the future can be surprising as is their knowledge of the planes. These druids use their sight to preserve life and protect it from the unseen dangers that lurk beyond the veil.
As a Circle of Visions druid, your eyes are permanently changed in some way to reflect your ability to see beyond mortal sight. Consult the Eye Appearances table and either roll for an option or choose an appearance yourself. These appearances do not affect your ability to see normally, and you can still be affected by the blinded condition.
#### **Circle Of the Forged**<sup>(EE)</sup> %% Fold %%
What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn’t limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with.
#### **Circle Of Blossoming**<sup>(ECHH)</sup> %% Fold %%
The vines, they grew at lightning speed, up from the ground they came. They intertwined to form the legs, the back, the maw, the mane. Then lilies sprouted from the joints, its hide was daisy swept. And when at last the growth had stopped, a flowered beast was left. The druid then did raise their voice, in sylvan words it spoke. Its eyes, they filled with greenish light; the verdant creature woke.
#### **Circle Of Primeval Grove**<sup>(ECHH)</sup> %% Fold %%
The ancient forests of the world lie in restless slumber. Humble servants of the Old Way, the Circle of the Primeval Grove are conduits for the vengeful wilds, full of thorn and moss, and of gnarled roots clawing their way across the ground, twisted with malice and old enough to recall every cruelty imposed upon them over the millennia.
#### **!Circle Of Crystals**<sup>(CCS)</sup> %% Fold %%
Druids of the Circle of Crystals have a deep connection to arcane crystals, which are magically infused crystals discovered in the early settlement of Prismatic Falls. To these druids, naturally occurring sources of such crystals are sacred, and they believe that they harbor the closest and deepest connection to the intrinsic magic of the world.
#### **Circle Of Nightmares**<sup>(KT)</sup> %% Fold %%
Druids are often thought of as the guardians of the natural order and having a deep connection to the creatures of the land. Sometimes that connection goes horribly wrong. A druid of this circle has found their mind entangled with the horrors of the beyond, their natural connection to nature and its beasts becoming warped by the dark dreams.
Druids of this circle may be haunted by the terrors they see, but many simply find their minds inoculated against the horror (perhaps by the touch of madness). Some even treat twisted abominations with the same care other druids might take to vicious and wild animals, treating them with pragmatic understanding and empathy Sometimes their connection even seems to be mutual.
#### **!Circle Of Aspects**<sup>(KT)</sup> %% Fold %%
A circle of the aspects druid, frequently called a spirit shifter, is a druid that has attuned themselves to the spiritual aspects of beasts. These druids tap into their fundamental nature, calling up certain aspects of wilderness and embodying them in spirit. A druid of this circle can be said to Wild Shape their soul, rather than their body.
Druids of this circle must walk a fine line, as it can be easy for them to delve too deeply into the powerful and savage states of mind they enter. However, these magical aspects grant them both unique power and perspective as they walk the world, seeing the world through the eyes of the bestial spirits that boil within them.
#### ~~**!Circle Of Elements**~~<sup>(KT)</sup> %% Fold %%
The Circle of Elements allows druids to tap the purest of primal powers, unleashing devastating elemental powers destroy their enemies and reshape the battlefield. These druids are the wrath of nature incarnate, and leave a path that is burned, frozen, scorched, or broken through all that would defile.
Anyone that makes the mistake of thinking that nature is serene beauty would do well remember why civilized creatures spend so much of their time trying to keep it at bay.
#### **!!Circle Of Growth**<sup>(KT)</sup> %% Fold %%
Druids within the Circle of Growth are among the most direct emissaries of nature, speaking for the forests and wilderness in order to bring its will to the rest of the world.. They can be kind and nurturing presences that seek to ease the suffering all living things, or militant wardens that seek to end the exploitation of natural resources.
#### **Circle Of Roots**<sup>(KT)</sup> %% Fold %%
While many druids have a kinship with the deep woods of nature, a Circle of Roots druid has a connection that can go much deeper, where some may wonder where the will of the primordial woods ends and the will of the druid starts. Legends say that the first of these druids were woads who took human form, rather than humans that took woad form, but such things are lost to legend.
Frequently, regardless of the nature of their connection, these druids will feel most comfortable deep in nature, and place great value in its unspoiled form, sharing a world view more in common with dryads and treants than other mortals… perhaps they were even raised by such creatures, leading them to this path.
#### **!Circle Of the City**<sup>(KT)</sup> %% Fold %%
The circle of the city is about adaption. The adaption of nature to cities, and the adaption of cities to nature. Druids of the circle see the teeming life of the city as just another ecosystem, one adapted to a special type of life, feeling kinship with the creatures that thrive in such an environment, particularly that which remains wild in the heart of the city, such as rats, pigeons, and cats.
While more primeval druids may view them as scarcely different to other city-dwellers, they are no less in tune with nature that other druids, simply] tuning into a different, more subtle and pervasive, frequency
#### **Circle Of the Sun**<sup>(KT)</sup> %% Fold %%
Druids revere aspects aspects of nature, and none is more central the cycle of life than the sun, origin of light and life. Druids of this circle are not clerics of the god of the sun, but represent it's aspect in the cycle of life, the light and heat and it brings, the fiery radiance with which it reigns over the world.
Druids of the Circle often stand in opposition that with crawls through the dark, that which corrupts in the absence of light, and while still inclined to the neutrality many Druids uphold, they tend to swing further the extremes of passion and action, willing to burn away the rot. Though they might aim for a controlled burn, a controlled burn may often be more destructive than a simple pruning.
#### ~~**Circle Of The Wild**~~<sup>(KT)</sup> %% Fold %%
For some druids, they have found their friends among the beasts of the wild, forming a close kinship with the furred and the fanged. They often roam the wilderness, placing little value on the trappings of civilization, more concerned with nature, hunting, and exploring.
The longer they spend in the wild with their animal friends, the more their habits tend to intertwine with the beasts around them. Sometimes they will cook food for their animal friends, while other times they will take to eating their food raw. They play the role of a caretaker, warden, and advocate for the wild.
#### **Circle Of Seasons**<sup>(XLNEE)</sup> %% Fold %%
Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.
As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew her allies.
#### **!Circle Of the Spiritlord**<sup>(XLNEE)</sup> %% Fold %%
Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.
Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world. As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.
#### **Circle Of Primal**<sup>(BoE)</sup> %% Fold %%
The Primal Circle was the foremost druidic circle, dedicated to the caste of titanic creatures that once dominated the Material Plane. As their bestial companions were driven to the fringes of the map, the Primal Circle persisted, channeling the spirits of longforgotten beasts, such as tyrannosaurs and sabertoothed tigers. These primal spirits begin as youths and grow into their colossal adulthood as the druid grows in power, culminating in a behemoth from prehistory, a beast unparalleled in size and ferocity.
#### **Circle Of the Hive**<sup>(HGMH)</sup> %% Fold %%
Druids of the Circle of the Hive share their body with a plethora of tiny arthropods—insects, arachnids, or even crustaceans. These symbiotes call such druids home, living within their skin, clothes, and hair. This habitation might manifest as a honeycomb-like hive, a silky subcutaneous trapdoor (below which lurks a spider), or butterfly chrysalids hanging from their hair. Druids of this circle relish creating a moving.
Druids of this circle relish creating a moving biosphere that sustains a variety of organisms, often seeking out new and exotic species as symbiotic lodgers. These creatures are a part of the druid, nourishing and protecting the druid as the druid nourishes and protects its tenants.
#### **Circle Of the Unbroken**<sup>(TGS)</sup> %% Fold %%
The Unbroken Circle is an order of druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.
While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving Festerwood, this circle’s teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world’s challenges.
#### **Circle Of Dragons**<sup>(TGS)</sup> %% Fold %%
The Circle of Dragons is an old order of druids steeped in rigid tradition. These honor-bound wardens of nature and draconic heritage are members of a secret society that have influenced governance, war, and culture across the world. High-standing members of this Circle have ties to royal bloodlines that date back generations, a connection that’s subtly showcased in royal family crests and insignia.
Druids from this Circle know that dragons, and draconic magic, are as connected to the world as plants or beasts, and utilize that connection to transform into a unique and powerful draconic form all their own.
#### **Circle Of Eclipse**<sup>(TGS)</sup> %% Fold %%
Druids of the Circle of the Eclipse are stewards of the celestial balance, and draw their power from the luminous bond shared by sun and moon. They find their strength waxing and waning with the ebb and flow of these celestial bodies, but it is during the rare moments of eclipse, when the world is briefly cloaked in celestial union, that they feel truly connected to the natural world and the cosmos above. Masters of both the brilliance of daylight and the mystique of darkness, druids of this circle embody the harmony of cosmic forces, wielding their celestial magic to protect the natural world and preserve the delicate equilibrium of day and night.
#### ~~**!Circle Of the Grove**~~<sup>(TGS)</sup> %% Fold %%
Druids of the Circle of the Grove spend weeks alone in forest glades in silent meditation. They find peace and wisdom in the stillness of the woods, and in time learn how to become a part of them themselves. Ancient rings of trees are sometimes archdruids themselves, transformed into trees in endless meditation. Dryads and half-dryads that become practicing druids are often members of this Circle.
#### **Circle Of the Storm**<sup>(TGS)</sup> %% Fold %%
Druids of the Circle of the Storm revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.
#### **Circle Of the Blighted**<sup>TDR</sup> %% Fold %%
Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives—but not all succeed in defending these sacred realms.
Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.
#### ~~**Circle Of Bond**~~<sup>UAH</sup> %% Fold %%
Ruids of the Circle of the Bond feel a greater connection to beasts than they do other sapient life. Many wish to eschew the complexities and complications of living within a society and interacting with hyumanoids for the quiet simpliciity offered by beasts, while others have experienced tragedy or betrayal at the hands of their peers, and seek comfort in an animal companion. Regardless of the reasons you joined this circle, you have formed a magical partnership with a beast, a deep bond that interlocks your minds and souls.
#### ~~**Circle Of Branch**~~<sup>UAH</sup> %% Fold %%
The Circle of the Branch is made up of sages and warriors who believe that the greatest wisdom is found in the stillness of plants, especially long-lived trees. Seeking to achieve a modicum o their groves’ enlightenment, these druids magically fuse bark from sacred trees into their flesh, assuming arboreal forms that they use to protect and learn from the ancient forests of the multiverse. Often referred to as barksleeves these defenders emphasize violence only in defense of self or of primordial grove, preferring the stillness of peace and mutual growth to the tragedy of cutting down something of great potential.
#### **Circle Of Cataclysm**<sup>UAH</sup> %% Fold %%
Druids in the Circle of Cataclysm embody the most destructive manifestations of nature’s power. Channeling the untamed might of natural catastrophes such as earthquakes, tsunamis and volcanoes, these spellcasters destroy their enemies with none of the subtlety typical of druids. Members of this circle see themselves as agents of the end times, heralds of ruination, and deliverers of nature’s judgment.
#### **!Circle Of Community**<sup>UAH</sup> %% Fold %%
Druids of this circle recognize communication and symbiotic relationships as the most powerful forces in nature. Countless sapient species and monsters, each with their own tradition and culture, have achieved more than they might ever have through cooperation and community. It is this innate sense of togetherness that druids of this circle thrive on. A community is only as strong as its weakest link, and a Druid of Community makes it their goal to empower their companions to survive and thrive as one.
#### **!!Circle Of the Spirit**<sup>UAH</sup> %% Fold %%
Druids of the Circle of the Spirit are the shamans and spirit-talkers of the Old Faith. While other druids turn their focus to the emulation of the natural world or beasts, shamans learn to commune with the spirits and ethereal beings that remain hidden from mortal senses. Not satisfied by merely peering into the invisible realm, shamans learn to call spirits from it, channeling their power and using it as their own.
#### **Circle Of Succulents**<sup>UAH</sup> %% Fold %%
There is one goal for druids of the Circle of Succulents: survive. They don’t necessarily aim to defeat unnatural force sin the world, but rather to outlast them, as the toughest plants in nature commonly do. These druids typically hail from warmer climate, where succulents are common.
#### **Circle Of Petal**<sup>(OTG)</sup> %% Fold %%
In the tranquil groves where nature’s harmony sings loudest, there exists a circle of druids attuned to the delicate dance of petals upon the breeze. These druid guardians of the natural world, known as the Circle of the Petal, draw their power from the spirit of Obojima, the steady island breeze and the ephemeral beauty and resilience of flowers. Embracing these subtle powers, they harness the whispers of the wind and the gentle caress of petals to weave their enchantments and shape the world around them.
Members of the Circle of the Petal are revered for their deep connection to the sacred dawn petal tree and their ability to evoke its serene splendor in both peaceful sanctuaries and in dire situations. These druids become conduits of life energy, channeling the essence of blossoms into healing balms, protective barriers, and devastating bursts of floral fury. Guided by the eternal cycle of growth, bloom, and decay, they embody the ever-renewing vitality of nature, ensuring that even in the darkest of times, hope blossoms anew like petals on the wind.
#### **Circle Of Contamination**<sup>(GTD)</sup> %% Fold %%
As druids are often in tune with nature and the natural order, most see delirium as a scourge upon the world. However, a rare few see the truth: the eldritch stones are an essential part of the natural order, one which works at a cosmic scale. Druids of the Circle of Contamination use the blighted rocks and contaminating Haze as a conduit for supernatural evolution. They have embraced the chaotic power of Delirium as an extension of the inherent chaos in the natural order, spreading the Haze while wielding it as a powerful ally to fuel their spells.
## Fighter
*Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.*
*Not everyone who can tell you which end of a sword to hold is a fighter: that title is reserved for the trained guards, valiant knights, and masterful veterans of the world, and apart from their shared expertise with weapons, armor, and combat, few two fighters are exactly the same. Fighters are focused on the honing of their skill in combat, adapting to the settings around them and developing new solutions to the challenges they face. Some choose to focus on the mastery of one particular weapon or develop keen tactical skill, whereas others rely on clever magical forces to enhance their martial prowess. Beyond that, weapon and armor preference play a significant part in determining a fighter’s role. When you are a fighter, you’re equipped to face the world’s dangers head-on.*
### <u>Subclasses - Martial Archetypes</u> %% Fold %%
*Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings — as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.*
#### **Champion** %% Fold %%
The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
#### **!Battle Master** %% Fold %%
Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.
#### **Eldritch Knight** %% Fold %%
The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
#### **Arcane Archer** %% Fold %%
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
#### **!Cavalier** %% Fold %%
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
#### **Samurai** %% Fold %%
The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.
#### **!Psi Warrior** %% Fold %%
Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.
As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield.
#### **Rune Knight** %% Fold %%
Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your equipment.
#### **Echo Knight** %% Fold %%
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
#### **Purple Dragon Knight** %% Fold %%
Purple Dragon knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.
A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.
#### ~~**Bone Knight**<sup>(VSS)</sup>~~ %% Fold %%
#### ~~**Brawler**<sup>(VSS)</sup>~~ %% Fold %%
#### **Celestial Lancer**<sup>(VSS)</sup> %% Fold %%
Feared frontline warriors bearing lances and unique, streamlined armor, Celestial Lancers are famous for their Meteor Jump, a supernatural technique taught only to the rare few. The lancers trace their origins back to an order of dragon hunters who learned to leap above diving dragons and pin their wings with a swift, downward lance strike. This technique, combined with a suite of mystical powers drawn from the yawning sky, makes the lancers decisive warriors in the arena of vertical combat. Thought Celestial Lancers may be hampered in claustrophobic dungeons, they excel where they can leap high and come crashing down for devastating impacts.
#### ~~**Corsair**<sup>(VSS)</sup>~~
#### **!!!Dungeoneer**<sup>(VSS)</sup> %% Fold %%
Only fools would dive headfirst into an abandoned crypt filled with monsters and deathtraps, but it seems only fools emerge from such crypts laden with as much loot as they can carry. The archetypal dungeon delver is a veteran of such suicidal dungeon delves, and has become intimately familiar with the hazards therein. In the course of their adventures, such a dungeoneer will have adopted countless best practices, along with a litany of unproven superstitions which they believe keeps them alive. Principles from “always be the first one to hit the monster” to “never be the first one to touch a treasure chest” line a dungeoneer’s journal. However, it’s probably better to be paranoid and superstitious than lying at the bottom of a pit trap, incinerated by a fireball, or digested by a mimic.
#### **Mage Hand Magus**<sup>(VSS)</sup> %% Fold %%
Blades sweeping around in dramatic arcs, propelled by ghostly, disembodied hands — the Mage Hand Magi are truly a force to be reckoned with. While wizards are content to use *mage hand* to retrieve their wands and open doors from across the room, the cantrip’s potential has always been clear for warriors: a deft *mage hand* can afford dozens of feet between a soldier and their foe, letting them deal a killing blow without raising a fingertip. Mage Hand Magi have mastered this cantrip through practice and discipline, elaborating a trick pioneered by warmages into a deadly fighting style of twin hovering blades. The most skilled can even manifest a warhand, a grand fist of magical wrath with which to crush their enemies.
#### ~~**Blood Knight**<sup>(UA)</sup>~~
#### ~~**Arcane Marksman (AA Revision)**<sup>(UA)</sup>~~ %% Fold %%
#### **!Buccaneer**<sup>(TOH)</sup> %% Fold %%
Honing their martial skills in fierce ship-to-ship combat, buccaneers become skilled in both gun and blade, able to lay out opponents with savage shots, while resisting the worst that can be thrown at them.
#### ~~**!Chaplain**<sup>(TOH)</sup>~~ %% Fold %%
Militaries and mercenary companies often contain members of various clergies among their ranks. These chaplains typically come from religious sects whose tenets promote war, healing, peace, protection, or freedom, and they tend to the emotional and physical well-being of their charges. In the eyes of your companions, you are as much a counselor and spiritual leader as you are a fellow warrior.
#### ~~**Legionary**<sup>(TOH)</sup>~~ %% Fold %%
A legionary follows the techniques of close-quarters combat developed by soldiers fighting shoulder to shoulder with their allies. This style of fighting spread far and wide, finding an honored place among the armies and mercenary companies of other races. True legionaries scoff at the image of the storybook hero standing alone against impossible odds, knowing together they can face any danger and emerge victorious.
#### ~~**Pugilist**<sup>(TOH)</sup>~~ %% Fold %%
~~Pugilists live by their fists, bare-knuckle warriors~~
~~who do not hesitate to throw hands if the situation~~
~~demands it. They know the intense, close, violent~~
~~intimacy of melee, and they operate unapologetically~~
~~in that space. Whether in fighting pits by the docks~~
~~to make some extra coin, in the king’s grand arena~~
~~as champions of quarreling nobles, or in the employ~~
~~of local merchants in need of seemingly weaponless~~
~~guards, pugilists can be found in all rungs of society.~~
~~Pugilists take pleasure in a battle hard won and thrill~~
~~in the energy of the fight rather than in a kill. They~~
~~can often be found celebrating or having drinks with~~
~~a former opponent hours after the fight, regardless of~~
~~the bout’s winner.~~
#### **Radiant Pikeman**<sup>(TOH)</sup> %% Fold %%
You were a member of an order of knights dedicated to a deity of sun and light. You know that next to your deity’s favor, a soldier’s greatest strength is their comrades. You wield a spear, glaive, halberd, or other polearm as a piercing ray of sunlight against your enemies.
#### **Timeblade**<sup>(TOH)</sup> %% Fold %%
There are warriors who move so quickly that they seem to stop time, then there are those who actually alter time with their attacks. The timeblade augments physical attacks by manipulating temporal powers and eventually learns to step outside time itself.
#### **!!!Tunnel Watcher**<sup>(TOH)</sup> %% Fold %%
For untold ages, the dwarves have paid in blood to keep their subterranean homes safe. The keystone to the defense of the dwarven citadels are the tunnel watchers, warriors trained in the tight, uneven paths beneath the surface of the world. While the techniques of the tunnel watchers originated with the dwarves, others see the value in such specialization. Tunnel watchers can thus be found throughout the mountainous regions of the world.
#### **Bodyguard**<sup>(TCEE)</sup> %% Fold %%
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith’s Defenders Guild, followed closely by distinguished members of House Medani’s Warning Guild.
#### ~~**!Fencer**<sup>(TCEE)</sup>~~ %% Fold %%
Fencers are highly skilled duelists and swordmasters. These quick-footed warriors forego the usual heavy armor that most fighters wear, in favor of unfettered movement and flexibility. Fencers have a flair for style and panache, and usually seize victory with a cunningly precise strike that leaves their foes baffled, and shortly thereafter, bleeding.
Some fencers are rumored to be unsavory rakes and scoundrels, while many others are featured in songs and chronicles as heroes with a bold and audacious air. Some of these seedy rumors and heroic retellings might actually refer to the same person!
#### **Phoenix Knight**<sup>(TCEE)</sup> %% Fold %%
A Phoenix Knight has looked into myth and drawn inspiration from it. They have a burning passion for combat and protecting those closest to them. Through intense training and careful practice, they have learned how to channel this inner fire into something tangible.
These fighters know how to harness their fire in order to retaliate against foes and heal friends. As their mastery grows, they can cauterize wounds with their flames and even emit powerful waves of heat.
Those who mimic a phoenix have a fondness for flame and warmth. They relish sunlight and bonfires. They sometimes find themselves staring into fire, imagining enemies igniting and the wounds of allies cauterizing within the popping embers and dancing flames. Sometimes, if they stare hard enough, they can almost see feathers amid the ashes.
#### **!!!Scrapper**<sup>(TCEE)</sup> %% Fold %%
Some fighters hone their combat skills through sheer discipline and endless hours of training. They study tactics and techniques developed by time-honored experts in the art of war, and aspire to join their ranks. You are not one of those fighters. Scrappers learn to defend themselves on the street and in the tavern, fighting dirty and grabbing whatever’s at hand for a weapon. They’re probably grinning the whole time, too, except for when they’re spitting out teeth.
#### **!!!Scofflaw**<sup>(HWD)</sup> %% Fold %%
A fighter who hits hard and fights dirty, the Scofflaw balks at the ideals of honor and tradition, doing what they need to survive. Rules are made to be broken, and the Scofflaw extends this logic to their fighting style. Using every trick at their disposal to gain the upper hand against their foes, the Scofflaw cows their enemy into submission, or overwhelms their defenses with a single cheap shot.
Scofflaws eventually trust their notorious reputation to do much of the work for them, gaining the ability to cause foes to quake with a single threat. Scofflaws are a diverse bunch that run the gamut from graceful yet deadly knaves to bruiser thugs. What ties them together is their belief that there’s no such thing as a bad win.
#### **Court Guard**<sup>(FCG)</sup> %% Fold %%
The Court Guard employs the supernatural gifts of their regal benefactors to protect their charges. Whether their benefactor is a court of fey, fiends, or celestials, the court guard uses the training received from other realms to mold their fighting style. The court guard draws the attention of foes on the battlefield and debilitates enemies using these supernatural gifts.
#### **!Phylax**<sup>(ECHH)</sup> %% Fold %%
In a land of larger than life heroes, whose exploits are praised in song in every mead hall across the land, one should never underestimate the disciplined line fighter. A phylax is among the best of line fighters whose experience has allowed them to become a master of tactics as well. Driven by discipline, duty, and a keen understanding, they know that their shield and the soldier next to them are what will turn the tide of a battle, not individual heroics.
#### **Myrmidon**<sup>(ECHH)</sup> %% Fold %%
Who is the mightiest warrior? A fighter who is quick with a blade? A commander who can rally the troops and lead an army to victory? A pious knight? No, the warrior who wields not blade, wits, or magic but a hero’s soul will always prevail. Relentlessly fighting for glory, capable of perfectly adapting to any situation, always pushing onwards, a myrmidon decides their own fate. Others can squabble over the reasons why they failed, comparing training and styles, blaming each other as well as themselves, while the myrmidon never loses sight of the real prize: living on forever through deeds that echo through eternity.
#### **!Weaponforger**<sup>(CCS)</sup> %% Fold %%
Fighters of the Weaponforger Archetype are specially trained in modifying weapons to unlock their full potential. Their attacks are furious, yet calculated, and are enhanced with a variety of powerful arcane bursts. Often soldiers on the front line, these versatile warriors keep an arsenal of different weapons, ready for anything they might face.
#### **Tech Knight**<sup>(KT)</sup> %% Fold %%
A Tech Knight believes that it is neither brains nor brawn that determine the best fighter, but the combination thereof. Why limit yourself to what nature has provided you when you can supplement your combat superiority in unique and inventive ways that give you the edge? You build and innovate on the cutting edge… and use that edge to hew through your foes. There are few things more dangerous than weaponized creativity in the hands of someone that knows how to use it.
A Tech Knight could be called an inventor that opened the door of innovation, found the deadliest thing they could invent, and closed it once more, but that wouldn’t be accurate. They innovate continuously, improving their art, just with a highly specialized focus. Some perhaps adventure and fight to test their weapons, others perhaps turned to innovation to overcome some obstacle or seek to change the world, and others still care little for the science and engineering of the weapon, and merely cobbled together something to annihilate their foes.
#### ~~**!Adventurer**<sup>(KT)</sup>~~ %% Fold %%
An adventurer is a well rounded fighter that specializes in preparation. They are resourceful survivors that excel at tackling a wide range of situations with preparation. They are generalists who are always useful to have around. They come from any walk of life, sharing only a spirit of adventure and knack for being useful.
#### ~~**Brawler**<sup>(KT)</sup>~~ %% Fold %%
A brawler is a fighter that takes a holistic approach to beating things down. They are not the specialized martial artists of monks, but can throw a punch… or a chair. They specialize in being resourceful and, more importantly, strong. Ranging from brutish thugs and drunks to witty chaps who had to learn to wag their fists as fast as their tongue to keep their head on their shoulders.
A brawler is always armed and dangerous, and isn’t above using a weapon if it’s the handiest way to bash something; they just don’t view themselves as limited to traditional options.
#### **Champion Revised**<sup>(KT)</sup> %% Fold %%
Champions strive for perfection—exemplars of form and fitness, they represent masters of straightforward martial prowess.
#### **!Crusader**<sup>(KT)</sup> %% Fold %%
Crusaders are fighters that serve a faith, often zealously so. They may be directly in the service of god, belong to an order of some kind, or have taken up a more personal cause. They wield powers that let them protect themselves from the evils of their foes and purge that which defies them. Some see them as similar to Paladins, but mistaking them for one can be a fatal mistake, as Crusaders are not restrained by an oath: enacting the will of the higher power they serve without such fetters.
#### **Spiritsworn**<sup>(KT)</sup> %% Fold %%
A Spiritsworn fighter is one that masters their martial prowess in tandem with a special spirit weapon, forming an unbreakable bond of shared growth and becoming a peerless martial team.
#### ~~**Green Knight**<sup>(KT)</sup>~~ %% Fold %%
The Green Knight is a fighter who draws on the power of nature to imbue their attacks with the strength of the earth itself. They are fierce defenders of the natural world, sworn to protect it at all costs.
#### **Runeguard**<sup>(XLNEE)</sup> %% Fold %%
The runeguard seeks the magical power within ancient languages, and to hasten the speed of their blade and strengthen of their armor by imbuing them with the power of these runes.
#### **Bestiarius**<sup>(BoE)</sup> %% Fold %%
Bestiarii are gladiators that specialize in fighting the fiercest beasts the arena has to offer. With a flair for the dramatic and instincts honed against apex predators, Bestiarii ensure not only a victorious fight, but an entertaining one. A Bestiarius might fight for glory, honor, or even the freedom of the very beasts they once opposed.
#### **Timeless Monumental**<sup>(CFSA)</sup> %% Fold %%
Wandering between worlds, a massive fortress known as the Eternal Citadel collects forlorn travelers, hermits , and sole survivors to work in its’ service. Trapping these lost souls within its’ walls until they agree to follow the strange instincts brought on by the emotions and feelings the Citadel silently sends, this mysterious bastion works to preserve and protect all things, destroying only that which would bring ruin and desolation to the world.
You are one of the few who have wandered inside at some point in your life, seeking shelter or knowledge, and now the influence of this place becomes clearly felt, granting you power and longevity to fight the forces of destruction for all eternity.
#### **Discordant**<sup>(CFSA)</sup> %% Fold %%
In battle, blades clash and ring, shields break and snap, warriors yell and scream, and beneath it all, the sound of violence reigns supreme. One sound, however, stands out above the rest in your memory: the eternal song of the Perfect Chord. A manifestation of light and sound that bore witness to your conflict, collecting the cries of the wounded and the yells of the victors before vanishing once more. Inspired by this melody, you have dedicated your martial focus to the creation of dissonance, adjusting the vibrations of the universe to inflict a discordant cacophony of destructive power upon your adversaries. With weapons singing a tale of triumph and despair, you stand valiant before the chaos of everlasting war.
#### **!!Tavern Brawler**<sup>(LAL)</sup> %% Fold %%
The taste of ale-soaked floorboards is a familiar flavor to Tavern Brawlers. Whether they’ve been thrown to the ground in a glorious takedown, blocked an improvised weapon with their teeth, or tackled a foe into a pile of flailing limbs, Tavern Brawlers cherish the memory of every scuffle that hasn’t been knocked out of their brains.
Though most inns and pubs decry barroom brawls as unnecessarily damaging and expensive affairs, celebrated carpenter and philosopher Lottaw Ood proposed that without the constant kerfuffles, woodworkers and the entire lumber industry might collapse. In fact, more shrewd carpentry guilds have opened “Brawl-Inns”; taverns with dedicated brawling areas and a microtransaction economy that encourages fighters to purchase chairs with which to clout their fellow patrons.
#### ~~**!Couatl Herald**<sup>(TGS)</sup>~~ %% Fold %%
The Couatl Heralds were, or are, martial warriors whose intention was to neutralize threats without always resorting to deadly force. These combatants were a beloved symbol of peace in the once great city of Hearth, whose terrible destruction has been all but entirely lost to history. Perhaps you come from a long line of sequestered heralds who had escaped the city before its collapse, or maybe you found the age-old journals of one of the city’s training officers. Regardless of how you come across this knowledge, training, and virtue, a true Couatl Herald defends the lives of all: regardless of their transgressions.
#### **Steel Hawk**<sup>(TGS)</sup> %% Fold %%
Powerful, nimble soldiers from the mountain city of Heavensteppe, Steel Hawks use explosive bursts of speed to launch themselves great distances in order to reach faraway threats. Despite their often heavy armor, those who follow this archetype leap and strike with the agility of seasoned assassins, becoming every inch the fearsome birds of prey their name would suggest.
#### **Meteor Knight**<sup>(TGS)</sup> %% Fold %%
Meteor knights can exercise a limited degree of control over the gravity around them. These fighters command a growing collection of missiles and other debris that float around them, using it to mercilessly pelt targets beyond their reach or launch veritable hailstorms of meteorites. While a meteor knight’s abilities are magical in nature, such powers are often manifested from a connection to the astral sea rather than from arcane study. Knights of the highest order, or those who fill the role of leader in their community, may sometimes be referred to as Lode Stars.
#### **Shadow Knight**<sup>(TGS)</sup> %% Fold %%
Fighters touched by the plane of shadow itself reign supreme in the dark. These warriors, called Shadow Knights, cloak themselves in darkness to become elusive phantoms on the battlefield. With each strike, they unleash the dark and chilling powers of the realm of shadow, sowing fear and uncertainty in the hearts of their enemies. While evil often thrives in darkness, Shadow Knights have no singular motivation, and simply use the powers of darkness as they would a sword or shield.
#### **!Sea Captain**<sup>E</sup> %% Fold %%
Those of the Sea Captain archetype are swashbuckling leaders. They draw their power them from hydromancy, using their control over water to amplify their groups strength in battle. As skilled captains, these fighters are not only experts at leading a crew through the high seas but they are experts at commanding and leading a party through any situation. Using a combination of their martial abilities, inspiring words, and water magic, fighters of this archetype are sure that their party never seeks to their foes, and are often the ones to turn the tides of battle when things are looking the most bleak.
#### **Armiger**<sup>UAH</sup> %% Fold %%
Armigers take pride in their armor and learn to use it to deflect attacks that might otherwise prove lethal. Masters of defense, these fighters create, mend, and maintain their own shields and suits of armor. Where many warriors enter battle hoping to make quick work of their enemies, Armigers focus on outlasting their foes rather than quickly dispatching them.
#### **!Combat Medic**<sup>UAH</sup> %% Fold %%
A Combat Medic knows how to create carnage as well as any other fighter, but also learns to deal with the aftermath. These fighters know how to quickly assess a situation to determine where they are most needed, and how to use materials on hand for feats of medical skill that save lives.
#### **!Crusader**<sup>UAH</sup> %% Fold %%
Archetypal Crusaders faithfully execute the will and enforce the ideologies of their deities, their martial prowess augmented by divine magic. Crusaders specialize in abjuration and evocation magic to better protect the allies of their god and destroy their god’s enemies. A crusader’s greatest ambition is to build an army of faithful devotees and bring the word of their deity to all.
#### **Gladiator**<sup>UAH</sup> %% Fold %%
You’ve turned life or death combat into a form of entertainment. While other fighters focus on honing their skills to get the job done, gladiators combine martial prowess with crowd-pleasing. The only thing you love more than a good fight is a big audience cheering you on. You’ve learned to challenge your opponents to one-on-one combat and leverage your natural showmanship for advantage in combat.
#### ~~**Gunslinger**<sup>UAH</sup>~~ %% Fold %%
You are one of a rare new breed of fighters in the world. Gunslingers master the use of firearms as they wrestle with their place in society, wander the world, and settle personal grudges. These fighters use new technology to do battle, but the reasons they fight are timeless. Gunslingers live by a code, though whether that code gives them free reign to terrorize the local town or demands they protect it at all costs depends on the path they choose for themselves. When you live and die by the gun, you’re a gunslinger.
#### **!Seafarer**<sup>UAH</sup> %% Fold %%
The seafarer has gone by many a name, depending on the nature of their time upon the sea. Mariner, bluejacket, sea dog — all of these hearty sailors are tied together by a life on the waters and the trials it puts on through. The seafarer is not always the most practiced fighter, but what they lack in expertise they make up for in camaraderie. A sailor knows how to bond with their fellow crew to finish a task, and their shanty songs keep morale high through even the roughest battle.
#### **The Spirit Fused**<sup>(OTG)</sup> %% Fold %%
Those who take on the moniker of a spirit-fused fighter do not normally do so by choice but rather by circumstance. Because to become a spirit-fused fighter, you must first become the vessel of a dying spirit, a task that can’t be accomplished by choice, as no one truly understands how or why this occurs.
All that is known is that the spirit's mind and body have passed on, and its essence now coexists within the fighter, granting them abilities beyond the capability of a normal spirit. Those who can harness this power can channel the latent energy into objects, which produce a magical quirk or powerful attacks. These arcane tricks are how these unconventional warriors fight and are the reason they have garnered so much attention and interest on the island.
#### ~~**!Commander**<sup>(GTD)</sup>~~ %% Fold %%
Between the nations of Westemär, Elyria, and Caspia there have been countless wars fought. Many great knights, valiant soldiers, and powerful combatants have tested their mettle against man and monster alike. Amongst the brave there are always those who are born to lead, and the Commander is just that. They stand at the front of battle, uniting their allies and leading the charge against their enemies.
## Gunslinger or Gunfighter MCDX
Use VSS but keep gun building from ZGTTEOT and Maybe also transfer Moxie from ZGT?
Lvl 13 and 14
Quickdraw lvl 6 skill
HA GS lvl 5 skill lock n load and proficiency versatility
Lvl 11
Lvl 18
Mesh skills into gunslinger’s trance feature? Like use deadeye improvement from ha-gs and mix it with others? Replace VSS lvl 15 skill? Move lvl 18 to 15 and then replace 18
*Risk is in a gunslinger's blood. They are bold renegades, bucking tradition and forging a new path with dangerous and inelegant firearms. Gunslingers are infamous for surviving by their wits, relying on split-second timing and a considerable amount of luck to survive. (**Source: Valda’s Spire of Secrets**)*
*Black powder is not for the faint of heart. Its thunderous applause is volatile and imprecise—a barely controlled explosion directed at an enemy. Only the truly fearless seek to master it, for one must be mad or have nerves of steel to weather the risk of its use. But those who call themselves gunslingers are fearless combatants, hurling death from their guns in a roaring cacophony. Adapted for shootouts, gunslingers are mobile and daring, knowing that life or death hangs on snap decision-making and one's own mettle.*
### <u>Subclasses - Gunslinger’s Creeds</u> %% Fold %%
*Gunslingers have many features in common, but each of them walks their own path and follows thewir own code. This code, which gunslingers call a creed, embodies their core beliefs and informs their unique combat style.*
### *Valda’s Spire of Secrets* %% Fold %%
#### **Gun Tank Creed** %% Fold %%
Be bigger, be badder, and be tougher, and no man will stand in your way. You are a living siege engine, a titan of muscle, brandishing weapons most men are incapable of lifting. Armed with these devastating firearms, you wade into the field of battle, bombarding and destroying those foolish enough to approach you.
#### **Gun-Ko Master Creed** %% Fold %%
The ancient art of gun-ko is passed through generations of gunslingers who study the gun as a perfect weapon and meditate on its intricacies. This path is not for the impatient or the faint of heart, but those who practice it diligently make their guns an extension of themselves, learning to strike with the speed of a rifle and catch bullets out of the air.
#### **??High Roller Creed** %% Fold %%
Fortune is a fickle thing—unless you're a high roller. These gunslingers are master card sharps and dice throwers that mix their love of risk with their talent for gunplay. High rollers push their luck until it runs out, then push harder. Why settle for just a win when you could bet it all and win big?
#### **Musketeer Creed** %% Fold %%
You believe that camaraderie and glory go hand-in-hand, that you and your allies are undefeatable as long as you stand together. As such, you have trained with blades and halberds, so that you battle up close and personal. Your place is not supporting them from afar, but launching a single volley of shot before charging in, bayonet or cutlass in hand, that you might all succeed or fail as one.
#### **Pistolero Creed** %% Fold %%
Bullets are power, and you have long believed that more bullets equal more power. Your expertise is in delivering a hail of deadly fire to pulverize your enemies. Not every bullet needs to be accurate to make a difference.
#### **Sharpshooter Creed** %% Fold %%
A well-placed bullet is more powerful than a sword, arrow, or spell. Indeed, you believe that every violent conflict should sound like a single loud crack followed by a long silence. Such shots need to be delivered perfectly, even at range, for when they are done right, they are as deadly for the target as they are stupendous for the audience.
#### **Spellslinger Creed** %% Fold %%
Magic and guns aren't so different. If arcane power is like gunpowder and a spell is like a bullet, you are like a gun, directing your spells with precision at unfortunate targets. You mix the disciplines of gun and spell, sometimes loading arcane charges with your shots and firing streaks of lighting, frost, or flame in the wake of your bullet.
#### **Trick Shot Creed** %% Fold %%
Accuracy means different things to different people. For you, true accuracy isn't necessarily in hitting a target on the first shot, but might include hitting the mark after the bullet bounces around a dozen times. Your attacks are just as dangerous if they miss, or even after hitting their mark, as others' are while they're still in the air.
#### **White Hat Creed** %% Fold %%
Some gunslingers live by a code and expect others to do the same. These gunslingers, known as white hats, sometimes serve as agents of local or regional law but never hesitate to do what's right no matter what the rules say. Despite their affinity for deadly weapons, white hats prefer to keep their friends safe and take their enemies in unharmed—a preference they find their enemies aren't often inclined to oblige.
### *HeavyArms* %% Fold %%
#### **Beastrider Creed** %% Fold %%
A beastrider is born to the saddle, capable of taming any beast and riding any mount. While any fool can jump on an old mare, it takes more than reins and spurs to master a spirited beast. Living life fast, both literally and figuratively, the beastrider knows freedom tastes better at a gallop, and a loyal companion is worth more than gold.
#### **Enforcer Creed** %% Fold %%
Even in bad company, enforcers have a reputation for giving as good as they get, shrugging off blow after blow and returning tenfold. Yet it is not only their tenacity that makes them a valuable ally but also their keen insight; a knack for sniffing out the truth that is as dangerous to an adversary as any arms they bring to bear.
#### **Maverick Creed** %% Fold %%
Rulebreakers, groundbreakers, and, often, heartbreakers, mavericks are those loose cannons who dance on a razor's edge and live life like there's no tomorrow. Armed with a quick wit and quicker trigger, they're out to make a name for themselves no matter the cost—and to the Hells with anyone, or anything, that stands in their way.
#### **Preacher Creed** %% Fold %%
Whatever the raiment, symbols, and ceremonies of their faith, firearms are but divine implements in the preacher's holy arsenal. Faith is their greatest weapon, devotion their greatest strength. As enigmatic as the gods they serve, the preacher gives life with one hand and takes it away with the other.
#### **Revelator Creed** %% Fold %%
The revelator is the shield of the innocent and the sword of the just, seeking to uphold the law and punish the wicked. While some join organizations dedicated to eradicating evil, earning a rank and title from their order, others work alone, waging a more personal war, seeking to avenge a great wrong or defeat a terrible evil. No matter the method, no matter the reason, all are driven to a righteous cause. Where injustice persists, where iniquity dwells, the revelator comes.
## Illrigger
*The archdevils who rule the Seven Cities of Hell scheme endlessly. Each eternally plots to bring the others to heel—to ascend to the Throne of Hell, unite the Seven Cities and every infernal being living there, and lead an inexhaustible army of devils across the timescape until all worlds burn. These archdevils’ elite operatives are the illriggers. Knights, assassins, mages, and terror — commandos of Hell, illriggers command the battlefield, disrupt enemy factions, and carry out their archdevil’s infernal will. (**Source: MCDM**)*
*Together, they created the Order of Desolation—knights sworn to serve Hell first, their patron archdevil second. Those accepted into the Order of Desolation become comrades with every other illrigger, regardless of which archdevil they serve. Each archdevil has grand temples, underground fanes, secret societies, and sinister cults, all with leaders fanatically devoted to the archdevil who grants them their power. But the Order of Desolation stands above the petty political squabbles dividing the Seven Cities. Members of the Order of Desolation, also known as the Desolate, are expected to be intelligent, resourceful, tactical, and manipulative. The order was founded to give the archdevils capable agents who could act independently across the timescape, free from the direct control of their patron. An illrigger has many powerful abilities granted by their archdevil, but more precious is their patron’s trust. Each illrigger is expected to sow discord, pain, strife, deceit, and fear without instruction or supervision. It’s not unusual, therefore, for a Desolate to first rely on other order members—regardless of which archdevil they serve—before turning to an institution devoted to their own archdevil .*
### <u>Subclasses - Diabolic Contracts</u> %% Fold %%
*Those who walk the path of Hell may gain the powers of an illrigger purely through their own devotion. No oath is necessary, no mentor—a fledgling illrigger might not even be aware the Order of Desolation exists. But true acceptance as a Desolate means swearing an oath to a specific ruler of Hell. This usually requires a senior member of the order to perform an elaborate ritual, but a dedicated illrigger might attract the attention of an archdevil by doing deeds of great treachery on their own. At some point on the illrigger’s journey, be it through ritual or deed, they find themselves face-toface with one of the rulers of the Seven Cities. When they do, a contract must be signed in blood—usually the knight’s own. This binds the itinerant knight to the Order of Desolation and adds their name to the Lists of Hell .*
*Though this experience can be intimidating, the rulers of Hell are usually easy masters and ask little from their chosen. The busy rulers of the Seven Cities pay little heed to the daily lives of their illriggers. Even breaches of precepts are overlooked; as long as the knight sows discord and opposes the Celestial Host, they successfully advance Hell’s agenda.*
#### **The Ascended** %% Fold %%
*Architects of Ruin are cool and calculating arcane knights who serve Asmodeus, deploying spells, steel, and subterfuge to win at any cost.*
His Architects of Ruin work to make Hell’s enemies seem outnumbered and outmaneuvered. These illriggers are skillful spellblades on the battlefield, though some employ tactics such as research, infiltration, and propaganda to play mind games with their quarry. When an Architect of Ruin finally confronts an enemy, the advantage is theirs—they have studied, prepared, and gripped fate within their gauntlet, forcing it to favor them. They hungrily seek the dark arts to arm both themselves and Asmodeus with the impossible
#### **Hellspeaker** %% Fold %%
*The charismatic and manipulative Hellspeakers serve Moloch as they slip about the battlefield, coercing enemies into becoming unwitting allies.*
Moloch’s illriggers are silver-tongued enchanters, lulling his foes to complacency with sorcery and subterfuge until they wake and find themselves under the command of the Order of Desolation. These Hellspeakers train in the art known as the Red Cant or Hell’s Cant. By understanding their enemy and through weaving subtle sorceries into normal speech, Hellspeakers can make their foes feel, think, or do nearly anything to accelerate Hell’s victory.
Across the timescape, Hellspeakers enjoy a reputation as smiling rogues and swashbuckling villains. An asset in any negotiation, Hellspeakers know that in a world of lies, the truth can be as potent a weapon as steel .
#### **Painkiller** %% Fold %%
*The heavily armored death troopers of Hell, Painkillers serve Dispater, leading from the front of every major infernal battle.*
Dispater rules Dis, the City of War. When Hell invades another world, Dispater’s army does the fighting and dying. His Painkillers are master strategists who lead from the front, inspiring terror and awe in their soldiers. The imperious Painkillers are full of pride and hubris, and they often obsess over their personal appearance.
Though among the most chivalrous of the illriggers, a Painkiller’s gallantry is twisted. They accept and honor challenges to single combat, and swiftly punish any who try to interfere—but if losing, they don’t hesitate to cheat, and if winning, they arrogantly toy with an enemy before finishing them .
#### **Sanguine Knight** %% Fold %%
*The blood-knights of Hell, Sanguine Knights serve Sutekh, Lord of Blood. Their sorceries drain their enemies’ life force, pouring this stolen vitality into infernal rituals to turn the tide of battle.*
Sutekh rules Naraka, the City of Blood. Recognized As the greatest sorcerer in hell, he carries the title Of High Sanguinary and rules from the Temple Of Vitality. He is a master of blood magic, and His inner circle of priests and wizards are the Bloodliches, undead spellcasters whose corporeal Forms turned to ash centuries ago and whose bodies Are crafted from solid blood.
Sutekh’s illriggers all belong to a cult known as The Chalice of Vitality. Knights of the Chalice drink Deeply of their enemies’ essence, draining it to power Their magics .
#### **Shadowmaster** %% Fold %%
*The hidden assassins of Hell, Shadowmasters serve Belial and excel at stealth and disguise.*
Belial rules Gehennom, the City of Darkness. He strives to rule Hell through poison, torture, and assassination. His illriggers strike from the shadows or use deception to earn high-ranking positions close to powerful rulers. Many Shadowmasters run networks of spies and assassins who have no idea of the infernal provenance of their leader.
Shadowmasters are sworn not to reveal their true allegiance, and if need be, they must take their own lives to fulfill this oath. Many Shadowmasters prepare elaborate plans for their own assassination so that, should they risk discovery, their assassination obscures the truth. Of course, these killers never learn they were hired by their deceased target .
## Investigator
*There are forces more ancient than time, foes more sinister than the foulest men, and beings more titanic than gods. The world stands at a precipice of woe and terror, being threatened nightly by dark agents and hordes of monsters. At risk to their own lives and sanities, investigators penetrate the evil that creeps in the shadows and banish it from the world. Their battles are never-ending, for victory only delays doomsday another night. (**Source: Valda’s Spire of Secrets**)*
*Investigators track supernatural threats ranging from incorporeal spirits, to nefarious vampires and lycanthropes, to incursions of demons and devils. Often in their investigations, they often uncover secret cults and maligned individuals who bring these supernatural threats to bear. It is always their goal to impede these evildoers by any means necessary, resorting to trickery, guile, magic, and bloodshed when necessary. To an investigator, no tactic is unthinkable when the world is at stake.*
*Even as they strive to contain its influence from the world at large, investigators dabble in forbidden magic to give themselves an edge against supernatural threats. Prepared investigators keep a well-stocked grimoire of magical secrets, containing rituals, incantations, notes on monsters' powers and weaknesses, recipes for poisons, and arcane diagrams—everything needed to confront their foes on an even footing. Even so, an investigator's occupation is perilous. A grimoire might spell out a vampire's fear of sunlight and aversion to silver, but it does little to hinder their fangs.*
### <u>Subclasses - Occult Specializations</u> %% Fold %%
*Investigators of all stripes share thee broad goal of combating the occult, but their methods vary wildly. Some emphasize cutting down monsters and banishing demons, while others believe that uncovering secrets and compiling critical information is the surest method for eliminating supernatural threats. When an investigator gains enough experience, they can steer their approach, including their specific techniques they employ, and the trinkets they carry, into an occult specialization — a school of thought for handling eldritch threats.*
#### **[[Antiquarian Specialization]]** %% Fold %%
Festooned with magical trinkets from every corner of the globe, antiquarians have a tool for every occasion: silver arrowheads for lycanthropes, heartwood stakes for vampires, blessed relics for fiends, and so on. As they expand their collections from piles of trinkets to veritable museums, they become adept historians and arcanists, familiar with the story of every magic item their care, as well how to use them in dire situations.
#### **[[Archivist Specialization]]** %% Fold %%
Though most investigators fill their grimoires with hard-won knowledge borne from encounters with the supernatural threats, some prefer to do bookkeeping instead. Such archivists accrue knowledge, not trinkets, by spending untold hours digging through disparate tomes of occult knowledge and compiling them into encyclopedic texts on the supernatural. Through their research, archivists become academic masters of the arcane, and priceless reservoirs of obscure knowledge.
#### **[[Detective Specialization]]** %% Fold %%
Prowling at the edge of darkness, detectives chase down clues and pull on threads to unravel conspiracies which bring darkness into the world. Sometimes, this requires that you infiltrate a cult's secret meetings, other times it calls on you to reconstruct a man's last moments at a murder scene, but no matter what the mystery, you know that there is always an explanation.
#### **[[Exterminator Specialization]]** %% Fold %%
An exterminator suffers no monster to live. Trained in the art of slaying aberrations, fiends, and undead, you stand against evil where others falter, and draw your blade before others recognize a threat. Grand schemes and plots are less important than retribution against those monsters which stalk the night, and your thirst for such retribution is unquenchable. There is always another werewolf to be slain, another vampire to be staked, another demon to be banished; people rarely thank you, but you find satisfaction enough in your work.
#### **[[Inquisitor Specialization]]** %% Fold %%
The church has long been the first line of defense against the tide of impending darkness. Yet, the clergy's stubborn devotion to righteousness impedes them where it counts: you must sometimes be willing to do evil to counter evil. That's where the inquisition comes in.
As a righteous inquisitor of the faith, you are tasked with rooting out heresy, exorcising demons, and stamping out any sign of the occult, and are offered clemency for any action you take in the defense of the greater good. You may investigate anyone or anything you deem to be in line with the forces of evil, for you alone are a holy blade in the dark, the arbiter of your church.
#### **[[medium|Medium]]** %% Fold %%
As conduits between the living and dead, mediums offer an essential glimpse past the veil of mortality. Using their auguries, seances, and divinations, mediums can retrieve morsels of information from the afterlife to settle debts with the living or and assist ongoing investigations. This information, however cryptic, can point an interested party toward clues or evidence which only the deceased might be able to provide.
#### **[[Occultist Specialization]]** %% Fold %%
Vampires, demons, lycanthropes, and aberrations all have one thing in common: they are all magical threats, best combated through magical means. To meet these foes on a level playing field, occultists indulge in arcana, filling their grimoires with magical secrets and mastering a handful of spells. Occultists are the most likely investigators to cavort with warlocks, borrow tricks from wizards and magicians, and dabble in dark magic to defeat their foes.
#### **[[Spy Specialization]]** %% Fold %%
Infiltration, disguise, and lying through their teeth: these are the principle skills of a spy. A talented spy rarely ever needs to draw a dagger to silence someone, for their honeyed words and agreeable disposition are all that is needed to draw out someone's secrets. Of course, when they do strike, it is decisively and without warning. Such skills are invaluable for governments and organizations of all varieties, for stealing confidential information, sabotage, monitoring persons of interest, and everything in between.
## Jaeger
*Jaegers are defined by their efficiency in battle, using their mastery over both steel and gunpowder to lay waste to all who oppose them. More than just soldiers, their skills represent the last wall of defense of a world fated to extinction; they are unstoppable and unbreakable. They strike fear in the heart of their foes, and bring hope to those they protect. (**Source: Steinhardt’s Guide to the Eldritch Hunt**)*
*One who hunts beasts is a "hunter", as they are commonly called by civilized society, but few hunters have the jaeger class. Coming from all walks of life, jaegers blend in with their communities, only unleashing their abilities in times of need. They act as guardians for people who are unable to defend themselves, and they serve as the bloody sword of vengeance in a world that is hell-bent on destroying itself. Jaegers thrive in the savagery of the hunt. Their reflexes more honed than that of mere mortals, jaegers are capable of dodging the most vicious of blows and using that momentum to drive their blade deep into the heart of their prey. A jaeger's thirst for battle is endless; only in inaction can they experience fatigue. They are the perfect weapon against the nightmarish tides of beasts. Amidst this chaos, jaegers are the first to charge into battle so that their brothers and sisters can survive to live another day.*
### <u>Subclasses - Jaeger Chapters</u> %% Fold %%
*Jaegers rarely leave their home city; they would rather die than see it fall to the scourge. Following the jaeger's creed—'survive together, or die together'—they never hunt by themselves unless forced to. The nights can be brutal and the beasts are relentless; against such a ferocious onslaught, only a united front can hope to survive. As a result, jaegers are aware of the importance of teamwork and never charge into battle alone, save to retrieve fallen allies. The bonds formed during the hunts are stronger than those of many families. Blood is thicker than water, and the gods know that blood is shed when the hunt rages on.*
#### **Absolute Chapter** %% Fold %%
Jaegers of the Absolute Chapter aim for the perfect hunt: to kill their prey without suffering a single hit. Quick hands, quick feet, and quick minds, they never stay still—always one step ahead, always striking with lethal accuracy. They are masters of their craft, refining the core techniques of a jaeger to absolute perfection. Members of the Absolute Chapter are respected by their allies and feared by their enemies.
#### **Heretic Chapter** %% Fold %%
The Heretic Chapter's jaegers are despised by both religious organizations and their adherents. In a world where acts of faith are required to harness divine powers, these jaegers instead rip these powers from the very gods, tearing away their divine fabric. Through blasphemous rituals, strange ingestions, and direct grafting of powers onto their souls, heretics bind the powers of greater beings to their will. This is a path that calls for a certain madness that is only found in the most ardent of hunters, those who feel the burning need to reach the pinnacle of power and will do anything to achieve it. Some seek such power for its own sake, but most want it to put an end to the nightmare.
#### **Marauder Chapter** %% Fold %%
A jaeger of the Marauder Chapter embodies raw slaughter. Vengeance, wrath, and death, all rolled into one swing that never ceases, endlessly scything through monsters, leaving a bloody wake of destruction. Each marauder is a symbol of the Chapter's determination and ferocity, striking fear into the hearts of their enemies with every swing of their weapon. They are unstoppable warriors, driven by a thirst for vengeance and the need to protect humanity from the monstrous hordes.
#### **Salvation Chapter** %% Fold %%
A divine force endows jaegers of the Salvation Chapter with the ability to defend the world from the horrors, purging evil with one hand while saving the innocent with the other. Favorites of the Radiant Church, they are the light of hope in the darkness where evil dwells. Members of the Salvation Chapter know that prevention is always better than cure, and that murder is the most effective method of prevention. In their zealous righteousness, they offer hope of sanity and sanctuary to those that stand with them in their war against the tides of madness.
#### **Sanguine Chapter** %% Fold %%
In order to strengthen themselves, jaegers of the Sanguine Chapter rely on the essential essence that is blood. They achieve resilient states of unnatural life and feed their powers with the fruits of their violence. Although some may consider them to be monsters in and of themselves, when faced with the horrors that lurk in the dark recesses of the world, sentiment quickly changes. A jaeger's abilities can hold the line and preserve the tenuous flame of life when it should have long since been extinguished, keeping themselves and their allies alive while draining the strength of their adversaries in an endless crimson parade of blood.
## Justiciar
*Justiciars are a unique mix of soldier and lawyer. They serve the Arcane Court, an independent, nation-neutral magical law agency whose jurisdiction is spellcasters and magical beings. These arcane law officers spend years in study and training to reach peak physical, mental, and magical conditioning, and it shows when you run afoul of them.(**Source: DM’s Guild**)*
*Every justiciar is an officer of the Arcane Court, but begins life in the organization as a mere student, learning all manner of minutiae in not only magical law, but the strengths and weaknesses of all manner of magical creatures she can expect to encounter in the outer world. After passing extensive tests on these materials, the student advances to martial training, applying her knowledge of all manner of creatures to practical applications of how to subdue and slay them, and learning in what situations it is appropriate to do either. Only after completing long years of both these trainings is a student adopted into the Arcane Court as an apprentice, a role in which she is allowed to journey into the wide world as a representative of the Court, and begin practicing a justiciar’s unique style of arcane pursuits.*
### <u>Subclasses - Court Divisions</u> %% Fold %%
*The Arcane Court acts as an independent law-enforcement, court, and correctional system for magic users and magical entities. The organization’s general neutrality serves to make it a trusted body by most nations, despite it having no alliance or ties to anyone. The Court is broken into several divisions that each serve a purpose within its judiciary system, the members of which are each trained in martial combat and battle magic, in addition to the scripts of law, in case justice needs to be dispensed on the road. Most of the Court’s work involves sending individual justiciars to wander the planes and prevent otherwise unreported crimes. Certain matters, however, require that a creature be brought back to face trial in one of the Court’s headquarters. Such creatures are offered two choices of trial: judgment in court by a high-ranking justiciar who has been distinguished with the rank of Judge, or a trial by combat.*
#### **Defense Division** %% Fold %%
This division’s primary responsibility is to represent accused creatures in trials presided over by a Judge. They can also be hired by expeditions to act as escorts and protectors.
#### **Enforcement Division** %% Fold %%
This division’s primary responsibility is the tracking and subdual of wanted criminals, and the investigation of crime scenes. They can also be hired as private detectives to locate and retrieve missing persons and objects.
#### **Execution Division** %% Fold %%
This division’s primary responsibility is to execute creatures found guilty by a Judge, creatures whom the Judge believes are incapable of reformation. Though a justiciar of any division can be called upon to take part in a trial by combat, members of this division are most likely to receive the order. They can also be hired to slay creatures that are plaguing settlements.
#### **Prosecution Division** %% Fold %%
This division’s primary responsibility is the investigation and prosecution of accused creatures in trials presided over by a Judge. They can also be hired by local governments and groups to mediate disputes and explore unknown areas.
#### **Reformation Division** %% Fold %%
This division’s primary responsibility is to oversee the correction of prisoners a Judge has determined can be reformed. They most often do so by magically linking with the creature and showing them the correct behaviors by having the creature fight alongside them as an ally. They can also be hired to capture and transport problematic individuals.
## *Magus*
*Known by many names throughout the multiverse, those who are able to wield both sword and spell are collectively known as Magi. Rather than dedicate their lives to studying arcane magic or mastering martial techniques, Magi are dedicated to a middle path. Though they may never command the earth - shattering magic of an archmagi, or go toe to toe with a true master of the blade, a Magus is able to master a unique form of arcane combat only used by the members of their Order. Their signature style of magic allows them to channel spells through their weapon strikes, sense the presence of arcane magic in the world around them, and even strike the weaves of spells from the air before they can take effect.* Either LaserLlama or DM Guild, skim classes for mechanics but use KT SPellblade instead
*Magi are mystical warriors who blend martial prowess with esoteric knowledge and spellcasting. Magi balance the pursuit of personal goals and relationships with their obligations to pursue the goals and ideals of the eldritch societies they belong to. Although their backgrounds may sometimes set them at odds against one another, magi are united by their commitment to a cause greater than themselves and a drive to master their magical abilities.*
### <u>Subclasses - Eldritch Societies / Esoteric Orders</u> %% Fold %%
*The magic of the Magi is not something everyone can learn. Over time, these arcane warriors have organized themselves into clandestine societies, content to operate in the shadows. Potential Magi are often identified from a young age and are inducted into an Order only after they have proven their skill and dedication. While some Orders are more secretive than others, nearly every Order of Magi is thought to be nothing more than legend to the vast majority common folk. As Magi rise through the ranks of their secret society, they are expected to infiltrate and form relationships with those in positions of power. They often set themselves up as personal advisors, guards, and consorts to influential nobles, powerful archmagi, and wealthy merchants. Though Magi may form relationships, their primary loyalty is always to their Order.*
#### **Arcane Order Society** %% Fold %%
The Arcane Order is an eldritch society built on mentorstudent relationships. While the Order is unified in name, each member tends to operate alone or with only their mentor or apprentice—though in times of extreme circumstance, members will come together to face grave, large scale threats. Each magus of the Arcane Order takes a unique philosophical approach to their teachings, often adopting or adapting the ideals of their mentor. All scholars of the Arcane Order, however, emphasize exceptional technique and approach magic as an art to be mastered.
#### **Primordial Seal Society** %% Fold %%
The Primordial Seal claims to be an ancient order responsible for the ongoing safety of the material realms. According to their own lore, the material realms were–in ancient times–constantly besieged by the elemental realms until a seal was placed, forever separating them from one another. Today the magi of the Primordial Seal travel the land to ensure the old magics hold up and to gather power for the dreaded day the seal fails.
#### **Sylvan Circle Society** %% Fold %%
Magi of the Sylvan Circle are drawn together by their reverence for the natural world. Members of this eldritch society become magi to protect sacred lands and creatures. Although this society is more informal than others, magi of the Sylvan Circle meet with one another regularly in small groups they call covens to discuss matters of local or regional concern and share information.
(LaserLlama)
#### **Order Of Arcanists**<sup>(LL)</sup> %% Fold %%
Magi who join the Order of Arcanists often find themselves in the service of Wizards and other learned practitioners of the arcane arts. While most Magi only study magic for its uses in combat, those who join this Order explore the broader uses of arcane magic, and will go so far as to keep a spellbook and learn rituals that will aid in their quest for knowledge.
#### **Order Of Arcane Archers**<sup>(LL)</sup> %% Fold %%
Originally founded by a sect of elvish mage hunters, the Magi known as Arcane Archers are masters of bow, arrow and spell. While most Magi thrive in close-quarters combat, Arcane Archers strike at foes from afar, raining magic arrows down on foes. Most members of this Order are guardians, but some Arcane Archers strike out as adventurers.
#### **Order Of Dragon Knights**<sup>(LL)</sup> %% Fold %%
Magi of this legendary Esoteric Order have their soul bound to a Draconic Companion. Using ancient magic, they infuse their Companion with draconic might beyond its years, and should their bond grow strong enough, they can mount their Draconic Companion, becoming a Dragon Knight of legend.
#### **Order Of Blade Dancers**<sup>(LL)</sup> %% Fold %%
The Magi known as Blade Dancers dedicate their lives to the art of the Blade Dance. This mystical trance allows the Magi to empty their mind of all emotion and distraction to become one their blade. Masters of this trance are deadly whirlwinds of arcane power and savage steel in battle. Typically, Magi of this Order take on a single apprentice, teaching them, and only them, the secrets of their Order.
#### **Order Of Spellbreakers**<sup>(LL)</sup> %% Fold %%
Magi who join the Order of Spellbreakers are known for their ruthless dedication to achieving their goals. This fraternity of arcane warriors and mage hunters use their Order's abilities to slay any who abuse magic power. While most Spellbreakers are discerning as they deliver judgment, some swear an oath to destroy any who utilize the arcane arts.
#### **Order Of Warders**<sup>(LL)</sup> %% Fold %%
Magi who join the Order of Warders almost always do so for noble reasons. Combing their talent for the arcane with their signature style of defensive combat to serve as guardians for mages, nobles, and other important figures. While they are ultimately loyal to their Order, Warders make fierce friends and will stand side by side with their allies against any foe.
#### **Order Of Armorers**<sup>(LL)</sup> %% Fold %%
Magi of the Order of Armorers claim to be the students of the original Magus, the creator of the enchantment which would become the Arcane Armory. While every Order now shares in the knowledge of this enchantment, only Armorers can use it to its fullest potential. These warriors learn to summon their Arcane Armory as deadly projectiles for use in battle.
#### **Order Of Conduits**<sup>(LL)</sup> %% Fold %%
Strange and esoteric, even for Magi, the Order of Conduits is a sect of warriors who combine the arcane techniques of the Magi with martial arts. By mastering their physical body, they learn to infuse themselves with arcane power, channeling the wondrous magic of the Magi directly through their physical form. Where other Magi must rely on their Arcane Armory, those known as Conduits rely on nothing but their fists and inner arcane power to overcome their foes.
#### **Order Of Hexblades**<sup>(LL)</sup> %% Fold %%
Often arising around powerful sentient weapons, the Magi known as Hexblades augment their considerable skill in combat with sinister curses. Wielding the dark powers of the Shadowfell, these warriors wander the world siphoning the life-essence from worthy foes and deadly monsters in order to bring their own sentient weapon into being. For this occult quest, a Hexblade will stop at nothing to meet another skilled warrior in battle.
#### **Order Of Shades**<sup>(LL)</sup> %% Fold %%
The secretive Order of infiltrators, assassins, and spies, these Magi use their clandestine abilities to end conflict before they begin. Known as Shades, these warriors specialize in illusion magic and thrive under the cover of shadow. Shade Magi will only strike when they know their success is assured.
#### **Order Of Spellblades**<sup>(LL)</sup> %% Fold %%
Exceptionally rare, even among Magi, members of the Order of Spellswords master both advanced swordplay and magic. They dedicate their life to the pursuit of excellence in combat and little else. Combining the secret magic of their Order and advanced martial techniques, there are few warriors that can match the enchanted blade of a Spellsword in direct combat.
#### **Order Of Travelers**<sup>(LL)</sup> %% Fold %%
Practitioners of what many consider a forbidden ninth school of magic, Magi of the Order of Travelers augment their skills with Chronomancy magic, the magic of time. As they grow in their understanding of these secret magic, Travelers become increasingly detached from their place in time, and turning to become strange wanderers who safeguard the flow of time. Legends speak of Travelers so skillful in their use of time magic who can conjure future versions of themselves to aid in combat and offer cryptic knowledge from the future. How will your Traveler Magus safeguard the flow of time?
## Monk
*Monks make careful study of a magical energy that most monastic traditions call **ki**. This energy is an element of the magic that suffuses the multiverse — specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.*
*Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.*
### <u>Subclasses - Monastic Traditions</u> %% Fold %%
*Isolated and self-sufficient, monasteries house sagacious orders of monks that train their bodies and minds with traditions of discipline. The traditions of each monastery differ, but each believes in the internal energy called ki, which flows through the body like a river, separating into streams and tributaries that reach every extremity. Through training and focus, a monk can understand and control their flow of ki, becoming one with their body and mind. Through this unity, they might find serenity in the life and peace in the next.*
#### **Way Of the Open Hand** %% Fold %%
Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
#### **Way Of the Shadow** %% Fold %%
Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves’ guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
#### **~~Way Of the Four Elements~~** %% Fold %%
You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.
Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
#### **Way Of Mercy** %% Fold %%
Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.
Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
#### **Way Of the Astral Self** %% Fold %%
A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
#### **Way Of the Drunken Master** %% Fold %%
The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
#### **Way Of the Kensei** %% Fold %%
Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.
A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
#### **!Way Of the Sun Soul** %% Fold %%
Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
#### **Way Of the Long Death** %% Fold %%
Monks of the Way of the Long Death are obsessed with the meaning and mechanics of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a deadly fighting style.
#### **!Way Of the Ascendant Dragon** %% Fold %%
The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.
#### **Way Of the Bow**<sup>(VSS)</sup> %% Fold %%
Monks that follow the Way of the Bow find serenity in the perfect, precise arc of an arrow in flight. You have been trained in archery on horseback, to fire a bow while blindfolded, and to pinpoint the wings of insect in flight. As you attain peace and oneness with your arrow, no feat of archery will prove to be beyond your grasp.
#### **Way Of the Flagellant**<sup>(VSS)</sup> %% Fold %%
The Way of the Flagellant teaches an extreme, sometimes heretical, view of asceticism: peace comes through suffering, purity through pain. Its practitioners shun all indulgences and embrace pain to harness their ki, isolating themselves further from the material world. As such, these monks often carry their eponymous flails and whips to use on both themselves and their foes. Their pain is a mortal penitence and an act of focusing, letting them block out all else and manipulate their key with expert intent.
#### **Way Of the Four Fists**<sup>(VSS)</sup> %% Fold %%
Through the careful manipulation of their ki, monks of the Way of the Four Fists strive to emulate the unusual fighting style of the legendary Monkey King. As they progress in their training, these monks undergo a magical transformation, slowly gaining more simian features. In combat, a master of this monastic tradition is a whirling, leaping blur of elbows, fur, and fists.
#### **!Way Of the Mask**<sup>(VSS)</sup> %% Fold %%
When you put on your mask, you are not an ordinary (albeit impossibly handsome) commoner anymore; You are the greatest wrestler the world has ever known. You'll wrestle anyone — or anything — that comes within arm’s reach. Sometimes you wrestle inanimate objects just to prove that you can. That one time you wrestled an owlbear? Totally happened. For real.
People come from all around to get a shot against you, to unmask you and take your championship belt. Everyone wants to beat the champ; too bad no one ever will.
#### **Way Of the Rose**<sup>(VSS)</sup> %% Fold %%
One of several flower-themed monastic traditions practiced in the Feywild, the Way of the Rose emphasizes the importance of love and compassion in all things. Although the monastery is closely associated with the Rose Court, all are welcome to join, including human visitors from the material plane.
#### **Way Of Street Fighting**<sup>(VSS)</sup> %% Fold %%
The Way of Street Fighting is an urban discipline founded on necessity, whose blindingly fast, unique brand of martial arts has been honed and perfected in back-alley brawls and tournaments alike. Monks who adopt this relatively new technique place comparatively little value on spiritual enlightenment and karmic balance; the thrill of split second timing, rapid combos timing and decisive knockouts strive them to become the best combatants in the world.
#### **Way Of the Bloodied Fist**<sup>(UA)</sup> %% Fold %%
Monks of the Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries practice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate. Many monks of this tradition are covered in scars - some self-inflicted in their training, and others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.
#### **Way Of the Eight Gates**<sup>(RGYR)</sup> %% Fold %%
Monks of this order strive for meaning and perfection through mastery of the Eight Gates, internal loci of spiralling energy through which ki is channeled. By way of personal contemplation and intense training, each gate can be opened in turn, and once brought into harmony, allow for a stronger channel of ki and the ability to push one’s body beyond mortal limitations. Those who follow the Way of the Eight Gates might be hermits, retreating from the chaos of the wider world and to a place of contemplative isolation. Others may be wanderers, embracing and celebrating all experiences, believing this to be the path to internal harmony. In any case, monks who walk this path eschew organized religious and spiritual practices, preferring to carve their own path of potential, freedom, and growth .
#### **!Way Of the Fire Dancer**<sup>(SGEH)</sup> %% Fold %%
The fire dancers carry an almost extinct tradition. Once a trading group, they considered themselves a family of a single creed: “Those who harm us will bathe in flames." This nomadic group of seasoned warriors welcomed all walks of life, regardless of origin, status, or influence; as long as one conducted oneself with respect towards their fellows, the caravans would open their door. Their ironclad creed and welcoming nature was their downfall.
#### **Way Of Concordant Motion**<sup>(TOH)</sup> %% Fold %%
The monks of Concordant Motion follow a tradition developed and honed by various goblin and kobold clans that favored tactics involving swarming warriors. The tradition combines tactical disciplines designed to encourage groups to work as one unit with practical strategies for enhancing allies. Where many warrior-monks view ki as a power best kept within, the Way of Concordant Motion teaches its followers to project their ki into their allies through ascetic meditation and mental exercises. Followers of this tradition value teamwork and promote functioning as a cohesive whole above any search for triumph or glory.
#### **~~!Way Of The Dragon~~**<sup>(TOH)</sup> %% Fold %%
You have studied at a monastery devoted to dragonkind. Warriors trained in these places adapt their fighting styles to match the dragons they hold in such esteem. They are respected and feared by students of other traditions. Once they are trained, followers of this Way travel far and wide, rarely settling in one place for long.
#### **~~Way Of the Humble Elephant~~**<sup>(TOH)</sup> %% Fold %%
Like their namesake, monks of the Way of the Humble Elephant are respectful and accommodating. A large part of their training involves traveling through their home region and assisting local farmers and common folk with problems ranging from rebuilding burned homes to dispatching troublesome bandits. In areas where their Way is known, adherents are welcomed into the community and their needs are seen to in exchange for the host of benefits their Presence brings to the community.
#### **~~Way Of Still Waters~~**<sup>(TOH)</sup> %% Fold %%
Monks who follow the Way of the Still Waters are like placid mountain lakes; they are still and calm until some outside force disrupts them and forces a reaction. Many adherents live a pacifistic lifestyle and never seek conflict. When strife finds them, though, they deal with it in a swift and decisive use of power and grace.
#### **~~Way Of the Tipsy Monkey~~**<sup>(TOH)</sup> %% Fold %%
Monks who practice the Way of the Tipsy Monkey lurch and waddle across the battlefield, seeming to be too intoxicated to comport themselves. Their school of fighting is typified by its low-standing stance, periods of swaying in place punctuated with bursts of wild, staggering movement, and the disorienting manner in which they seem to never be in the place they appear to be standing.
Despite the name of their style, monks of this Way often abstain from drinking alcohol, though they are not prohibited from doing so. Many do, however, display traits of their patron monkey in their love of jests and their easy laughter, even in the most fraught situations.
#### **Way Of the Unerring Arrow**<sup>(TOH)</sup> %% Fold %%
The inner peace of contemplation, the artistry of focused breathing, and the calm awareness which leads to pinpoint accuracy all contribute to the Way of the Unerring Arrow. Some are dedicated soldiers, others walk the path of a wandering warrior-mendicant, but all of them hone their art of self-control, spirituality, and the martial arts, combining unarmed combat with archery. Select this tradition if you want to play a character who is as comfortable trading kicks and blows as they are with snatching an arrow from the air and firing it back in a single motion.
#### **Way Of the Wildcat**<sup>(TOH)</sup> %% Fold %%
Monks of the Wildcat train relentlessly to incorporate speed, acrobatics, and precision strikes to exert control over the field of battle and foes alike. They learn techniques that emulate the grace and agility of felines, including reflexively avoiding blows and bounding between opponents with ease. Embodying the Way of the Wildcat requires intense devotion, endless practice, and no small amount of daring.
#### **Way Of Devils**<sup>(TCEE)</sup> %% Fold %%
Monks of the Way of Devils are part of an ancient and unholy order, one dedicated to serving the legions of devils in their war against the demons of the abyss, as well as serving their infernal masters’ interests on the Material Plane. Whereas most monks train in the art of self-defense, those of the Way of Devils focus on inflicting punishment and controlling their enemies. It is said that the first of these monks were Duergar, newly bound into pacts with Asmodeus and willing to wield his devilish chains over the prospect of becoming chained themselves.
#### **!Way Of the Cosmic Mind**<sup>(TCEE)</sup> %% Fold %%
Monks of the Way of the Cosmic Mind learn to harness their ki to create fantastical telepathic and telekinetic effects. Githzerai are among this tradition’s most common practitioners, but followers can be found throughout many peoples across many planes. All creatures have latent innate psionic abilities, but very few ever unlock the secrets which lie beyond sentience. Monks who dedicate their lives to the mastery of their own mind eventually learn to produce incredible telepathic and telekinetic effects.
#### **Way Of Mundanity**<sup>(TCEE)</sup> %% Fold %%
There are those who study the arcane as a means to change the world around them. There is a certain arrogance in that concept, so in order to maintain balance there exists a group dedicated to preservation of the natural and the mundane. Monks who follow the Way of Mundanity use both the study of magic and the mastery of their own internal energies to battle those who use the arcane.
#### **!Way Of the Iron Grasp**<sup>(TCEE)</sup> %% Fold %%
Balance is lost when one disrupts the livelihood of another. Monks of the Way of the Iron Grasp are taught to establish safety and order within their sphere of influence, training relentlessly in martial techniques to pin down foes and protect allies. Many of this tradition wear gauntlets that they forge themselves as a symbol of their dedication and ideals.
Monasteries that teach this tradition often act as militias for nearby settlements or as a council that oversees and rules adjacent villages and towns. The heads of these monasteries offer respect towards even the lowest of peasants, but have no tolerance for troublemakers. Still, they risk life and limb to hold the peace when external threats arise, regardless of who needs protection.
#### **!Way Of the Warshaper**<sup>(TCEE)</sup> %% Fold %%
Form is fluid. Shape is a weapon. Release yourself from the constraints of your body and you can become made for war. Thus teaches the way of the warshaper, whose members learn how to alter their form on the fly. Though they do not focus on the full transformations that a druid’s wild shape might, they can grow claws and teeth, flow around attacks, rebuild their shattered body, and other similar changes. Monks who follow the way of the warshaper are often forthright defenders of the downtrodden, but not always. Their control over their own form can make them relentless, terrifying hunters able to infiltrate past defenders and terminate their targets without fail.
#### **Way Of the Deep Winter**<sup>(FCG)</sup> %% Fold %%
Monks of the Way of Deep Winter are avatars of cold. Whether they were gifted abilities by the royalty of the Unseelie Court or the gods of the Material Plane, these monks embody the impartial disinterest of winter. Monks of this tradition use low temperatures as their ally, striking with deft swiftness like the winds of a blizzard.
Some communities accept monks of this tradition as distant protectors, while others look on them as omens of death and unfavorable weather. For these monks, fear and respect are one and the same, and they use the feelings of those around them as tools to their ends.
#### **Way Of the Living Weapon**<sup>(EE)</sup> %% Fold %%
A monk following the Way of the Living Weapon pursues physical perfection, honing their body as a smith sharpens a sword. Its traditions are drawn from cultures of shapeshifters and creatures who fight with tooth and claw. These are a few of the martial techniques that have evolved into the Way of the Living Weapon.
#### **!Way Of the Bestial Mimesis**<sup>(ECHH)</sup> %% Fold %%
Some monks are captivated by the animals that prowl outside their monastery walls. They feel a deep, primal connection with the beasts as they watch them hunt and fend off other predators. Over time, this fascination grows and they begin to mimic them, to distill the essence of their movements and learn to move as the beasts do. In the process, they unlock something most of us have long forgotten, that we all hold a primal animal deep inside us, just waiting to be let out.
#### **Way Of Crescent Flow**<sup>(ECHH)</sup> %% Fold %%
Life is a dance, the greatest dance, and its rhythms are all around us. Stay still and feel them inside you. Move with them and move against them. Learn to weigh your strikes against both the relentless patter of new life and the heavy pull of stillness and night. Simply exist in these until the essence of the dance is known to you.
Combos, beats, and pauses. Fighting is rhythm down to its core. Footwork patterns and the speed of your strikes. Listen and hear. Open yourself and live in the flow. Embrace it, but don’t succumb to it. Ride it and make the accents your own. Never be complacent and never be caught in repetition for too long. The rhythm has to flow around and through you. It has to speak slowly at times and be full of speed and vengeance at others.
Never stop listening. All living things have their own rhythms, competing to be heard. Always be aware of those around you. Learn to strike through them, to break those rhythms. Never dance their dance. Control the rhythm and you control the fight. Your rhythm will change dynamically as you yourself change, and as combat changes, but it is always your own. Control the flow.
#### **!Way Of the Streets**<sup>(CCS)</sup> %% Fold %%
Monks of the Way of the Streets learn their techniques not through traditional monastic training, rather, they learn to defend themselves on the streets, taught by those they fight and others who must similarly fight to survive. They use these techniques not only in street brawls, but also in underground fighting tournaments, where monks of this way have made a name for themselves as powerful warriors capable of unleashing devastating combos.
#### **Way Of the Soul Blade**<sup>(KT)</sup> %% Fold %%
Monks of the Way of the Soul Blade are monks who have learned to harness and focus their ki, using their inner will and focus to control psionic powers—primarily into a blade of pure psionic power: a Soul Blade.
#### **Way Of the Demon**<sup>(KT)</sup> %% Fold %%
Way of the Demon Monks are those that channel demonic power to unleash special techniques. These techniques are often vicious and brutal, relying on raw power. Using them may corrupt a Monk's Ki to something dark and impure, causing others to shun them.
Many on this path have fallen to it out of pursuit of power, a dark history, or a demonic nature, but even if their powers may seem evil, not all that wield it are evil themselves. Sometimes a righteous monk will have acquired these powers from a strange path, such as sealing something demonic within themselves to protect the world from it, or be an inheritor of the techniques will seek to use them for good.
#### **Way Of the Outcast**<sup>(KT)</sup> %% Fold %%
An Outcast is a monk that has lost their Way. Trained in the basics of the style, they have abandoned the rigorous discipline and philosophy of their tradition, and are usually now enrolled only in the school of hard knocks.
Having been trained in the fundamentals of the art of ki, these monks choose as often as not to apply that art to tavern brawls and street fights. Much to the horror of many more formal monks, their rough and tumble lifestyle tends to be a solid source of further training.
#### **Way Of the Sword Saint**<sup>(KT)</sup> %% Fold %%
Monks of the Way of the Sword Saint train in dedication to mastering a level of weapon expertise that surpasses normal limitations. They can strike like the wind, step into the sky, or even sunder stone. Though they most often treat their mastery of the weapons as an art, seeking spiritual understanding through martial perfection, turning this art to more practical ends can result in very deadly encounters for their foes.
#### **~~Way Of Atonemen~~t**<sup>(XLNEE)</sup> %% Fold %%
Monks of the Way of Atonement seek absolve themselves for their past transgressions, sins, and current indiscretions by giving up their possessions and atoning through peaceful and selfless service. Seeking not the zealot’s path, they believe that through calming and controlling their fervor, they can bolster the universal well-being of all mortal creatures. These monks seek to protect delicate balance struck by the presence of the pantheons and strike out in malice only to defend those who can’t defend themselves from the greater evils that lurk within this realm and beyond.
#### **~~Way Of Empathy~~**<sup>(XLNEE)</sup> %% Fold %%
Monks of the Way of Empathy follow the tradition instilled with compassion for all living beings. While their training includes martial practice as a form of selfdiscipline, their teachings also focus on a healing art of rare form, known as Empathy. Using these techniques, they learn to manipulate the ki to transfer malady and pain from another to themselves. Some members of this tradition dedicate themselves to the sick and the poor, while others find their calling side by side with soldiers, rehabilitating the fallen in battle. Their scars might telltale of thousands of warriors, without ever feeling the cold of steel against their own flesh.
#### **Way Of the Dodo**<sup>(BoE)</sup> %% Fold %%
The very last dodo absconded into the Feywild and thrived in the nonsense land beyond. Before long, it learned to speak and manipulate the magic of the twilight realm just as well as fey. Visitors came to see the magical endling and an order of monks rose to learn its teachings and defend it from harm.
Those who follow the Way of the Dodo focus their ki by expanding their consciousnesses and engaging in psychedelic trances. With a touch, they can send others into technicolor hallucinations borrowed from their erstwhile master’s Feywild magic.
#### **Way Of the Black Star**<sup>(CFSA)</sup> %% Fold %%
The night sky has offered peace and solace in times of turmoil, exposing the insignifigance of those who walk upon the earth, yet you do not call out for peace. Yopur meditations have taken you to the void where the Fallen Exile once shined, filling your spiriti with a blackened and sorrowfull power. This may have come to pass by the intervention of the Exile, spiritual enlightenment you have sought yourself, or the teachings of a master who has traveled this dark path.
Regardless if your original intention, your ki has been corrupted by this unnatural void within the cosmic order, granting you the ability to draw it forth to form a deadly weapon of light and eerie blackness. Fueling your techniques with the anguish of your foes, you strive ever closer to understanding the secrets within the eternal black star that lies at the center of the cosmos.
#### **!Way Of the Noble Serpent**<sup>(CFSA)</sup> %% Fold %%
By lineage or accident of fate, spiritual enlightenment or inner turmoil, m you’ve taken your first steps down the path of a servant of the Serpent Empress, a ruler from beyond the planes whose power rivals the gods themselves. Residing in her palace of gold and turquoise, her imperial majesty sleeps in solitude for countless ages, traveling slowly between the planes. When her palace arrives upon a new world and she awakens, her reign of cruelty commences. Your style of martial arts has been taught to you by one of her handmaidens or was discovered in scrolls containing these forbidden techniques that were left behind when the Empress departed from your world ages ago for unknown reasons.
#### **~~Way Of the Artisan~~**<sup>(LAL)</sup> %% Fold %%
To a monk who follows the Way of the Artisan, taking raw materials and giving them shape and purpose is considered the noblest of pursuits. The act of creation is the purest form of meditation, an exercise in creativity and discipline that hones both mind and spirit, leading the craftsman on a never ending journey of self-discovery.
An adherent of this philosophy seeks true perfection in their craft while accepting that this is a fundamentally unachievable goal. What matters is that they grow and improve themselves along the way, creating art and tools that better the world in the process. In this manner, artisan monks are much like the objects they craft, for they too start off full of raw potential that is ultimately given shape and purpose.
#### **Way Of the Celestial**<sup>(TGS)</sup> %% Fold %%
Monks of the Way of the Celestial are peacekeepers and protectors of their chosen kin. These monks meditate to achieve a greater understanding of a divine being, granting them the ability to channel celestial energies into their own. These martial defenders are pensive, patient, and understanding, but offer little mercy when evil intentions are made clear. The Way of the Celestial originated from the lost city of Hearth as a tribute to the city’s guardian couatl protectors. While these teachings are far from common knowledge, there’s no telling what small, protected monasteries may still exist after the city’s untimely destruction. Regardless of how you come upon this tradition, the wisdom of the celestials guides its every principle.
#### **Way Of the Aether**<sup>(TGS)</sup> %% Fold %%
Monks of the Way of the Aether tap into the energy of spirits and the Ethereal Plane. This energy is the fifth element, aether, which is contained by every living—and nonliving—soul. Sometimes called ghostfists, monks of this tradition explore the Material and Ethereal Planes on lifelong missions to give the souls of the dead a final resting place. By aligning the ki and aether within themselves, monks of this tradition treat their spirit as an extension of their physical bodies and move through the world unimpeded by material obstacles like a ghost.
#### **Way Of the Dancing Blades**<sup>E</sup> %% Fold %%
The Way of the Dancing Blades is a noble and ancient tradition that focuses on mastering the art of utilizing an array of small floating blades in combat. Monks who follow this tradition believe that true mastery can only be achieved through intense training and dueling, and focus on harnessing the full power of their specially made blades by twirling them around themselves at incredible speeds.
The Way of the Dancing Blades is not only about winning battles—it is about honing one’s discipline and focus to achieve true mastery over their body and mind. To them, dueling is a way to push themselves to the limit and discover their true potential.
#### **Way Of the Cobalt Soul**<sup>TDR</sup> %% Fold %%
Driven by the pursuit of knowledge and its scholars’ worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul’s cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life’s mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.
The monks of the Cobalt Soul are the embodiment of the maxim: “Know your enemy.” Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes’ mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.
#### **!Way Of Internal Alchemy**<sup>UAH</sup> %% Fold %%
Monks following the Way of Internal Alchemy use a mystical practice to transmute their ki that mirrors traditional alchemy. Along with practicing traditional and internal alchemy, these monks subscribe to a life philosophy that emphasizes harmony and spontaneity. Some practitioners ingest alchemical reagents designed to extend their lives or enhance their mystical powers.
#### **!Way Of the Kabuki**<sup>UAH</sup> %% Fold %%
The Way of Kabuki is not practiced or taught in a stationary monastery, but in traveling theater troupes that seek to delight, awe, and shock audiences with bizarre, over-the-top performances. Monks of this tradition wear gaudy, avantgarde costumes with mask-like face paint, and utilize exaggerated movements and sounds to put on dance-dramas featuring outlandish humor and often ribald scenarios. They use stage names, and many actor monks go through several over the span of their career, reinventing themselves as they see fit, or as offended nobles and politicians demand retribution for perceived insults. Despite its appearance of irreverence and iconoclasm, the Way of Kabuki is rooted in a long tradition of honor and respect for the art and magic of showmanship and fellow actors. Performer monks too old To continue traveling, or wanting to use a new stage Name, take on an apprentice and teach them the art of Kabuki, eventually passing their moniker to the young Performer in elaborate ceremonies called shumei. This young monk then spends their life continuing The legacy of the name, and eventually passes it to an Apprentice of their own.
#### **Way Of the Peaceful Warrior**<sup>UAH</sup> %% Fold %%
Monks of the Way of the Peaceful Warrior understand that violence is sometimes necessary to accomplish objectives, but far prefer to disarm their opponents than maim or kill them. They believe in mercy and redemption, and will always try to guide those they meet to a better path, to a higher road. These monks excel at diffusing tense situations and resolving conflicts with the fewest possible injuries and casualties.
#### **Way Of the Tattooed Temple**<sup>UAH</sup> %% Fold %%
Some monks treat their bodies as temples and adorn them with vivid art honoring their values. Practitioners of the Way of the Tattooed Temple ink their bodies as they reach milestones in their personal journey, infusing some of these tattoos with mystical energy that evokes magical properties from the ink. Although some look askance at the appearance of these monks, none doubt their supernatural power.
#### **Way Of the Presence**<sup>UAH</sup> %% Fold %%
You follow a monastic tradition that teaches you to harness the energy field created by and connecting all living things. While monks of this tradition refer to this field as The Great Presence, it is known by many names, such as the Weave, the Life Wind, and the Force. Using your ki, you tap into The Great Presence to affect your body and the world around you. Some Presence monasteries teach their acolytes to seek enlightenment by forgoing their earthly attachments and moving past emotion, while others train their acolytes to use emotional extremes as fuel for their powers, to utilize any and all means to attain their goals and grasp their destiny.
No matter which path you choose to follow, all aspects of the Presence are available for you to explore, and your mystic training gives you greater understanding of the workings of the multiverse.
#### **~~Way Of Thorns~~**<sup>UAH</sup> %% Fold %%
Monks of the Way of Thorns embrace nature in all its aspects. They are at once in harmony with nature and ferocious guardians of its pristine condition. Monasteries of this tradition are sprawling gardens, where the monks learn to cultivate plants as beautiful as they are dangerous.
#### **Way Of the Sheep Dragon Shepard**<sup>(OTG)</sup> %% Fold %%
The sheep dragon is often regarded as the epitome of goodness and authenticity on the island. These creatures are dedicated to freedom and unwavering kinship. Those shepherds living and training among the wandering sheep dragons learn to care deeply for those around them and understand how a flock works together to overcome obstacles. They must be ready to flee to safety yet know when to defend their herd. The role of a sheep dragon shepherd requires resilience, compassion, and a kind heart. Because of this, shepherds across the island are regarded by the people of Obojima as heroic and sometimes even mythic figures.
#### **Way Of the Arcane Hand**<sup>(GTD)</sup> %% Fold %%
Monks who practice the Way of the Arcane Hand have trained their bodies and souls to be attuned to the weave of arcane magic. They can harness those cosmic energies and use them to fuel their martial practices. Monks of this tradition, although not mageborn, have gained control over the rawest and most natural forms of power.
#### **!Way Of the Serpent**<sup>(GTD)</sup> %% Fold %%
Master of the spear, this nimble warrior uses polearms not only as a weapon, but as an extension of themselves, using their weapon to amplify mobility, maneuverability, and combat. Like a snake in the grass, the Way of the Serpent hones one’s ability to predict oncoming attacks, deflect from a distance, and strike with deadly precision.
## Occultist
*Occultists are those that follow the old ways, a path of ritual and wisdom long known yet oft forgotten. Rather than force magic to obey, they bind, twist, manipulate, and compromise with it. They follow ancient agreements and techniques to produce results that few fully understand, even those that use them, but they know it will work, for it always has.*
*Occultists are spellcasters following legacies that go far back. While they may or may not be directly tutored or influenced by another member of their tradition, their path to magic involves unearthing ancient secrets, old ways, and knowledge gleaned from spirits, ghosts, and elementals. They often personify aspects of their magic in ways that other casters find odd, coaxing and manipulating magic forces by ancient laws and bargains. Occultists tread between the arcane and the divine, not necessarily worshiping any god, but treating gods and spirits alike with cautious respect for their domains, asking for what they take, and carefully giving thought to their actions.*
### <u>Subclasses - Occult Traditions</u> %% Fold %%
*Each tradition that appears in the Occultist is an ancient legacy of magic, found deep within folklore and story. Every villager could tell you stories of Occultists and their traditions, and they are often seen in this context. Though villagers and the superstitious might fear them and their magic, they may be more likely to turn to them than a Wizard, for at least an Occultist makes sense to them, even if they are scared by their powers.*
### *KibblesTasty* %% Fold %%
#### **Witch Tradition** %% Fold %%
A Witch can be many things, and most often refers to someone that villagers find scary and weird, but at the heart of every crazed story there's a sliver of truth, and that truth is that Witches do indeed exist.
Some may live openly as what they are, while others may be the last person the superstitious villagers might expect. Varied in their powers, designs, and traditions based on their Coven, generalizing about a Witch is challenging, but they are most often defined by the varied utilitarian magic, hexes that make crossing them unwise, and powerful intelligent familiars.
#### **Shaman Tradition** %% Fold %%
A shaman is an Occultist that walks the paths of the spirits, binding them to their cause to empower themselves or bring havoc to their foes. Tough and powerful, they are most often found in the thick of the fight, wreathed in their primal power. A shaman may view themselves as in service to their spirits or as served by the spirits; the what and the how of their contract can vary wildly, as can the source of their spirits, be it pulling from ancestral or primal powers.
#### **Oracle Tradition** %% Fold %%
An Oracle is an Occultist whose power comes to them from their connection to fate; bound and empowered Oracles carry some piece of divine mystery within them, tied to an aspect of destiny and fate. As their power grows they begin to understand this mystery with revelations, unlocking its secrets and the power they contain.
An Oracle typically does not directly serve a god, rather they often are people whose fate has entangled them in the affairs of the gods. Oracles have great power, but their powers are not ones that mortals were meant to have, and consequently they are frequently burdened by their powers.
#### **Hedgemage Tradition** %% Fold %%
This tradition is a loose collection of magic users that benefit from a wide array of traditions and practical knowledge to build up a collection of eccentric magical knowledge. Their methods are often frowned upon by those of more studied routes, but their practical skills cannot be denied, and their unique understanding of magic that they have developed with their own hands and minds should not be underestimated.
#### **Spiritualist Tradition** %% Fold %%
Occultists who delve into the mystical arts of spiritual health and ailments, Spiritualists are masters of indirect methods and mystic secrets, gleaned only from ancient methods and whispers from the beyond. Mysterious and often reclusive, they wield subtle powers to strengthen or debilitate.
#### **Voidwatcher Tradition** %% Fold %%
Voidwatchers are those that have gazed into an infinite void - glimpsed a creature of unlimited power, a plane beyond comprehension, or truth beyond the veil. They forever have a fragment of what they have seen embedded into their eyes, branded onto their mind. While some creatures are driven entirely insane (or, perhaps more troubling, entirely sane), those that remain functional are those that can grasp and contextualize what they have seen, compartmentalizing and containing their fragment of madness within them. How a Voidwatcher processes the insignificance of reality influences their powers, though they all tend to develop a certain fatalistic streak having seen something on a scale beyond mortal comprehension.
## Paladin
*A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god. Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.*
*Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.*
### <u>Subclasses - Sacred Oaths</u> %% Fold %%
*Paladins who have sworn different oaths may be no more similar than two perfect stranger, but those who swear themselves to the same cause are brothers and sisters, comrades until the end. Many form knightly confederations or grand lodges, but their headquarters differ from lonely monasteries. Theirs are active training grounds and staging areas to prepare their members for the daunting work their oaths demand*
#### **Oath Of Devotion** %% Fold %%
The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of good — as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.
Many who swear this oath are devoted to gods Of law and good and use their gods' tenets as the Measure of personal devotion. Others hold angels as Their ideals and incorporate images of angelic wings Into their helmets or coats of arms.
**Tenets of Devotion**
Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.
_**Honesty.**_ Don’t lie or cheat. Let your word be your promise.
_**Courage.**_ Never fear to act, though caution is wise.
_**Compassion.**_ Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
_**Honor.**_ Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
_**Duty.**_ Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.
#### **Oath Of the Ancients** %% Fold %%
The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the world.
**Tenets of the Ancients**
The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
_**Kindle the Light.**_ Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
_**Shelter the Light.**_ Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
_**Preserve Your Own Light.**_ Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.
_**Be the Light.**_ Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
#### **Oath Of Vengeance** %% Fold %%
The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins — sometimes called avengers or dark knights — their own purity is not as important as delivering justice.
**Tenets of Vengeance**
The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.
_**Fight the Greater Evil.**_ Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.
_**No Mercy for the Wicked.**_ Ordinary foes might win my mercy, but my sworn enemies do not.
_**By Any Means Necessary.**_ My qualms can’t get in the way of exterminating my foes.
_**Restitution.**_ If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.
#### **Oathbreaker** %% Fold %%
An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.
#### **Oath Of Conquest** %% Fold %%
The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.
Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.
**Tenets of Conquest**
A paladin who takes this oath has the tenets of conquest seared on the upper arm.
_**Douse the Flame of Hope.**_ It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.
_**Rule with an Iron Fist.**_ Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.
_**Strength Above All.**_ You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.
#### **Oath Of Redemption** %% Fold %%
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.
While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.
**Tenets of Redemption**
The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice.
_**Peace.**_ Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
_**Innocence.**_ All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.
_**Patience.**_ Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.
_**Wisdom.**_ Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.
#### **Oath Of Glory** %% Fold %%
Paladins who take the Oath of Glory believe they and their companions are destined to achieve glory through deeds of heroism. They train diligently and encourage their companions, so they're all ready when destiny calls.
**Tenets of Glory**
The tenets of the Oath of Glory drive a paladin to attempt heroics that might one day shine in legend.
_**Actions over Words.**_ Strive to be known by glorious deeds, not words.
_**Challenges Are but Tests.**_ Face hardships with courage, and encourage your allies to face them with you.
_**Hone the Body.**_ Like raw stone, your body must be worked so its potential can be realized.
_**Discipline the Soul.**_ You must marshal the discipline to overcome failings within yourself that threaten to dim the glory of you and your friends.
#### **Oath Of the Watchers** %% Fold %%
The Oath of the Watchers binds paladins to protect mortal realms from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats.
Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.
**Tenets of the Watchers**
A paladin who assumes the Oath of the Watchers swears to safeguard mortal realms from otherworldly threats.
_**Vigilance.**_ The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.
_**Loyalty.**_ Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.
_**Discipline.**_ You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.
#### **Oath Of the Crown** %% Fold %%
The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.
**Tenets of the Crown**
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
_**Law.**_ The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
_**Loyalty.**_ Your word is your bond. Without loyalty, oaths and laws are meaningless.
_**Courage.**_ You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?
_**Responsibility.**_ You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.
#### **Oath Of Eternal Night**<sup>(VSS)</sup> %% Fold %%
Paladins who swear the oath of eternal knight forgo the lofty standards of conduct and shining armor of their compatriots: instead, they donned blackened armor and carry out assassinations, conduct subterfuge, and mete out vigilante justice under cover of night. Such paladins, often called Ravens, bond themselves to higher ideals of justice, transcending law and allegiances, so that they can right the wrongs that go unpunished. Every foul action has its consequence, and when no others rise to the challenge, the blade of a Raven is not far behind
**Tenets of the Eternal Night**
Paladins who swear the Oath of Eternal Night share a sense of moral absolutism and tend to believe in the following core tenets:
_**None are Exempt.**_ Even kings and magistrates that write the laws must be held accountable for them.
_**Good of the Many.**_ The needs of the many always outweigh the needs of the few. It is your charge to protect the weak when the powerful seek to oppress.
_**Knight of Night.**_ When justice is not done in the light of day, it must be restored in the darkness.
#### **Oath Of Heresy**<sup>(VSS)</sup> %% Fold %%
Heretics come in all forms, but those who swear an oath of theirs you have borne witness to a great revelation: the prophets of history are false and their clerics have been misled, for the gods of deceived the entire world. Heretics vow to spread their truth to whoever will listen, rebuffing holy men and inquisitors that lack the sense to share their revolution. Naturally, heretics end their crusades in one of two ways: canonized for revolutionizing the faith, or burned at the stake for their transgressions.
Heretics might embrace any fundamental truth that goes unrecognized. Many believe the gods are fundamentally false—A trick wrought by celestials or high priests—while others simply profess the non-necessity of deities used to gain entry to the afterlife. Others attack fundamental pillars of faith that are erected on prejudicial beliefs, such as priestly orders that disallow people of different races or genders to their own. No matter what truth they embrace, these paladins are empowered by their belief and their oaths and so can crusade in active rebellion against the gods.
**Tenets of the Heretic**
By searing your Oath, you vow to spread truth far and wide according to the following tenets:
_**Spread the Revolution.**_ Share the truth with everyone. Where truth itself does not dispel the lies, your sword might dispense truth of its’ own.
_**Defy Convention.**_ You stand to shatter the laws that seek to contain the truth. Don’t dwell on tradition as you seek to remake it.
_**Speak Truth to Power.**_ Confront the powerful with your truth, and don’t let them turn away. Only by embracing the truth can they enact change.
#### **!Oath Of Storms**<sup>(VSS)</sup> %% Fold %%
The Oath of Storms calls paladins to the salty brine and choppy seas, the altar of the raging storm. Paladins who swear this oath embrace the seas’ dispassionate neutrality and uphold few core tenets. With rare exceptions, these paladins are directionless crusaders, guided by the winds and tide, and might maintain distant lighthouses, hunt down vicious pirates, or seek undiscovered lands as the gales dictate. However storm nights, as they are often called, have a long memory for vengeance and deep pensions for superstition. Always listen to the wisdom of a storm night, lest the winds turn foul and the ocean tempestuous.
**Tenets of the Storm**
Storm knights swear their oaths on sailing superstitions and unspoken laws of the sea, often containing the following principles:
_**Safe Harbor.**_ Protect sailors and wise captains that respect the laws of the ocean. No gale should break their masts while you are aboard.
_**Howling Gales.**_ The winds should steer your journey, wherever they might take you. Furthermore, it is proper that the winds should often guide you into storms.
_**Thunderous Castigation.**_ The fury of the storm demands equal reprisal for all slights, major and minor. Doing otherwise is bad luck.
#### **Oath Of The Sun**<sup>(VSS)</sup> %% Fold %%
In the wastes, the sun is a double edged sword: though it brings light, warmth, and nourishment to the deserts’ scant greenery, it also burns, blinds, and can destroy those who don't respect it. Paladins who take the oath of the sun understand the sun's dual nature, and strive to both bring its’ light to the darkest reaches of the world and protect those who fall prey to the sun's rays out of happenstance or misfortune.
Unlike other paladins, most paladins who take the oath of the sun belong to a clergy of a sun God of some sort, be it Amaratsu, Apollo, or any other. They most often serve as templars, protecting their temples from Raiders, bandits, and more supernatural threats. They are uniformly good, but have little adherence to laws other than those of their faith.
**Tenets of the Sun**
The tenets of the Oath of the Crown are always taken in public at high noon, among the congregation of the paladin’s church.
_**The Sun Rises.**_ The sun rises over the horizon each day, without fail, spreading light over the whole of the world. So should you never fail in your task to spread your faith and knowledge.
_**The Sun Blazes.**_ Under the noonday sun, only the pure may survive for long. Those that fear the sun must see its’ light, so as to burn away their impurity.
_**The Sun Sets.**_ The sun must rest each night, and give the world a chance to sleep. So too should you give rest to your fury and righteousness in the service of mercy, though only to those who deserve it.
#### **Oath Of Winter**<sup>(VSS)</sup> %% Fold %%
The Oath of Winter was originally a concord with an ancient being of ice, Father Winter. With this treatise, a paladin swears to stand vanguard against the cold, protecting the innocent from the ravages of winter's ice and the horrors of the bitter north. Even as Father Winter has faded into obscurity with the march of centuries, the order of paladins sworn to this oath has remained, their concord and duty neverending.
**Tenets of the Winter**
The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.
_**Winter’s Snow.**_ Though the winter is long and harsh, it is not altogether evil. Your concord with Father Winter himself is proof of proof of that.
_**Winter’s Wind.**_ With the coming of winter frosts are harsh dangers and frigid creatures not found in the summer. It is your duty to protect the innocent from this peril.
_**Winter’s Throne.**_ Seeking to unseat Father Winter from his throne of ice is to break your vow. No matter the evils of his reign, never break your concord. Seasons change, but your oath does not.
#### **Oath Of the Grave**<sup>(DAC)</sup> %% Fold %%
The Oath of the Grave is a seldom practiced tradition, most Commonly reserved for the followers of the Raven Queen. Sometimes called winter knights, black knights, or grave knights, These paladins serve as protectors of the sacred passing into the Afterlife. They constantly struggle against the forces of undeath, As they see them as the most unholy abominations that blight this Land. They adorn themselves with images of death and winter - Skulls, ravens, or similar symbols of their patron gods.
**Tenets of the Grave**
The tenets of the Oath of the grave have been passed down for generations. This oath emphasizes the passing between the warmth of life to the everlasting cold of death, and punishes those that defile this passing with the unholy raising of undead.
_**Annihilate the Unholy.**_ The undead and those who foster them are unholy and wicked. Destroy them before they defile more than they have already
_**Preserve the Righteous.**_ Death should not come early to those who have led a blessed life. Preserve the righteous, so they may live on without fear.
_**Let Souls Pass On.**_ Every soul deserves its place in the afterlife. When you see a creature forced into undeath, let its soul go free.
_**Accept Death.**_ Death comes to all eventually. Accept it, and you will find a place in the afterlife.
#### ~~**Oath Of the Hellsworn**<sup>(UA)</sup>~~
#### **Oath Of the Yojimbo**<sup>(RGYR)</sup> %% Fold %%
Yojimbo are sworn to protect those to whom they dedicate their service, be it an individual, a group, or an entire nation. Though Yojimbo typically pledge their allegiance to a charge and accompany them until death, a defenseless soul might find the raking claws of a dodomeki halted inches from their face by the serendipitous intervention of a wandering Yojimbo paladin. These roaming saviors traverse the realms on an unrelenting quest to shield those who can’t protect themselves. Despite being in high demand— unshakeable loyalty is a coveted virtue—Yojimbo rarely pledge themselves to the wealthy or powerful. It’s said that a true Yojimbo has the value of ten sellswords in battle, and ten-thousand sellswords in spirit .
**Tenets of the Yojimbo**
The tenets of the Oath of the Yojimbo are unflinchingly resolute. They do not change or vary, no matter whom a paladin pledges to protect.
***Protection.*** Be a shield to those who lack a shield of their own. Be the weapon that meets the blade of those who would slaughter the weaponless.
***Strength.*** Grow strong for the sake of those who cannot. To shelter the vulnerable, one must have the power to hold back the storm.
***Inspiration.*** Nurture the weak. Do not merely preserve the vulnerable; raise them up to be strong, so they might, in turn, protect others.
***Self-Sacrifice.*** Wager everything for the safety of those who cannot fight. Nothing less is acceptable in the defense against tyranny.
#### ~~**Oath Of Justice**~~<sup>(TOH)</sup> %% Fold %%
The Oath of Justice is a commitment not to the tenets of good or evil but a holy vow sworn to uphold the laws of a nation, a city, or even a tiny village. When lawlessness threatens the peace, those who swear to uphold the Oath of Justice intervene to maintain order, for if order falls to lawlessness, it is only a matter of time before all of civilization collapses into anarchy.
While many young paladins take this oath to protect their country and the people close to them from criminals, some older adherents to this oath know that what is just is not necessarily what is right.
**Tenets of Justice**
All paladins of justice uphold the law in some capacity, but their oath differs depending on their station. A paladin who serves a queen upholds slightly different tenets than one who serves a small town.
_**Uphold the Law.**_ The law represents the triumph of civilization over the untamed wilds. It must be preserved at all costs.
_**Punishment Fits the Crime.**_ The severity of justice acts in equal measure to the severity of a wrongdoer’s transgressions.
#### ~~**Oath Of Elements**~~<sup>(TOH)</sup> %% Fold %%
The Oath of the Elements is taken by those paladins who have dedicated their lives to serving the awakened spirits of air, earth, fire, and water. Such paladins might also serve a genie, elemental deity, or other powerful elemental creature.
**Tenets of the Elements**
Though exact interpretations and words of the Oath of the Elements vary between those who serve the subtle, elemental spirits of the world and those who serve elemental deities or genies, paladins of this oath share these tenets.
_**Defend the Natural World.**_ Every mountaintop, valley, cave, stream, and spring is sacred. You would fight to your last breath to protect natural places from harm. Lead the Line. You stand at the forefront of every battle as a beacon of hope to lead your allies to victory.
_**Act Wisely, Act Decisively.**_ You weigh your actions carefully and offer counsel to those who would behave impulsively. When the time is right, you unleash the fury of the elements upon your enemies.
_**Integrity.**_ Your word is your bond. You don’t lie or deceive others and always treat them with fairness.
#### ~~**Oath Of the Guardian**~~<sup>(TOH)</sup> %% Fold %%
A paladin who takes the Oath of the Guardian is sworn to defend the community. Taking the mantle of a guardian is a solemn vow to place the needs of the many before the needs of yourself and requires constant vigilance.
**Tenets of the Guardian**
When you take this oath, you always do so with a particular group, town, region, or government in mind, pledging to protect them.
_**Encourage Prosperity.**_ You must work hard to bring joy and prosperity to all around you.
_**Preserve Order.**_ Order must be protected and preserved for all to enjoy. You must work to keep treasured people, objects, and communities safe.
_**Decisive Action.**_ Threats to peaceful life are often nefarious and subtle. The actions you take to combat such threats should not be.
#### **!Oath Of the Hearth**<sup>(TOH)</sup> %% Fold %%
Paladins who swear the Oath of the Hearth endeavor to extend the comforts of home to others, by allaying the rigors of travel or simply assuring those who grow despondent of the possibility of returning home. Ironically, paladins who follow this oath remain far from home in pursuit of their goals. Their oath reflects the welcoming warmth and light provided by the hearth, and paladins following the oath use these elements to turn away the cold or defeat enemies who employ cold as weapons.
**Tenets of the Hearth**
Paladins who take the Oath of the Hearth accommodate all creatures and attempt to find diplomatic solutions to conflicts. Once engaged in battle, though, these paladins fight until they defeat their enemies, or their enemies surrender. They rarely extend this peaceful stance to creatures who attack with cold or desire to spread cold conditions beyond natural confines.
_**Bastion of Peace.**_ Reach out the hand of friendship when encountering strangers, and advocate for peace at the outset of any meeting. Encourage your companions to do likewise. When it becomes clear your opponents wish for violence, don’t shrink away from combat.
_**Beacon in the Dark.**_ When winter comes and the nights increasingly lengthen, shine a welcoming light to which all people can rally. No creature shall prey on others under the cover of darkness while you are there.
_**Hospitality of Home.**_ Provide the comforts of home to those who meet with you peacefully. Respect others’ cultures and traditions, provided they don’t espouse aggression and violence toward others.
_**Protection from the Elements.**_ Ensure all people have shelter from the weather. Help during spring flooding, wintry blizzards, and when the blistering sun threatens heatstroke in the summer.
_**Repel the Cold.**_ Strive against foes that seek to bring eternal winter to the world or expand their icy domains into warmer climates. Understand the necessity of the changing of seasons and seek to banish only cold that is abnormal.
#### **Oath Of the Plaguetouched**<sup>(TOH)</sup> %% Fold %%
After suffering an attack by a darakhul, you were infected with the dreaded—and generally fatal— darakhul fever. As you felt your life draining away and the grasp of eternal undeath clenching its cold fingers around your heart, you called out to any power that would answer your prayers. You pledged that you would do anything asked of you, if only you would be spared this fate worse than death.
That prayer was answered. The source of that answered prayer is not known, but its power flowed through you, helping you drive off the horrible unlife that was your fate. That power flows through you still. It drives you to defend innocents from the scourge of undeath, and it provides special powers for you to use in that fight.
**Tenets of the Plaguetouched**
Paladins following the Oath of the Plaguetouched share these tenets.
_**Bravery.**_ In the face of terrible creatures, you stand like a wall between them and the innocent people whom those creatures would devour or transform.
_**Stop the Spread of Undeath.**_ Fight to ensure the undead don’t snuff out the light of life in the world.
_**Relentless.**_ Creatures of undeath never tire; you must remain vigilant.
_**Mercy.**_ Those who suffer disease must be cared for. If you could survive certain death, so can they. But when it is clear they are about to transform into a monster, you must end their suffering quickly.
#### **Oath Of the Unbreakable (Safeguarding)**<sup>(TOH)</sup> %% Fold %%
Paladins who choose the Oath of Safeguarding spend their lives in service to others, conserving the people and places they vow to protect. They take missions to guard against assassination attempts, safely transport a person or group through treacherous lands, and stand as bastions for locations under attack. These paladins are no mere mercenaries, however, as they view their missions as sacred vows.
**Tenets of Safeguarding**
Paladins undertaking the Oath of Safeguarding take their responsibilities seriously and are most likely to seek atonement should they fail in their duties. However, they have no qualms about terminating their protection when their charges prove nefarious. In these cases, they won’t leave people stranded in a hostile environment or situation, but they also focus their efforts on their allies over unworthy, former charges. Even when these paladins serve no charge, they seek opportunities to shield others from harm. In combat, they rush to aid their allies and stand alone to allow others to flee from battle.
_**Last Line of Defense.**_ When your allies must retreat or regroup, you remain to ensure they have ample time to withdraw before withdrawing yourself. If your mission requires you to guard a building, you are the final obstacle the attackers face before breaching the building.
_**Protect the Charge.**_ You pledge to preserve the lives of people you protect and the sanctity of all structures you guard, even if it means endangering yourself. When you must rest, you ensure your charge is as safe as possible, turning to trusted allies to aid you.
_**Shield All Innocents.**_ In the absence of a sacred charge to protect, you endeavor to keep all those who can’t defend themselves safe from harm. In cases where your charge must take priority, you do what You can to defend the helpless.
_**Uphold the Vow.**_ You acknowledge the person you protect may reveal themselves as unworthy, such as by committing nefarious acts or exploiting your protection and fidelity, or the location you guard may become a site of terrible acts. When you witness this, you are free to terminate your guardianship. However, you don’t leave your now-former charge in any present danger, if only for the possibility of future atonement.
Unwavering. Nothing shall distract you from your mission. If you are magically compelled to desert your post, you do your utmost to resume your duty. Failing that, you take out your vengeance on the party responsible for your dereliction.
#### ~~**Oath Of Enlightenment**~~<sup>(TCEE)</sup> %% Fold %%
The Oath of Enlightenment is taken by paladins who seek for learning and growth and to share such knowledge and experience with others. As often as others call them teacher or mentor, they call themselves student and pupil.
These paladins spend much of their time trying to build up others, but they are also dedicated to bettering themselves. As they understand other people, they begin to comprehend their own place in the cosmos on a level rivaled by few. The greatest reach a transcendence that allows them to ignore limitations of the planes, levitating and teleporting as they wish.
Paladins of this oath seek learning as a means to improve their connection to and understanding of their god and the domains of their god’s portfolio. Some carry sketch pads and notebooks to record their learnings, while others might bring mats or wear caps to help them focus as they meditate and ponder on recent discoveries.
**Tenets of Enlightenment**
The tenets of the Oath of Enlightenment teach a paladin to seek
learning whenever they can and to share it just as often.
_**Knowledge is Power.**_ The greater your understanding, the greater your influence.
_**Lifelong Learning.**_ Enlightenment can only be achieved by persistent curiosity and a humble willingness to learn.
_**Teach the Untaught.**_ Nothing worth learning should be kept to yourself; your knowledge and experience ought to be shared with the world, that others might learn as you have.
_**Seek First to Understand.**_ Understanding others is more important than being right. Once you understand them, then you can teach them.
#### **Oath Of Unrest**<sup>(TCEE)</sup> %% Fold %%
The Oath of Unrest is taken by those with unfinished business. They are driven by an overwhelming thirst for revenge against those who wronged them, or to complete a final, critical task left unfinished. Some of these paladins might have even met a cruel and undeserved end, but return from beyond the grave to finish its work, much like a revenant. It may have been at the will of a deity, some darker force, or the paladin itself. Regardless, none who swear this oath are left untainted, whether it be by the Shadowfell, a realm of the dead, or the paladin’s own ambitions.
**Tenets of Unrest**
The tenets of the Oath of Unrest are those of completing your unfinished business.
***Atonement.*** You failed the first time, you must always remember that.
***Vigilance.*** Be unwavering in your commitment to your task, you have been given a second chance for a reason.
_**Debt.**_ For good or ill, those that returned you to life have bestowed on you a chance of redemption, you are eternally indebted.
_**Focus.**_ Your task is the most important goal, there is no room for distractions.
#### **Oath Of Beauty**<sup>(FCG)</sup> %% Fold %%
Paladins who take the Oath of Beauty believe that it is their sworn duty to create beauty in the world. Moreover, it is their duty to eliminate ugliness in all of its forms. They strive to be a shining example of both personal freedom and elegance, and they strike down ugliness with the fervor that other paladins might smite evil. Some who have sworn this oath prefer natural beauty, while others cling to the beauty of mortal creation. It is easy to spot one who has taken the Oath of Beauty, because these paladins are often both physically captivating and masters of various art forms. Their attention-grabbing style has earned them the moniker of “beacons” in some cultures.
**Tenets of Beauty**
The tenets of the Oath of Beauty are simple but allencompassing. The oath can take many different forms, but the majority of its emphasis rests upon personal interpretation.
_**Reveal Beauty in All Things.**_ Beauty does not take one form. As all things are capable of beauty, spark that capability in everything and everyone you see.
_**Eliminate Ugliness.**_ When something is so devoid of beauty that it has become ugly, rid the world of its menace. Beauty cannot flourish where ugliness grows.
_**Maintain Your Own Beauty.**_ Beauty begins within the body. You cannot spread beauty in the world unless you are capable of recognizing your own beauty.
_**Show Beauty to the World.**_ Be an example to others. Let your beauty brighten the world, calling people to your cause like a lighthouse on a coast.
#### **!Oath Of Absolution**<sup>(ECHH)</sup> %% Fold %%
The three great virtues, diligence, harmony, and kindness, bring order and meaning to mortal life by keeping the temptation of sin at bay. Paladins who swear an oath of absolution, often referred to as Sin Eaters, seek to bring these virtues to the masses. While it is not uncommon for Aasimar or stonechildren to take this oath, the most famed Sin Eaters are the Silverhair Knights; an order of drow elite warrior priests of Eilistraee.
**Tenets of Absolution**
The tenets of the Oath of Absolution focus on the three great virtues and imparting them unto others.
_**Be Diligent.**_ Find a purpose, dedicate yourself to it, and work hard. Do not give in to apathy.
_**Be Harmonious.**_ Find meaning in your purpose, and temper yourself and your aspirations. Don't succumb to your baser instincts.
_**Be Kind.**_ Be polite and tread the path of minimal conflict. Do not covet that which belongs to another.
_**Educate and Absolve.**_ Teach others the three great virtues and help them atone for their sins.
#### **!Oath Of Forbiddance**<sup>(ECHH)</sup> %% Fold %%
We mortals were never meant to understand the greater workings of the multiverse, and it is only in our arrogance that we deemed ourselves worthy. To seek that which is forbidden is beyond folly, it is heresy against the very natural order of the cosmos and cannot be allowed to pass. You will find these caches of forbidden knowledge and return them to obscurity.
**Tenets of Forbiddance**
The tenets of the Oath of Forbiddance focus on curating knowledge with an iron fist.
_**Censor Forbidden Knowledge.**_ Some truths are not meant to be known by mortals but bring only calamity. Hide such truths from the world.
_**Curate.**_ Learn all you can so that you may judge what knowledge brings calamity and what brings prosperity.
_**Seek and Protect.**_ Seek out dangerous knowledge and ward it from others, whether it be written on a scroll or known by a mortal. Destroy those who seek to share the forbidden.
_**Use Any Means.**_ Have no reservations when shielding the world from the forbidden. Lies can be better than truths and the tip of your sword can be a kindness.
#### **!!!Oath Of Rebellion**<sup>(CCS)</sup> %% Fold %%
The Oath of Rebellion is a powerful commitment to strike back against oppressors. At times where corrupt leaders and powerful organizations abuse their powers and restrict the freedoms of their patrons, these paladins arise to fight for and inspire those who cannot fight for themselves. They seek great change, even at the cost of using underhanded tactics, and understand they cannot make change alone, aiming to instead be the icon for others to follow.
**Tenets of Rebellion**
The tenets of the Oath of Rebellion drive a paladin to fight for those oppressed by authority.
_**Fight Against Oppression.**_ Never turn your back on those suffering injustice or cruelty. Fight for their freedom and the freedom of all.
_**Fight for Equality.**_ Demand and fight for the fair treatment of all. Never turn your back to those treated with disrespect or unfair judgment.
_**Lead the Rebellion.**_ Be the spark that ignites the rebellion. Lead the charge with your companions to make great changes in this world and stand with them no matter the cost.
#### ~~**Oath Of Sanity**~~<sup>(KT)</sup> %% Fold %%
The Oath of Sanity is the oath of someone that has survived exposure to the horrors that lay beyond the veil, or perhaps someone that has prepared for them through a mystical order, a forgotten tradition… or particularly vivid and over active imagination.
While most who have glimpsed into the realms beyond suffer instant and irrevocable madness, these Paladins have glimpsed beyond and sworn to remain sane, no matter what the cost. They reject shielding their fragile mind from what they’ve seen in a comforting shroud of madness.
An Oath of Sanity Paladin will usually seem to others as true neutral or lawful neutral following obscure codes incomprehensible to those who haven’t experienced a brush with the beyond, their morality coming in blue and orange rather than black and white.
**Tenets of Sanity**
The tenets of the Oath of Sanity are almost universally dedicated to preventing the threats from beyond from consuming the material world and shattering the fragile minds within.
_**Order.**_ Never act on random or chaotic impulses. These are the cracks of madness.
_**Vigilance.**_ Never let your attention wander, lest you miss the signs of madness.
_**Discipline.**_ Never indulge in a lapse of behavior, your habits keep you safe from madness.
_**Solemnity.**_ Your work is terrible. Never take pleasure in it. That leads to the comfort of madness.
_**Sanity.**_ No matter what, never give into madness.
#### **Oath Of Silence**<sup>(KT)</sup> %% Fold %%
The Oath of Silence is taken by those that have seen the chaos of the world and have chosen to take a stand. Rather than shout over the clamor, they lead by example and action, showing that the world needs not fiery rhetoric or the manipulations of honeyed words, but people to act as they should with purpose and pride.
Paladins of this oath can come from many backgrounds and espouse endless variants of their conviction, but most often tend to be Lawful. They often believe that the power of words should be in the reason and virtue they carry, rather than volume or, worst of all, manipulating magics that twist the minds of those they fall on.
**Tenets of Silence**
Though the exact words and strictures of the Oath of Silence vary, paladins of this oath share these tenets.
_**Temperance.**_ Whispering in silence conveys greater power than shouting in clamor.
_**Precision.**_ Speak with purpose and say what must be said. Sanctuary. Be the port in the storm, be the tranquility in the chaos.
_**Purpose.**_ Actions speak louder than words. Let your sword and shield be your voice.
_**Sacred.**_ Be wary of those that use their voice to bend the world to their will for their own gain, and rebuke those that use their voice to bend creatures to their will for their own gain.
#### **!Oath Of Predation**<sup>(XLNEE)</sup> %% Fold %%
Paladins who follow the Oath of Predation believe that the world can only be made perfect through utter control. Through careful planning, subterfuge and unwavering patience, these paladins create hierarchies with themselves at the top, and execute their power with impunity. Few paladins can resist the allure of unchecked power, and most succumb to the temptations of tyranny.
**Tenets of Predation**
The tenets of the Oath of Predation remind its adherents that the whims of their patron supersede all other oaths and laws.
_**Cultivate the Flock.**_ It is not enough to gather a congregation. You must hone them to a ready point, zealous to do what is necessary with a word.
_**Maintain Supremacy.**_ You are the order in the midst of chaos. You vow to follow no rules other than the rigid disciplines necessary to maintain the faith. Those who deviate from the plan will die.
_**Reward thy Followers.**_ Engage not in needless cruelty and will treat well those who submit. Honor thy contracts but do not hesitate to steal, murder or mislead to complete your orders.
_**World of Order.**_ I will provide authority where it lacks and subjugate myself to the cause. Just as I do no operate with impunity, I will create and maintain a network of followers to precipitate our unquestionable dominion.
#### **Oath Of Providence**<sup>(XLNEE)</sup> %% Fold %%
Paladins who take the Oath of Providence believe they are the hand of destiny, striking down enemies beyond redemption. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate.
**Tenets of Providence**
The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.
_**Embrace Destiny.**_ When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss.
_**Deliver Enemies to Fate.**_ Those who become your enemies aren’t long for this world. They must die by your hand.
_**Accept that which Cannot Change.**_ Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence.
_**Strength in Numbers.**_ Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it.
#### **Oath Of Preservation**<sup>(BoE)</sup> %% Fold %%
Paladins have always sworn allegiance to the forces of nature, but unprecedented threats have sparked the formation of even fiercer orders of paladins, dedicated to securing a better tomorrow. The Oath of Preservation binds its knights to defend the natural world—beasts, plants, and monsters alike— for the sake of future generations. Confronted with an ever-shrinking world, ravaged by new magic and technologies, these paladins work to safeguard vulnerable species and habitats, piece by piece.
**Tenets of Preservation**
Paladins who swear the Oath of Preservation follow four brutally optimistic tenets.
_**Audacious Hope.**_ You bear witness to tragedy and extinction, and yet choose hope. Hope is your greatest tool against the tidal wave of foes that threatens the natural world.
_**Future Selves.**_ You don’t inherit the world from your ancestors; you borrow it from your children. You shall secure the greatest good for the highest number over the longest run.
_**Interconnected World.**_ No creature exists without its habitat, and no habitat without its creatures. You should protect one as fiercely as the other.
_**Strength in Diversity.**_ A lost species robs the world of music, color, and life. Every member of a species is as valuable as the whole. Do not allow the world to be silenced by a thousand whispers or killed by a thousand cuts.
#### **Oath Of Avarice**<sup>(CFSA)</sup> %% Fold %%
Wealth is the availability of goods and services, and thus is a representation of both power and opportunity. A wealthy benefactor can save a civilization, while a wealthy tyrant can turn the world on its head. You’ve sworn to let nothing stand between you and the accumulation of wealth, as any whim that takes you can be accomplished with the prudent use of overwhelming financial might. You may have attracted the attention of the Currency Conspiracy, for if your greed blinds you to the truth of their work, they will gladly take you into their ranks.
**Tenets of Avarice**
The tenets of the Oath of Avarice are often sworn only to oneself, born of greed, desire, and greater goals.
_**Take and Keep.**_ The more you have, the more you can do. Take what you need and give nothing back without greater gain.
_**Spend and Deliver**_ Everything has a price. Seek wealth so that you can pay it in coin, rather than your own blood.
_**Blood and Soul**_ There are currencies intangible that must be obtained or protected, for wealth is worthless otherwise.
_**Wealth and Unity**_ All the money in the world does nothing if you cannot spend it. Join with others and invest in their efforts, so that you may reap the rewards.
#### **Oath Of Judgement**<sup>(CFSA)</sup> %% Fold %%
You have sworn to balance the cosmic scales of the universe, following in the footsteps of the Warrior-Saint, an immortal justiciar who fights to maintain order and balance between the infinite planes. Those who take this oath are forever bound to fight and slay creatures that go against the order of the cosmos, such as fiends that would seek to destroy the heavens, or angels that hunger to purify the hells. Otherworldly entities such as the ever-conflicting Alrisen often attract the attentions of these justiciars, who work to support the losing side so that the world will not be destroyed by their conflict, and so all mortal individuals will retain the right to choose instead of being forced to obey the unconscious desires of greater beings. If a conflict arises that cannot be contained by words alone, it is your task to decide the outcome. You are the judge and the executioner, and the world is your courtroom. All shall rise in your honor, and shall fall by your hand.
**Tenets of Judgement**
The tenets of the Oath of Judgement are commonly witnessed by a scribeant swarm, which records the event in perfect clarity for review by the Warrior-Saint itself. This oath holds the following tenets above all others:
_**Know the Truth.**_ Always seek a full understanding of the reality of the situation, and let no illusions stand before your impartial gaze.
_**Destroy the Guilty.**_ Order must be maintained and enforced without exception. There will always be another villain to replace this one.
_**Maintain the Balance.**_ Angels and demons, fey and nightmares from beyond the planes, all must heed the order of the cosmos. Defiance is death.
_**Harmonize the Scales.**_ Sometimes, there is no enemy before you. Work to undo the damage done by the accused.
#### **Oath Of Harvest**<sup>(HGMH)</sup> %% Fold %%
The Oath of the Harvest attracts paladins who wish missions to war-torn lands, such paladins resort to harm only as a means of preventing further suffering. Paladins who swear this oath are more likely than not to heal, feed, and nurture a wounded foe, provided the defeated creature gives its word of honor that it will cease its nefarious activities. They are no fools, however. Typically versed in religion and medicine, these paladins are unlikely to believe the word of creatures inherently inclined to lie, or those that have previously broken their word.
**Tenets of the Harvest**
The tenets of the Oath of the Harvest inspire their followers to seek out potential harm and quell it before it blossoms.
_**Share Your Meal.**_ Your powers are a gift to be shared; if someone is in need, you must use your powers to meet those needs. To eat your fill while another goes hungry is selfish.
_**Nurture Over Cure.**_ Act in the greatest interest of the many. Find ways to prevent harm before it must be healed.
_**Permit Prosperity.**_ Whether in matters of love, politics, or war, always give your antagonist the opportunity to change and redeem themselves before casting a fatal judgement. A good meal can serve as the backdrop to such events.
#### **!Oath Of the Hearth**<sup>(TGS)</sup> %% Fold %%
The Oath of the Hearth originates from the city of the same name, whose tragic downfall has been all but lost to history over centuries. These paladins swore an oath to protect this tropical, sunlit city in the name of their celestial guardians. Until the end, they fulfilled their oaths. You may swear this oath because you have an age-old connection to the city through your bloodline, or may have established a connection to the city’s principles through stories or interaction with a related celestial being. Regardless of your reasons for taking it, those that swear this oath adorn their armor with symbols of community, fire, and the sun to reflect their commitment to the city and the lives that were led there.
**Tenets of the Hearth**
The tenets of the Oath of the Hearth are linked directly to the once-flourishing city of the oath’s origin. The culture was vibrant and open, and thrived under the tropical sun in the Elsath Jungle. They were supportive of children’s imagination and new ideas, and as a community would rush to foster good creativity. With new ideas came progress and prosperity, and with each new generation, the future always looked brighter. The core principles of this oath are devoted to supporting the weak, developing community, and destroying the evils that would seek to harm them.
_**Shield the Embers.**_ Protect those that can’t defend themselves. Every ember is a fount of possibility and strength.
_**Feed the Fire.**_ Keep the fires of passion burning. New ideas light the way to progress and salvation.
_**Share the Warmth.**_ Offer guidance and kindness to those that need it. Respite and rest are always free to give.
_**Burn Away Evil.**_ Turn those that would harm the innocent or douse the peoples’ flames to ash.
#### **Oath Of Spelldrinker**<sup>(TGS)</sup> %% Fold %%
The Oath of the Spelldrinker is devoted to ridding the world of renegade mages, such as liches or the occult, in order to protect the helpless from the forces of evil magic. The paladins who swear this oath believe in maintaining the balance of power between the ordinary and the extraordinary, including themselves. These paladins are resourceful and quick to remember their own mortality and privilege, often choosing to pursue mundane solutions before magical ones. Despite their caution, these wardens of balance are exemplary arcanists who can feel the weave of magic in the world as keenly as some of the finest sorcerers.
**Tenets of the Spelldrinker**
The tenets of the Oath of the Spelldrinker were written and passed down by cautious guardians set to rid the world of evil mages. They emphasize balance within oneself through the following tenets:
_**Be the Sword.**_ Be a stalwart champion of fairness and equality among all. The sword doesn’t cheat fate: it dances with it.
_**Be the Shield.**_ Defend the innocent against the forces of rampant magic. The shield is patient and unwavering in the face of the unknown.
_**Be the Spell.**_ Use your power to provide balance and guidance. The spell can lead to prosperity as easily as it can to ruin: you must always choose the righteous path.
#### **Oath Of Dreamwarden**<sup>(TGS)</sup> %% Fold %%
The Oath of the Dream Warden binds a paladin to protect one of the most basic, unifying, and coveted elements of existence: sleep. These paladins stand in the face of evil— both real and imagined—that threaten the rest of others. By devoting themselves to this cause, a paladin sets off to make a future where everyone can sleep fitfully, safe from harm and worry. A paladin of this oath also deals in the subtle workings of the subconscious mind and magic, sharing their dreams with others and using them to play tricks of the eye.
**Tenets of the Dreamwarden**
The tenets of the Dream Warden guide them to protect their flock while they’re at their most defenseless.
_**Guard the Threshold.**_ When terror creeps nearby, stand in its way.
_**A Light in the Dark.**_ When hope is hard to find, light the way.
_**No Rest for the Wicked.**_ When evil sleeps, strike true, and cast it away.
#### **!!Oath Of The Holy Flame**<sup>E</sup> %% Fold %%
Paladins who swear the Oath of the Holy Flame are driven by an unquenchable fire within them, a passion for spreading light and warmth wherever they go. They see themselves as agents of a divine inferno, burning away darkness and corruption with the power of their oath. In battle, they are fearsome opponents, wreathed in holy fire that sears their enemies and guides their allies.
**Tenets of the Holy Flame**
Paladins of the Holy Flame share these tenets.
_**Walk with Burning Passion**_ Strive to have unwavering conviction and passion. This path is not an easy one; let the fire in your heart fuel your resolve.
_**Spread Your Light**_ Light shines the brightest in the darkest of places. Spread your light and fight against the forces of darkness wherever they may be found.
_**Kindle the Flame of Others**_ The Holy Flame is not meant to be held only be a select few. Kindle the flames of faith and hope in others, helping to bring light to the hearts of all.
#### **!Oath Of the Open Sea**<sup>TDR</sup> %% Fold %%
The Oath of the Open Sea calls to seafaring warriors, swashbuckling sailors, and traveling guardians who seek the thrill of a limitless horizon. Driven to search for adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny liberty to likeminded travelers, rooting out tyranny and corruption wherever it is found.
Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities such as the Wildmother or the Stormlord who influence safe passage. At the same time, they answer the call to hunt the monstrous creatures that too often bloody the waters with wanton violence and ill intent, and which terrorize the folk of the sea and shore.
**Tenets of the Open Sea**
Freedom can be a selfless virtue or a selfish want. For paladins who swear the Oath of the Open Sea, freedom is the highest calling, and a gift to be granted to all.
_**No Greater Life than a Life Lived Free.**_ One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.
_Trust the Skies._ The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.
_**Adapt Like the Water.**_ The waters of the ocean can shift around any obstacle—or become the most impassable obstacle of all. They carve away the land to reveal the secrets of the past, or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.
_**Explore the Uncharted.**_ The world is filled with mystery. Through the pursuit of enigmatic ends, one can uncover those who hide their foul deeds, and find the path to becoming something great.
#### **!!Oath Of Purgation**<sup>(SMR)</sup> %% Fold %%
The Oath of Purgation is dedicated to burning away the unclean, saving society from its foulest elements and then sealing the rot with fire. Their quest is never-ending, for corruption never ceases to spread; but a paladin of Purgation is up to the challenge, their hearts burning with a zealous flame equal to their armaments.
The Oath of Purgation may have different interpretations, of course. Some of its adherents purify the damned or the undead; others focus on psionicists or tainted sorcerers. Still others may interpret their oath through a nationalist lens, purging revolutionaries or other enemies of the state.
**Tenets of Purgation**
Paladins who swear the Oath of Purgation vow to burn away the evils that cripple society.
_**Spare Not the Flame.**_ Let no trace of evil remain in your wake.
_**Unceasing Zeal.**_ Be steadfast in your hunt, for even the noblest hearts can hide villainy.
_**Seal the Wound.**_ Leave no trace of rot unburnt, lest it spring back fouler than before.
#### **Oath Of the Forefathers**<sup>UAH</sup> %% Fold %%
The Oath of Ancestors is a commitment to those who came before you to carry their legacies into the future. Dwarven paladins who take this oath do so to honor the founders of their clan while elven paladins channel their grief for those who passed on. When communities abandon long held traditions, paladins who’ve sworn this oath remind them of the examples their honorable ancestors left behind. Sometimes called spectral knights, tomb guardians, or sin-eaters, paladins who swear this oath commune with their ancestors and pursue their ancestors’ ideals in the material realm.
**Tenets of Ancestors**
The exact tenets of Ancestors changes based on the ancestors being honored but all who swear the oath abide by these core principles.
_**Remember the Dead.**_ Remember those who have gone before you and passed on. Carry their memory in your mind and let those memories guide you.
_**Respect the Dead.**_ Show deference to the resting places of the dead and follow the wishes of the departed.
_**Honor the Dead.**_ Honor the dead with your actions. Let your righteousness be a reminder to others of their virtue and strength.
_**Death is Peace.**_ The undead are an affront to the serenity of true death. Show the undead the mercy of ushering them into the next world as quickly as possible.
#### **Oath Of Compassion**<sup>UAH</sup> %% Fold %%
Paladins swearing the oath of compassion believe that every foe can be made into a friend and that all friends are worth fighting for. Although this philosophy might seem at odds with their martial training, these paladins are not hopeless idealists. When the vulnerable are threatened, they act as a shield first and a sword second. If they can’t parley an enemy out of violence, they’ll seek to minimize and repair any damage caused by all involved parties.
**Tenets of Compassion**
Paladins who swear the Oath of Compassion pledge to open their hearts to enemies as easily as to friends. These paladins are not guided by naivety but an unflinching belief that every life matters.
_**Hospitality.**_ Strangers are your friends. The homeless must be given shelter from the storm, under your own roof if need be.
_**Honor.**_ Treat others with fairness, and lead by example. Do as much good as possible while causing the least amount of harm.
_**Protection.**_ Repay violence with swift violence, so that the fewest may be hurt.
_**Redemption.**_ Redemption is possible for all individuals. Foster and assist them in their journey.
#### **Oath Of the Planes**<sup>UAH</sup> %% Fold %%
The Oath of the Planes binds a paladin to the fragile balance of good and evil in the multiverse. Unlike many Sacred Oaths, which commit paladins to narrow, unflinching ideals, this Oath implores them to view the greater tapestry. These paladins see that, just like the concept that light cannot exist without darkness, neither can the forces of good exist without the forces of evil; without the proper balance, the entirety of existence would unravel. To ensure this never occurs, these paladins — often called planeswalkers, gray knights, or portal knights — travel the planes of the multiverse, immersing themselves in dimensional magics and the boundaries of reality to maintain balance.
**Tenets of the Planes**
The tenets of the Oath of the Planes are often difficult for individuals to uphold. Despite the necessity, many paladins find it difficult to remain impartial, and even more difficult to leave the ones they love when they feel themselves shirking their duties. It can also be tragic for these paladins to actively support certain evils, and actively destroy certain good, in order to keep the multiverse in balance; it is far easier for them when evil threatens to overwhelm good. Due to the harshness of the tenets, most paladins who take this oath are lawful neutral in alignment.
_**No Good without Evil.**_ Without evil, good cannot exist. Some forces of evil must be allowed, while some forces of good must be struck down if they threaten to overwhelm evil.
_**Travel the Planes.**_ To understand the greater scope of the multiverse’s balance, I travel the worlds within it. Remaining in one location causes me to lose perspective.
_**Objectivity.**_ I remain impartial, placing the balance of the multiverse, and thereby everyone in it, over any individual attachment or life.
#### **!!!Oath Of Rebellion**<sup>UAH</sup> %% Fold %%
The Oath of Rebellion is a righteous commitment to stamp out all tyranny, to uphold the ideals of liberty and free will. Sometimes called torchbearers, mob knights, or riot knights, paladins who swear this oath are champions of the common man, and scourges of all those who would oppress them. They believe that, if it is in the name of ending a dictator’s rule, they can engage in any deception, treachery, and violence, proclaiming that freedom for all is worth any stain on their soul.
**Tenets of Rebellion**
Though specific tenets of the Oath of Rebellion can vary by paladin, the basic intents are the same. Due to the flagrant disregard for societal law and the demand for self-sacrifice in these tenets, most paladins of the Oath of Rebellion are chaotic good in alignment.
_**Suffer no Tyranny.**_ I recognize tyranny in all its forms, and tolerate none of it. Dictatorship, hypocrisy, and corruption all must be expunged.
_**Ignite the Fire.**_ No single ember can burn a castle to the ground, but many embers combine to create an inferno powerful enough to raze any fortress. I inspire the oppressed to join me in the fight for their freedom.
_**Never Back Down.**_ No matter my own personal suffering or tragedy, I continue forward. I refuse to be struck down without accomplishing my mission.
_**Ends Justify Means.**_ I will engage in murder, deceit, and treachery if it means that innocents can be free. I eat these sins in the name of liberty.
#### **Oath Of Unity change name bro**<sup>UAH</sup> %% Fold %%
Paladins of the Oath of Unity fight for their companions. And in return, it is their companions’ faith in them that powers their divine ability. Paladins of the Oath of Unity are never truly alone, not when the hopes and dreams of those around the world are riding on them. Paladins who take this oath are often inspiring leaders and empowering teammates. After all, the more they do to support their companions, the stronger they become.
**Tenets of Unity**
The tenets of the Oath of Unity compel paladins to consider how every victory is won not by their own strengths alone but by the joined efforts of their companions and every ally they’ve made along the way.
_**Solidarity.**_ Your greatest strength comes in lifting up others.
_**Trust.**_ You trust your companions with your life. You must also be the kind of person they can trust in turn.
_**Teamwork.**_ Your victories do not just belong to you; they belong to everyone who has helped you come this far.
#### ~~**Oath Of Vigilance**~~<sup>UAH</sup> %% Fold %%
Paladins who swear the Oath of Vigilance believe their highest calling is in service to others. Those who swear the Oath of Vigilance devote their lives to finding those worthy of protection and ensuring no harm comes to them. These paladins have as strict a moral code as any other but prize obedience to a righteous master above everything else. To them, any untoward actions taken in protecting their ward is justified.
**Tenets of Vigilance**
The tenets of the Oath of Vigilance vary by paladin, but all tenets revolve around protecting and honoring those the paladin deems worthy of their protection. Paladins who uphold these tenets are willing to sacrifice themselves for the sake of that which they safeguard, even abandoning their own dignity if it ultimately protects the name of their ward.
_**Defend the Greater Good.**_ I place my life in the hands of someone greater than myself. I will defend those I deem morally greater than me to the death.
_**Absolved by Obedience.**_ My own ability to comprehend is lesser than those I protect. I am absolved of my flaws by strict obedience to their directions. Honor by Association. I am honored by my relationship with those I protect and, in turn, I must honor them by acting with integrity and respect.
_**Humility.**_ When I find someone worthy of protecting I will make their will and life my priority. Through the advancement of their goals will I improve the world and be personally fulfilled.
#### **Oath Of The River**<sup>(OTG)</sup> %% Fold %%
Those who commit themselves to the Oath of the River have found guidance in the shifting waters and the great creatures that live within them. These diverse individuals model their lives and the tenets they follow after the tranquil waters of a blue pool and the rushing rapids that spill over a great waterfall, always striving to flow around obstacles if possible, but ready to crash through them when left with no other option. As the river flows and bends, it seeks the path of least resistance in its travels to the ocean. Like the river, paladins who have sworn this oath remain adaptable but steadfast in their own course.
**Tenets of the River**
The tenets of the Oath of The River vary by paladin, but all of them revolve around embracing the flow and adaptability found in water. Paladins who uphold these tenets must understand when it is best to dispatch justice through violence or through understanding and forgiveness. The core principles of the tenets are:
_**The River Flows On.**_ Forgiveness can be as sharp as any blade.
_**The River Quenches or Drowns.**_ Judgment is reserved for those truly deserving of it.
_**The River Rages.**_ If I must battle, I will fight with all my passion and strength.
_**The River Seeks the Sea…Always.**_ I will not abandon my duty, especially when others are counting on me.
#### **!Oath Of Hexes**<sup>(GTD)</sup> %% Fold %%
Those who swear an oath of hexes are sworn to witch covens, fey creatures, and occult deities of magic, fate, and death. In exchange, this sacred oath empowers paladins with fickle magic to curse those who would try to tempt fate or escape the ire of the Old Gods.
**Tenets of Hexes**
Paladins of the Oath of Hexes are sworn by these tenets.
_**Serve the Occult.**_ Deities with power over the future have infused you with occult magic. Through your oath, you are made a mortal vessel for their inscrutable will.
_**Keeper of Secrets.**_ This world harbors dark secrets which are best kept long forgotten. You stand as the protectors of those secrets, preventing them from falling into the hands of weakwilled mortals who would misuse them to evil ends.
_**Arbiter of Fate.**_ The strands of fate were woven long ago, and it is folly to fight them. Misfortune befalls all.
_**Show No Mercy.**_ Though some think your strange powers are dark or corrupted, you vanquish evil with the very curses and magics that they would use against you. Show no mercy to those who resist their fate.
## Psion
*Whether through years of practice, or a once in a generation innate talent, Psions learn to manipulate the world with the wondrous power of their minds. Drawing upon the mystical power within, they can communicate without speaking, move objects, alter their physical bodies, and even manifest spells. Relying solely on mastery of their mind, Psions can perform feats thought impossible, even by the most erudite Wizards and devout Clerics. For Psions, it is a point of great pride that they can produce wonders without the help of external power. Due to their potential, Psions are often misunderstood and feared by the common folk. If they don’t learn to control their power, their strange abilities can cause them to be shunned and hated by those around them. Most Psions reveal their power only when necessary, and are hesitant to trust others.(**Source: KibblesTasty**)*
*Since a psion’s weapon is their mind, they are always a careless thought away from harming those around them. For a psion, the line between thinking and doing can be very thin, forcing them to keep their thoughts and emotions in check, lest their powers run amok. This leads to many of them developing odd behaviors or mannerisms to help them control their state of mind, frequently seeming quite eccentric to an outside observer.*
### <u>Subclasses - Schools of Thought</u> %% Fold %%
*A Psion's master and how they are trained has great effect on the nature of their abilities. For some, their gift is honed through years of practice and meditation. Others are trained to use their mystic abilities to morph their bodies into deadly weapons. And for the rare few who are never discovered by a master, or attempt to stifle their power, they risk outbursts of wild psionic energy that can have devastating effects.*
#### **Awakened Mind** %% Fold %%
An Awakened Mind is a psion who had their psionic power awakened within them by an encounter, event, or circumstance. Perhaps their powers were latent or perhaps their destiny had been that of a normal creature until powers were suddenly thrust on them. Perhaps they brushed the realms beyond in a vivid dream, perhaps they wandered the Feywild and came back warped, perhaps they merely glimpsed the eyes of a creature that did not belong walking down the street.
An awakening is often somewhat traumatic. Psions are not well understood and the first power they manifest—telepathy— is one of the most feared and shunned abilities.
#### **Unleashed Mind** %% Fold %%
An Unleashed Mind’s power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results. The life of an Unleashed Psion is frequently their journey to control their unruly powers… or one of embracing the destructive powers fully.
What the wellspring of their innate power is varies: they could be a psionic race, born under the influence of distant twisted powers, warped by fey blood, or a herald of something more sinister brushing against the material world. Sometimes their power will show itself in simple applications, but most often their power becomes known and feared when their temper flares.
#### **Transcended Mind** %% Fold %%
A Transcended psion is most often one that has found their path to psionic powers through a mental epiphany, realizing the place of their mind within the multiverse and how it ties to everything else, seeing the keys and levers to the world laid out before them in their mind’s eye.
Most often achieved either intentionally or accidentally through meditation and ritual, this can sometimes even be a passed on technique to reliably transcend the strictly material concerns, and explore the more cognitive realm and powers within.
#### **Shaper’s Mind** %% Fold %%
A Shaper is a Psion that specializes in the materialization of their imagination, projecting it out into the world. No mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.
A Shaper’s mind is a tool of nearly unrivaled power possessing both boundless creativity and inexorable will, but if that will is overrun, the world would do well to fear a Shaper’s nightmares.
#### **Wandering Mind** %% Fold %%
A Wandering Mind is among the more mysterious incarnates of psions, these are individuals that just aren’t quite rooted in the same reality everyone else is… they find it more pliable and slippery, and prone to jumping right through it on occasion.
How they get their powers varies. Some were born in the ethereal plane or went through a portal while young. Sometimes it is just that their mind just works along an axis most people cannot understand. No matter its source, they manifest a truly unique ability to treat certain aspects of the metaphysical with a certain mundanity, and are prone to treating their powers as absolutely natural things as one might treat an arm or leg.
#### **Elementa Mind** %% Fold %%
An Elemental Mind is a Psion that can manifest and control elements as an extension of their will.
#### **Consuming Mind** %% Fold %%
A Consuming Mind is a master of a dangerous branch of psionics, born from the ability to sap energy from other creatures. This power can tear away thoughts, minds, and ultimately vitality for the psion’s own consumption. A feared branch of psionics, it is sometimes believed to be one of the primeval roots of all psionic power, as it can be found among mind-eating monsters and ancient psionic space whales… which might have other names in various settings.
It has been refined by those that seek greater power either from ambition or desperation, and unlocks a terrible but effective path. One example of mortal creatures walking this path are the houses of dark elves, who developed their dark powers from their study of feral, vampiric, brain-eating monsters.
## Pugilist
*Wherever they come from, pugilists live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight, they can channel this strength of character to dig deep and fight off foes with greater strength of numbers, arms, or armor than anyone else would think possible.(**Source: The Ultimate Adventurer’s Handbook**)*
*Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude. You can teach someone how to fight but you could never teach someone how to be a pugilist. The secret of mastering moxie doesn’t come from disciplined study or rigorous training, it comes from years of wanting and needing.*
### <u>Subclasses - Fight Clubs</u> %% Fold %%
*Despite the name, fight clubs are not formal fraternities or sororities, but collections of pugilists who, by training or happenstance, share a similar style. In some D&D worlds, fight clubs can tell you a lot about where a person comes from, while in others there are representatives of many fighting styles in all metropolitan areas.*
#### **Arena Royale Club** %% Fold %%
Pugilists in the Arena Royale fight club travel the world earning their keep as equal parts performer and gladiator. Whether performing in staged physical competitions, or fighting it out in unscripted brawls, pugilists in the Arena Royale care as much about the theatrics of a fight as they do its outcome. Pugilists in this fight club also care deeply about their reputation and work to build up local and regional legends about their performing personas.
#### **Bloodhound Bruisers Club** %% Fold %%
Pugilists in the Bloodhound Bruisers fight club are notorious for looking for trouble and finding it every time. Members of this fight club are highly observant of character traits and physical evidence, and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden, but others lend their talents to less savory organizations.
#### **Dog & Hound Club** %% Fold %%
You’ve never had a friend you could rely on that walked on two legs. Lucky for you, you’ve got the best four-legged friend a body could ask for. Pugilists in the Dog & Hound fight club are as faithful to their canine companions as their canine companions are to them.
#### **Hand Of Dread Club** %% Fold %%
In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush that came with channeling your dread power to claim what you felt you deserved. This pact, however, came with strings attached. In times of distress you hear the entity whispering in the back of your mind, encouraging you to indulge your most base impulses.
#### **Lead Eaters Club** %% Fold %%
Pugilists in the Lead Eaters augment their swaggering moves with flashy gunplay, specializing in the use of blackpowder weapons. Known for filling stomachs with lead bullets and knuckle sandwiches, these pugilists love nothing more than staring down an opponent at high noon, proving that their hands are faster and their panache is greater than those of their competitor. And if they’re outmatched in the draw or run out of ammo, they’ll still happily beat that opponent senseless with the butt of their gun, classic fisticuffs, or anything else at hand.
#### **Paradox Consortium Club** %% Fold %%
Pugilists of the Paradox Consortium fight like time is on their side, mostly because it is. They build and utilize equipment powered by their moxie to bend the flow of time, jump back in short bursts to de-canonize their mistakes, and accelerate localized time for themselves and others. To such a pugilist, navigating the wibbly wobbly, timey-wimey stuff is just another Tuesday. If you mess with one, be prepared to get punched into next week…literally.
#### **Piss & Vinegar Club** %% Fold %%
Pugilists in the Piss & Vinegar fight club revel in their reputations as heels. Widely despised for their obscene curses and dirty tricks, these pugilists take pride in their ability to provoke, and fight to win at all costs.
#### **Relentless Revenant Club** %% Fold %%
Most pugilists suffer hardships, but few can claim they’ve passed through the gates of death and returned. You died in an incident of terrible violence, perhaps an accident, perhaps not. You felt suffering, silence, darkness…then a cold-burning hatred in your chest. When you woke, you were changed. An object near you or on your person when you died granted you supernatural powers. You might not be able to die, but you’re pretty sure your enemies can.
#### **Rift Hitter Club** %% Fold %%
Pugilists who punch hard and fast enough might eventually tear through the fabric of space with their fists. Rift hitters are rewarded for their esoteric training with hands that never stop vibrating, swings that shatter space, and goals that are never out of reach.
#### **The Squared Circle Club** %% Fold %%
Pugilists who fight in the Squared Circle know you don’t have to knock an opponent senseless to get them to submit. Of course, members of the Squared Circle do beat their opponents senseless, they just know they don’t have to.
#### **The Sweet Science Club** %% Fold %%
Pugilists who practice the Sweet Science hit hard, fast, and often. This style is sometimes used by fighters who battle for the entertainment of the upper classes, but is just as often practiced in the back alleys and the bars by those whose next breath depends on a knockout.
## Ranger
*Rangers are a diverse group of skilled warriors who focus their abilities on subterfuge, using the environment to their advantage, and navigating dangerous places. Often separated from the heavily armored knights and soldiers, rangers stick to the fringes of society and are often seen as lone travelers who spent time surviving the wilds, or living amongst a druidic circle for a time. Rangers might be guerilla operatives of military organizations, bringing inventive tactics and skills to the battlefield, or protecting innocent people from the beasts and monsters occupying the untamed wilds of the continent.*
*Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization — humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.*
### <u>Subclasses - Ranger Conclaves</u> %% Fold %%
*As a ranger fosters their skills, they gain new abilities that reflect their deepening relationship with the natural world. Your choice of conclave represents the way your connection to the Primordial manifests. The deadliest of hunters, rangers thrive along the boundaries between wilderness and civilization, stalking prey and protecting their allies from predation. Some rangers call upon the power of the forest to capture or elude their quarry, some train a variety of animals to fight by their sides, while others use their skills at hunting and tracking to capture or kill for coin.*
#### **Fey Wanderer Conclave** %% Fold %%
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
#### **Swarmkeeper Conclave** %% Fold %%
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
#### **Gloom Stalker Conclave** %% Fold %%
Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows.
#### **Horizon Walker Conclave** %% Fold %%
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and elementals — that work to preserve life and the order of the planes.
#### **!!Monster Slayer Conclave** %% Fold %%
You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
#### **Hunter Conclave** %% Fold %%
Emulating the Hunter archetype means accepting your place as a bulwark between the people you protect and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres to towering giants and terrifying dragons.
#### **Beast Master Conclave** %% Fold %%
The Beast Master archetype embodies a friendship between the civilized races and the beasts of the wild. United in focus, beast and ranger fight the monsters that threaten civilization and the wilderness alike.
#### **Drakewarden Conclave** %% Fold %%
Your connection to the natural world takes the form of a draconic spirit, which can manifest in physical form as a drake. As your powers grow, your drake grows as well, blossoming from a small four-legged companion to a majestic winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons.
#### ~~**Beastborne Conclave**<sup>(VSS)</sup>~~
#### **!!!!Freerunner Conclave**<sup>(VSS)</sup> %% Fold %%
Agile, evasive, and unmoored from the constraints that slow down other rangers, the archetypal freerunner is supremely nimble and capable of crossing terrain faster than anyone else. They accomplish this through a skilled combination of dashing, leaping, and nimbly climbing that guides them down clever paths through their environments. Moreover, an adept freerunner can convert the momentum from their gymnastics into deadly force, crushing their enemies with exceptional impact from unexpected directions.
A freerunner is most at home in the city or in the treetops of a great forest, for their unique movement requires a place that is steeped with complex geometry which reaches high into the sky. Of course, even on flat terrain, a free runners agility is not to be underestimated, for they can dive through a giant's legs or scurry up its back with ease.
#### **Highwayman Conclave**<sup>(VSS)</sup> %% Fold %%
For bandits, bank robbers, and green clad folk heroes, there's no better way to make money than robbing nobles at knife point, especially in caravans. None are more prosperous at roadside robbery, perhaps, than highwaymen, who leverage their stealth and superior numbers to steal anything they wish before escaping into the trees with their bounty. A team of bandits works and smooth coordination, watching each other's backs and at choreographed theater of shouting, looting, and cutting down anyone who runs.
#### **Spellbreaker Conclave**<sup>(VSS)</sup> %% Fold %%
When a wizard embraces forbidden, volatile magic, or a sorcerer loses control of their arcane power, a spellbreaker is not far behind. This ancient order of rangers tracks dangerous spellcasters, from rogue bards to demonic warlocks, and eliminates them before their magic can wreak havoc on an entire city or endanger the multiverse itself. They are trained in techniques to bypass magical defenses and rip small holes in the fabric of magic itself to catch unaware any spellcaster in their midst. While most spellbreakers execute their quarry or capture them for the authorities, a few still burn which is at the stake, earning all spellbreakers a grim reputation.
#### ~~**!!Trophy Hunter Conclave**<sup>(VSS)</sup>~~
#### ~~**Vigilante Conclave**<sup>(VSS)</sup>~~
#### **Rōnin**<sup>(RGYR)</sup> %% Fold %%
The Rōnin are masterless, wandering warriors, beholden to no code but their own. No two are the same, each with their own tale that led them down the warrior’s path. They are masters of many weapons, striking with blade and arrow in a spectacle of blinding speed and accuracy. Some Rōnin use their power to protect the vulnerable—vigilantes doing what they see as right, no matter the cost. Others pursue their own ends, unfettered by the consequences of their actions. Rōnin are dangerous combatants, hardened survivors, and above all things, free .
#### **Hollow Warden Conclave**<sup>(UA)</sup> %% Fold %%
Legends tell that the most ancient and fearsome terrors lurk deep within the old places of the earth — unfathomable and bloodthirsty entities of fallow soil and sharpened claws. Hollow Wardens venerate and draw power from such beings, transforming themselves into similarly merciless and monstrous guardians that stalk along jagged coastlines, across steep mountain crags, and through other dark and wild places.
#### **!!Nightstalker Conclave**<sup>(DAC)</sup> %% Fold %%
The Nightstalker archetype emulates a unique form of shadow magic, used to create shadowy familiars to accompany you in battle. By walking this path, you learn to use your shadow familiar like an extension of yourself, using them like a weapon as you stalk through the dim forests and vast plains of the world, searching for your prey. Your choice of familiar defines your style of fighting, with each familiar playing a different role on the hunt and on the battlefield.
#### **Tamaya Conclave**<sup>(RGYR)</sup> %% Fold %%
The secrets of hanabi, alchemical fabrications that explode in dazzling arrays of light and sound, are some of the most well-guarded of any of the artificing guilds. However, no ship is entirely without leaks, and well-kept secrets fetch a high price. Whether from a jaded pyrotechnician, stolen formulae, or enough coin in the right hands, some enterprising individuals learn these clandestine secrets. Known as Tamaya, such rogues use the pseudo-magic of fireworks as weapons to supplement their gunpowder-fuelled toolbox, sending enemies spiraling into disarray and chaos. Using artifice and ingenuity, these masters of thunder, fire, and smoke prove true the old adage: sufficiently advanced technology is indistinguishable from magic .
#### ~~**Beast Trainer Conclave**<sup>(TOH)</sup>~~ %% Fold %%
#### **!Grove Warden Conclave**<sup>(TOH)</sup> %% Fold %%
Fiercely protective of their territory, alseid herds form close bonds with their home forests. In return for their diligent protection, the forests offer their blessings to dedicated alseid rangers. In recent years, woodsy adventurers of other races who have earned the forests’ trust also received this blessing, though their numbers are scant. These Grove Wardens can tap into the living magic of ancient forests. Your senses travel through the plants and earth of the woods, and the very land rises up to strike down your enemies.
#### ~~**!Gunslinger Conclave**~~<sup>(TOH)</sup> %% Fold %%
Gunslingers use their expertise to hunt and track for coin, using their marksmanship skills to bring down their prey. Some gunslingers work by a personal code that defines what they will or will not do for money, while others have no scruples in who or what they hunt.
#### **Haunted Warden Conclave**<sup>(TOH)</sup> %% Fold %%
It is no secret the wilds are dangerous and that many an intrepid adventurer has met an untimely end while exploring them. Haunted wardens are rangers who have come face to face with the restless spirit of one of those lost wanderers. Somehow during the course of this meeting, the yearning phantom tethers its spirit to the warden’s in order to put its unfinished business to rest. Even after its final wishes are met, or in the tragic instance they can’t come to fruition, your companion remains with you until you meet your end, both as a constant confidante and a reminder that the veil between life and death is thin indeed.
#### ~~**Snake Speaker Conclave**~~<sup>(TOH)</sup> %% Fold %%
Like the serpents they adore, snake speakers are highly adaptable hunters. Snakes are common throughout the world, and people who need to travel through snake-filled jungles often retain a snake speaker guide, trusting the guide to protect them from scaly poisoners.
#### **Spear Of the Weald Conclave**<sup>(TOH)</sup> %% Fold %%
The alseid have long defended the limits of their forest homes. These warriors can make a dizzying variety of ranged and melee attacks in quick succession, using ancient magic to flash across the battlefield.
#### **Wasteland Strider Conclave**<sup>(TOH)</sup> %% Fold %%
A barren landscape wracked by chaotic magics, crawling with strange monstrosities and twisted aberrations that warp the minds of those who lay eyes upon them … you have learned to traverse these wastes and face these creatures without flinching. You patrol its boundaries and stride unseen through its harsh landscape, evading danger and protecting those who find themselves at the mercy of the arcana-laced wilds and eldritch horrors.
#### **Bog Phantom Conclave**<sup>(TCEE)</sup> %% Fold %%
You follow patterns set by will-o’-wisps, departed souls that feed on fear and despair. Good Bog Phantoms often serve as guides in swamps or other dangerous areas. Evil ones may copy the behaviors of their power’s inspiration, and enjoy luring unsuspecting wanderers to their deaths.
#### **Dark Trapper Conclave**<sup>(TCEE)</sup> %% Fold %%
Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.
#### ~~**Herbalist Conclave**~~<sup>(TCEE)</sup> %% Fold %%
Herbalists are true masters of their environment, able to find and utilize the rare and often magical components hidden in the undergrowth. Using these skills, they can create wondrous tonics, salves, potions and balms that can provide themselves and their allies with temporary beneficial effects. These rangers are often considered to be healers and witch-doctors instead of warriors, but there is no doubt that their abilities can turn the tide of battle.
#### **!!!Predator Conclave**<sup>(TCEE)</sup> %% Fold %%
The Predator archetype involves hunting monstrosities of the world such as the basilisk, hydra, and wyvern. They study these creatures’ traits and emulate their abilities and behaviors using their swift cunning, physical might, and primal magic.
#### **Stargazer Conclave**<sup>(TCEE)</sup> %% Fold %%
Staring up at the night sky, one’s thoughts may drift to the vast unknown of the cosmos; an infinitely expansive sea of darkness speckled with inconceivably hot stars and unforgivingly harsh planets. While the starry heavens might seem absolutely foreign and unknowable, the Stargazer finds comfort and guidance from them. They learn more about their current location by looking at the constellations than they would from seeing a map.
#### **!!Bloodhound Conclave**<sup>(FEQ)</sup> %% Fold %%
Rangers recognize the primal connections between all living things, and as a Bloodhound you know precisely how to exploit them to track down your chosen prey. The Western Frontier is home to countless fugitives and war criminals, and conclaves train their best bounty hunters to follow these ancient techniques— while on the other side of the Border Road, some hunters and worgs of the Great Pack use the skills of the Bloodhound to track enemies of purity.
#### **Cosmic Caller Conclave**<sup>(FCG)</sup> %% Fold %%
Rangers who are Cosmic Callers have tamed an extraplanar creature of some kind, whether it is an elemental, an aberration of the Far Realm, or a creature from the Feywild. Through this connection, these rangers expand their understanding of arcane energy. Cosmic Callers often patrol boundaries between the Material Plane and other planes, protecting those hapless victims of circumstance that wander into dangerous extraplanar spaces.
#### ~~**Primordial Keeper Conclave**~~<sup>(ECHH)</sup> %% Fold %%
Wind walkers, stone speakers, and flame dancers. Primordial keepers are rangers who choose to harness raw elemental power over the more subtle, more spiritual connections to animals or plants, and are most often pragmatists. The elements are tools to wield, exactly as they would a sword or bow, simple and direct, versatile and never-failing.
#### **!!Wildcatter Conclave**<sup>(ECHH)</sup> %% Fold %%
You breathe in the smell of the discharged gunpowder, lowering the barrel to watch your quarry stagger and fall. Your hand reflexively comes to rest on the holstered sidearm strapped to your thigh, ready in case the muzzle flash alerted another nearby predator. You wait, but only a dull breeze comes. As calm descends, you let out your breath and your hand relaxes.
At home in the wilderness, yet born from civilization and unwilling to part from it, the wildcatter straddles these two disparate worlds much more than most other rangers.
#### ~~**Infernal Rider Conclave**~~<sup>(CCS)</sup> %% Fold %%
Infernal Rider Rangers roam both the streets inside Prismatic Falls and the wastes outside of it, using high-powered arcane cycles to get around in both speed and style. They often roam in small groups, using specially made vehicles that allow them to fight while riding. The screams of fiends are a sign that an ambush from one of these gangs is imminent.
#### **Specialist Conclave**<sup>(KT)</sup> %% Fold %%
Specialists are rangers that innovate their technique and equipment in equal measure. Deadly and clever, they keep their opponents guessing what is coming next.
#### **!Mind Reaper Conclave**<sup>(KT)</sup> %% Fold %%
Mind Reapers are an incarnation of fear. Terrible creatures seen more often in stories told to frighten children or ancient legends than the material plane, these are predatory creatures most mortals would be right to fear, no matter what their intentions. Some use these powers to spread fear, savoring the terror of their victims. Others use their powers to dispense what they view as justified, stalking down and reaping only those they believe have earned such a grim fate.
#### ~~*Beast Master Revised**~~<sup>(KT)</sup> %% Fold %%
#### **!!Bounty Hunter Conclave**<sup>(KT)</sup> %% Fold %%
Anyone that knows about adventurers will know that their legacy is equal parts heroics and burning drinking establishments to the ground. Equal parts dragons slain and merchants robbed. Everyone needs someone to fear, and Rangers that take the Bounty Hunter path are what those who bring fear to others must fear.
Excelling at hunting down targets wherever they should hide, they bring them down dead or alive.
#### ~~**Burghal Explorer Conclave**~~<sup>(XLNEE)</sup> %% Fold %%
Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless. Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest, plots of land.
#### ~~**Wasteland Wanderer Conclave**~~<sup>(XLNEE)</sup> %% Fold %%
Some worlds thrive, with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous while other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured. Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.
Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world— and often helping others survive as well.
#### **!!!Spiritbound Conclave**<sup>(BoE)</sup> %% Fold %%
Spiritbound rangers forge a pact with the invisible nature spirits of the mountains, rivers, and forests. Often, these spirits claw at the material world and seek vengeance upon those that despoil their domains. Spiritbound rangers are the implement of their fury.
Rangers of this archetype strive to achieve balance with the natural world and preserve its majesty. Doing so is a constant struggle in which the spiritbound can find wisdom and companionship within their spirit ally.
#### **Hound Of the Huntsman Conclave**<sup>(CFSA)</sup> %% Fold %%
In your life, you've slain a creature great and terrible, whether by design or by the twists and turns of fate, showing the mastery of mortals over the natural world. As you brought the beast low, you felt the eyes of an ancient immortal upon you the sheer power of the wild Huntsman's cold intent tore the beast open and infused you with its spirit. You owe no favor to this manifestation of the predatory nature of mankind, nor must you hold it in any esteem. Nevertheless, the cursed cold of its domain flows through your veins, even as the twisted spirit of the beast you slew writhes within your skin, bursting forth in a spiritual manifestation of primal hate. In the heat of combat, you must keep an icy grip on your humanity, lest you fall to the dark hunger of the predator. It is through dominance that you shall triumph, for anything less will lead to your death. Prove to the Huntsman that you are greater than a beast.
#### **Trapper Conclave**<sup>(HGMH)</sup> %% Fold %%
Through careful preparation, trappers can create both physical and magical traps to ensnare, explode, or enrapture those unlucky enough to find themselves in their vicinity. Trappers are found in all terrains where there are creatures to be hunted. With tact and guile as their companions, a trapper can lay low even the mightiest of prized beasts.
#### **Winter Trapper Conclave**<sup>(TGS)</sup> %% Fold %%
Winter Trappers are masters of control and keep both their adversaries and quarries helpless and at bay. Originating from the Everglacier, these trained hunters are experts at staying upright when others would surely fall, and have learned how to use magic and acrobatics to keep both themselves and their allies out of harm’s reach.
#### **Gravetender Conclave**<sup>(TGS)</sup> %% Fold %%
Rangers that tend to the cemeteries and final places of rest in the world are Gravetenders. These solemn caretakers are wardens of the circle of life, and traverse such oft-ignored yet hallowed grounds with grim purpose. And, like the dead returning to soil, Gravetenders offer their vitality in exchange for power and survival. They stand as silent sentinels, vigilant against the encroachment of desecration and undeath, and defend the memories of persons, beasts, and more to ensure their voices are never forgotten to the ravages of time.
#### **Rocborne Conclave**<sup>(TGS)</sup> %% Fold %%
The Rocborne are nomads of the sky who travel the world on the backs of ancestral rocs. These travelers understand that the air and wind aren’t just one force but the collective effort of untold numbers of spirits that are carried along by it. By listening to the wind the same way a medium beckons to the dead, a Rocborne can learn more about the weather, their path forward, and even themselves. Many Rocborne grow up and live in this culture for their entire lives, but some have been known to begin their own journeys. Alternatively, your path may have been crossed by a powerful windborne spirit later on in life, allowing you to suddenly feel and heed the guiding wind inside you.
By calling on the spirits of the wind to aid them, rangers of this archetype can exert a degree of control over both wind and weather. These skills were passed down from the rocs to the first Rocborne and continue to live on through the dedicated instruction of Rocborne elders, both living and dead. You may be taught these skills or have them passed on to you through the guidance of Rocborne spirits in whispers, dreams, or in moments of deep meditation.
#### **!!Shadow Caller Conclave**<sup>(E)</sup> %% Fold %%
Rangers of this archetype have delved into the realm of undeath and spirits, forging a unique bond with them. This bond allows them to call various specters to their side, aiding them in and out of combat. These Rangers are often solitary figures, preferring to operate alone and relying on their own skills rather than relying on others. They have a deep understanding of the world of spirits and are able to manipulate it to their advantage.
This connection with the spirit world can come at a cost. These Rangers are often viewed with suspicion and mistrust by others, and their powers can sometimes be seen as dark and dangerous. They are fiercely independent and value their individuality, often viewing the opinions of others with cynicism and mistrust.
#### **Cometcaller Conclave**<sup>(SMR)</sup> %% Fold %%
Many rangers prefer to sleep under the stars, but the Cometcaller Conclave takes it to a new level. When cometcallers look up at the night sky, they see not just the stars, but the power locked within them and the forces that transit the void of space. Their harmony with nature is particularly focused on the cosmos and their role within it, and as such, they can call on cosmic powers and command gravity itself.
Cometcallers come from any walk of life, but tend to have an esoteric or mystical streak - it helps when exploring the cosmos beyond mortal ken. Good-aligned cometcallers have a healthy perspective about civilization's place in the universe. Evil cometcallers, conversely, mostly just like to drop meteors on their enemies.
#### ~~**Apex Predator Conclave**~~<sup>UAH</sup> %% Fold %%
You may not have been raised by beasts, but you certainly act like it. An Apex Predator uses all weapons at their disposal, lashing out with their teeth and nails at any enemy foolish enough to fight them in melee. Their instinctual affinity for animals gives rise to spells that grant them control over beasts. Their emulation of predators gives them a heightened capacity for violence and intimidation.
#### **!!Bounty Hunter Conclave**<sup>UAH</sup> %% Fold %%
Some rangers seek glory by hunting down the most dangerous creatures the multiverse has to offer; others take on the more practical tasks of capturing or eliminating criminals and other nuisances. A Bounty Hunter familiarizes themselves with one particular creature at a time, mastering martial techniques for efficiently capturing or killing any bounty. The success of a Bounty Hunter rests on their employment of studious techniques for quickly becoming familiar with any unfamiliar quarry.
#### **Cronesguard Conclave**<sup>UAH</sup> %% Fold %%
Although hags have a reputation for villainy, they are powerful protectors of natural places and those who choose to live on the fringes of civilization. In this role, the Feywild natives sometimes forge an unusual alliance with rangers with similar interests. Cronesguard act as a hag coven’s agents in lands beyond their reach and, in exchange, the coven lends the ranger a portion of their power. You have made such a pledge.
#### **!!!!Freerunner Conclave**<sup>UAH</sup> %% Fold %%
Freerunners dedicate their lives to movement, seeing every obstacle in front of them as an opportunity for play. While most at home climbing and sprinting through sprawling metropolises, a Freerunner can jump and flip through any locale. Though many see these rangers as foolhardy show-offs, Freerunners understand that the art of parkour isn’t about proving one’s prowess, but about exulting in the joy of movement. Running upon the line between life and death makes them feel the most alive, and for them is the truest expression of freedom.
#### **Geomancer Conclave**<sup>UAH</sup> %% Fold %%
You have learned to tap into the mystical properties of the land, giving you greater and more flexible magic than other rangers. Geomancers have a deep connection to certain types of terrain but can access the magic inherent to any land they are in. Geomancers take great pride in their reputation as some of the greatest spellcasters among rangers.
#### **Spirit Guardian Conclave**<sup>UAH</sup> %% Fold %%
Some rangers turn to the primordial to protect their homes, bonding with an elemental spirit. Spirit Guardians entwine their essence with these totemic guardians, manifesting aspects of the spirits’ powers, and becoming far more attuned to the denizens of the Elemental Planes.
#### **Corrupted Ranger Conclave**<sup>(OTG)</sup> %% Fold %%
You have become afflicted by the mysterious illness that haunts the island known as the Corruption. This same foul magic, which has stained the coastlines black, now resides within your body. It curses your skin and seeps from your pores, and in time it will even become difficult to distinguish you from it.
#### **!!!!Urban Ranger Conclave**<sup>(GTD)</sup> %% Fold %%
Urban rangers are less accustomed to nature and the wilds, but to the rooftops and guerilla tactics of city warfare. Training for maneuverability and stealth amongst ruined buildings, and twisting streets, these rangers are at home amongst the ruins and rubble. They are agile runners, skilled snipers, and always able to know where the best vantage points against their enemies are.
## Rogue
*Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.*
*Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats — and wererats — haunt the sewers.*
### <u>Subclasses - Roguish Archetypes</u> %% Fold %%
*Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.*
#### **Thief** %% Fold %%
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.
#### **Assassin** %% Fold %%
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.
#### **Arcane Trickster** %% Fold %%
Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
#### **Inquisitive** %% Fold %%
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.
#### **Mastermind** %% Fold %%
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.
#### **Scout** %% Fold %%
You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.
#### **Swashbuckler** %% Fold %%
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
#### **Phantom** %% Fold %%
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.
#### **Soulknife** %% Fold %%
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
#### **Arachnoid Stalker**<sup>(VSS)</sup> %% Fold %%
A life-changing event, such as being cursed by a drider warlock or being bitten by a dangerously transmuted arachnid, has imbued you with the properties of a spider. This transformation might have left you physically unchanged, or you could have a half-dozen eyes, lanky and hairy limbs, or a set of inhuman mandibles. Whatever the transformation’s side effects, you can now produce deadly poison and ropes of silken web from your palm, and eventually can scale the wall with your fingertips.
#### ~~**Enforcer**<sup>(VSS)</sup>~~
#### **Grifter**<sup>(VSS)</sup> %% Fold %%
Swindlers, cheats, and most of all, grifters hang around taverns where people might have a looser grasp on their coins. The archetypal grifter knows that, with the right words and the right scheme, you can part anyone from their money, and even make it seem fair. Grifters are masters of cons, big and small, from counting cards and rolling loaded dice, to pyramid scheems and fraud.
#### ??**Shadow Master**<sup>(VSS)</sup> %% Fold %%
Rogues that wish to gain membership in the furtive Order of Shadow Masters must perform twelve trials, train relentlessly and undergo the Umbral Rite,, a ritual of profound darkness that severs their shadow from their heels. In return, they grow pale and gaunt with empty holes for eyes, but you can manipulate the shadows as one does a marionette. They can summon inky blackness and see through impenetrable night, while their shadows skulk about the walls and floors, doing their every bidding.
#### **Temporal Trickster**<sup>(VSS)</sup> %% Fold %%
Of the rogues who dabble in magic, only a few posses the aptitude to master chronomancy, the magic of time. These skillful dilettantes practice a variety of professions, for the ability to manipulate time is useful in all manner of roguish pursuits. With a flick of the fingers, a temporal trickster can freeze time, rearrange seconds, or leap into the future.
#### **Titan Slayer**<sup>(VSS)</sup> %% Fold %%
Thought titan slayers often adopt larger-than-life names and perform immense feats, they are universally little folk, such as halflings and gnomes, which excel at battling foes larger than themselves.
As a titan slayer, you have learned a number of techniques to dumbfound larger creatures so that you can target their vital areas and bring them down swiftly. You use your foes size against them, weaving between their limbs and striking when they least expect it. No challenge, no foe is too large for you, for as they say, “The bigger they are, the harder they fall”.
#### ??**Shadow**<sup>(DAC)</sup> %% Fold %%
Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill.
#### **Cat Burglar**<sup>(TOH)</sup> %% Fold %%
*merge into base class??*
As a cat burglar, you’ve honed your ability to enter closed or restricted areas, drawing upon a tradition first developed among the catfolk, who often are innately curious and driven to learn what wonders, riches, or unusual friends and foes lie beyond their reach or just out of sight. In ages past, some allowed this inquisitiveness to guide them toward a rogue’s life devoted to bridging that gap by breaking into any and all structures, dungeons, or walled-off regions that prevented them from satisfying their curiosity.
So successful were these first catfolk burglars that other rogues soon began emulating their techniques. Walls become but minor inconveniences once you work out the best methods of scaling them and learn to mitigate injuries from falls. In time, cat burglars become adept at breaching any openings they find; after all, if a door was not meant to be opened, why would it have been placed there? Those who devote a lifetime to such endeavors eventually learn to spot and bypass even the cleverest traps and hidden doors, including those disguised or warded by magic.
#### **!!!Dawn Blade**<sup>(TOH)</sup> %% Fold %%
Even churches and temples of deities of goodness and light have need of those willing to get their hands dirty and willing to sully their honor in service of what must be done. Dawn blades are devout rogues, drawing divine power from deities of light to strike as a sudden ray of searing sunlight in the darkness. They are often considered controversial by other adherents of their faith, yet the faith’s leadership understands such agents are sometimes necessary.
#### **?Sapper**<sup>(TOH)</sup> %% Fold %%
You focus as much on identifying the weak points of structures as on the weak points of creatures. Sappers are deployed with the soldiery to dig trenches, build bridges, and breach defenses. When troops move into a heavily defended area, it’s your job to make it happen as efficiently as possible.
#### **!Smuggler**<sup>(TOH)</sup> %% Fold %%
*mastermind rogue?*
The transport of goods, creatures, and even people can be a lucrative business, particularly if you know how to avoid expensive import and export taxes, bridge, highway, and port tolls, and other legal requirements. Exotic poisons from far-off locales, banned or cursed magic items, and illicit drugs or bootleg liquor all fetch a high price on the black market. Thieves’ guilds, pirates, and criminal kingpins pay well to those who can avoid law enforcement when moving stolen goods, provide safe channels of communication, break associates free from jail cells or dungeons, or deliver supplies past guards. You’ve become adept at all of these things, perhaps even having developed a network of contacts as a criminal, noble, con artist, or sailor during an earlier part of your life.
#### **Soulspy**<sup>(TOH)</sup> %% Fold %%
In the eternal war between good and evil, between light and darkness, between life and death, there are many types of participants on each side. Soulspies are agents of the divine who lurk in the shadows, taking a less-visible role in the fight. Occasionally, they aid other agents of their deities, but most often they locate and manage or eliminate threats to their deities that more scrupulous agents might be unwilling or unable to handle.
#### **!Underfoot**<sup>(TOH)</sup> %% Fold %%
Though most rogues prefer ambushing their opponents from the shadows, erina rogues ambush their opponents from below. These Underfoot use druidic magic and their natural aptitude for burrowing to defend their forest homes. The Underfoot are an elite order of burrow warriors in every erina colony. Using a combination of guerilla attacks and druidic magic, they are a force to be reckoned with, diving into fights nose-forward.
#### ~~**Improviser**~~<sup>(TCEE)</sup> %% Fold %%
Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilize their environment and mundane objects, these genius rogues can fashion complex traps and helpful tools at a moment’s notice. Many dabble in arcane magic to further augment their attacks and contraptions and often attempt to outsmart their enemies, preparing tactics far in advance of any conflict.
#### **Temple Raider**<sup>(TCEE)</sup> %% Fold %%
Places of divine power, both ancient and modern, call to the temple raiders. These rogues exploit glimmers of divine magic to enter magically warded areas and recover treasures, mystical and mundane.
Temple raiders come from a mix of origins, which explain their motivation in delving into places of power and the sources of the divine spark that aids them in their quest. Some are scholars, seeking and exploiting objects of historical religious impower. Others are grifters, seeking artifacts for personal gain and using stolen divine magic to aid their efforts. Still others are sent on their mission by the gods themselves, gifted with divine magic to disrupt places of worship of other faiths, recover lost temples of their own faith, or as a form of worship to gods of trickery and thievery.
#### **!Wayfinder**<sup>(TCEE)</sup> %% Fold %%
You connect yourself with nature, enhancing your mobility and prowess with primal magic. Often found alongside druids, rangers, and other protectors of the wild, Wayfinders traverse the land to preserve the balance between nature and civilization.
Perhaps more than any other rogue, you understand the importance of community and working as one. You are skilled at leading the way and using the terrain to your group’s advantage. This is true whether you are guiding allies through an overgrown forest, rubble of a destroyed city block, or people on a crowded street.
#### **Witchblade**<sup>(TCEE)</sup> %% Fold %%
The order of the witchblades teaches its members to brew a wide variety of hellbroths, deadly poisons, corrosive acids, and other such concoctions and decoctions. Armed with coated blades and explosive vials of both chemical and alchemical mixtures, they are prepared for any situation. No matter how much wealth a noble accrues, or how big and strong a monster grows, they are nothing compared to the merciless touch of nature - and you are its vessel. These debilitating, mind-numbing effects are produced by secret recipes, which are often only bequeathed from parent to child, or mentor to mentee. This oral tradition usually goes back to a particularly creative, and conveniently amoral alchemist, a back-alley apothecary, a trained physician, or even a disgruntled gardener. Whichever the case might be, you know your way around both a dagger and a cauldron. In the hands of a witchblade like you, a couple droplets can change the course of history.
#### ~~**Enforcer**~~<sup>(ToV)</sup> %% Fold %%
Enforcers excel at practical violence. Whether plying their trade as bounty hunters, assassins, or mercenaries, rogues of this specialty strive to make their bloody craft efficient and effective.
#### **Reveler**<sup>(FCG)</sup> %% Fold %%
You are skilled in the art of taking your enemies off guard through unexpected tactics. Revelers use unfamiliar tinctures and tonics to replicate the effects of drunkenness in both themselves and enemies. You embrace long combat, inviting your enemies to make mistakes. You can also serve as a social infiltrator, scouting conversations in the same way that other rogues might scout an enemy base.
#### **@@Knife Juggler**<sup>(ECHH)</sup> %% Fold %%
Follow the daggers with your eyes, folks! Don’t lose sight of them now. In an amazing act of masterful dexterity, our mistress of the blades is juggling three…no, four! Four daggers now! When did she add another? Let’s see if you can catch it this time, folks. Watch closely. Five! Did you see it? Faster than lighting. Five razor-sharp daggers, tearing through the air. What a stupendous feat of daring deeds. Now, if we can have a volunteer. You! You sir! Yes, you, don’t worry, it’s perfectly safe. Come stand over here in front of this wooden plank. Don’t pay any mind to the blood stains. Oh, I’m kidding sir, come back, come back. Stand still, back straight, and hold your arms straight out to the sides. I’m going to place an apple on each of your upturned palms and this one, here, balanced on top of your head. No need to look nervous, sir. Are you still watching the daggers, folks? Don’t lose sight of them. Mistress! You haven’t been drinking again this morning, have you? Oh, I kid folks, I kid. Alright now, sir. Just. Don’t. Move.
#### **Mnemonic**<sup>(ECHH)</sup> %% Fold %%
*soulknife??*
Stolen memories are only one part of the services you provide, but the idea is so evocative that the name always sticks. No, in fact you are a broker of any and all information: government secrets, suppressed memories, personal thoughts and desires, or otherwise. You pride yourself on providing your clients with information that can’t be found by anyone else, ideas so heavily guarded that they might only exist within the mind of one individual. That doesn’t matter to you though. You have your methods, and those that hire you know better than to ask.
#### **?Quickdraw**<sup>(CCS)</sup> %% Fold %%
*make a subclass for gunslinger?*
Rogues of this archetype are master gunslingers and smooth-talking outlaws who always shoot first. They react with incredible speed, relying on their instincts and skills to shoot down any threat before it can even make a move.
#### **?Gadgeteer**<sup>(KT)</sup> %% Fold %%
*combine with gadgeteer*
Swinging from a grappling hook before dropping a smoke bomb, rigging a stubborn lock to blow, or rejiggering traps to spring on those that set them, the Gadgeteer lives by fast paced innovation and thinking outside the box on the fly… sometimes literally.
Specializing tools that let themselves get in and out of trouble, they don’t fight fair, relying on things that go "boom", "zap" or "whirr". They live on the edge of their own explosions, though often rewriting the story in later retellings that they doffed their darkened goggles as they walked away slowly, omitting the singed seat of their trousers and yelping.
#### **Assassin Revised**<sup>(KT)</sup> %% Fold %%
#### **!!!Divine Hand**<sup>(KT)</sup> %% Fold %%
Not all priests are clerics. Not all problems can be solved by prayer and preaching. Sometimes a more subtle touch is needed to steer the world as the faith dictates, and that is the role of a Divine Hand. A blade in the night that commits the lesser evil for the greater good, or a quick end to someone that sniffed too close to the cult of a dark god’s business; both could be the work of these divinely guided rogues.
Good is not nice, evil is not stupid. Whatever the organization or god a Divine Hand serves, it is one that understands the practical nature of the world. Spying, stealing, extracting information, purging the heretics… they have many tasks before them, and complete them with a grim determination.
#### **Shinobi**<sup>(KT)</sup> %% Fold %%
Masters of stealth, disguise, and mystical techniques, Shinobi often trained by esoteric sects or orders as spies, scouts, and assassins.
#### **^^Surgeon**<sup>(KT)</sup> %% Fold %%
These are Rogues that come from the bloodiest walk of life… that of a medic. Few Rogues have sliced open more creatures than a Surgeon, and they leverage their masterful understanding of anatomy to cut open and sew close in equal measure. They have seen everything an adventuring life has to offer—roper bites, dragon burns, bore holes in skulls—and turned that array of knowledge into a complete understanding of what a creature can survive… and what it can’t.
Surgeons will tend to exhibit some degree of education, be it academic or hands on. They have seen the best and worst of humanity and the battlefield. Sometimes they are selfless heroes that act as a bulwark against death, while other times they are cynical and jaded to carnage, falling to apathy or worse.
#### **Rimeblade**<sup>(SMR)</sup> %% Fold %%
Rimeblades are an obscure breed of rogue, adventurers who are imbued with the icy touch of winter. Some may have narrowly survived a frozen fate, while others may have been touched by snow-spirits or cursed while robbing a glacial tomb. They still practice their roguish arts, but are able to summon blades of ice or conjure waves of frost to prepare their foes for a deadly strike.
#### **!!!Divine Herald**<sup>(XLNEE)</sup> %% Fold %%
Your strict upbringing has made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling, to alleviate the world of false prophets and heretics.
#### **Chameleon**<sup>(BoE)</sup> %% Fold %%
Wind through the leaves, a broken twig, and the distant thrum of a bowstring are the only signs that a chameleon has struck. The archetypal chameleon becomes one with nature through druidic rituals or trials in the Feywild. Once the hard lessons of nature are learned, however, they are not easily forgotten.
A chameleon is a ghost of the forest, able to change their skin to match their background. With practice, a chameleon rogue can dash through the treetops, slink through the grass, and strike from the shadows, leaving no trace they were ever there.
#### **Graverobber**<sup>(CFSA)</sup> %% Fold %%
You've nearly died. Sometime recently, or earlier in your life, you've fallen to the brink of death and felt your heartbeat stop. In that moment, far from hope, your spirit wandered the border of life death, where it entered the forbidden graveyard. Amidst the sepulchers and crypts of this haunted dimension, you bore witness to the secrets of life and death, speaking with the fallen whose gaze chilled your very soul. Somehow, you returned from that fallen plain, but it had stained you. Your spirit is filled with both the eerie power of darkness and the flowing force of life, granting you the ability to touch the souls of others directly. You might still be living, but your every step is one of a dead man walking.
#### **Spidertouched**<sup>(CFSA)</sup> %% Fold %%
*combine with spiderman*
There are many assassins, spies, and tricksters throughout the endless planes who take on the motif of a spider as their symbol, but you are one of the few for whom this symbol is truly accurate. You've learned your craft from the Weaver of lies itself, an ancient creature spawned when the gods first deceived one another and the mortals they surveyed. Daddies that hold sway over the crawling creatures of the dark and guilds of assassins and spies may grant power such as these but no matter the origin you will take these forbidden techniques to your grave. Cloaked in the faces of others and bearing the deadly toxins of your teacher, you crawl along the shadows at the edges of the world, hunting for secrets and spinning webs of treachery.
#### **@@Charlatan**<sup>(LAL)</sup> %% Fold %%
Charlatans are masters of planned deceit and misdirection. A Charlatan might prepare several disguises and waltz into a jewelry store, wait for a perfectly timed explosion to distract the proprietor, then replace a priceless tiara with a poorly-forged replica. Hot-footing it out the door, the Charlatan might switch outfits quicker than the proprietor can say “Oh my word, where’s that priceless tiara I tricked a down-on-her luck noble into selling for a pittance?”. The Charlatan might then direct the pursuing, nonplussed guards into a side alley, before fencing the heirloom and heading to a bar to celebrate a job well done.
In combat, Charlatans appear as harmless bystanders before using concealed weapons to surprise foes, striking with devastating consequences.
#### **Runetagger**<sup>(TGS)</sup> %% Fold %%
You concentrate your efforts on perfecting your art, developing special marks to claim and cripple your targets. Rebel leaders, artists, spies, and other members of the political underworld might belong to this archetype. Originally a tactic for subterfuge and assassination for denizens of the Festerwood, those who employ these powerful works of art are famously difficult to pin down. The magical marks left behind become a calling card for any runetagger, and as their strength and notoriety grow from the deeds that they commit (both good and evil), so too does the renown for their art.
#### **^^Grim Surgeon**<sup>(TGS)</sup> %% Fold %%
You’ve developed a unique familiarity with knives, bodies, and blood in your line of work. Like a tinkerer’s knowledge of clockwork and gears, you’ve come to an understanding of how bodies are put together instead. Medical experts in rough or war-torn cities and villages may follow this archetype, but so do rogues who take a particular interest in either clerical or necromantic magic. A grim surgeon uses medical knowledge and strange blood magic to dismantle foes, restore allies, and control bodies like puppets.
#### **!Sky Wanderer**<sup>E</sup> %% Fold %%
*kinda sounds like airbender*
You have mastered the art of manipulating the wind, allowing you to move swiftly and gracefully through the air. Rogues of this archetype can run on the wind, jump incredible distances, and even fly for short periods. They are resourceful fighters, utilizing whatever objects they find to defend themselves, manipulating them with their aeromancy to be used as weapons. These wonders of the sky are adventurers at heart, always seeking out new and exciting places to explore. They use their aeromancy to traverse treacherous landscapes and reach otherwise inaccessible areas their expertise in improvisation and their mastery of the wind make them formidable allies and dangerous foes
#### **!Apothecary**<sup>(UAH)</sup> %% Fold %%
*combine with witchblade?*
You have trained in the science of chemistry and learned to make a variety of concoctions that heal and harm. You may specialize in cruel poisons and admixtures that debilitate your enemy, restoratives and drugs that empower your allies, or dabble in both. Apothecaries often learn their craft under a mentor or at an academic institution, but it’s also possible to learn this science through books and experimentation.
#### **!Bouncer**<sup>(UAH)</sup> %% Fold %%
*sounds alot like grifter*
Most rogues focus on the elegant arts of infiltration, trickery, and mind games, but as a Bouncer, you prefer the simple but effective techniques of the back alleys — using anything within your reach as a weapon, even your foes themselves. You rely more on brute strength and an ability to tie your opponents in knots than cunning, though you know better than to discard any natural advantages. Other rogues may think you lack guile, but you’d rather have a reputation for an iron fist than a silver tongue.
#### **Paramour**<sup>(UAH)</sup> %% Fold %%
Paramours are more interested in stealing hearts than gold pieces. These rogues wander from town to town and port to port having great love affairs and boisterous all-nighters, leaving a river of ex-lovers’ tears in their wake. A rare callous few use their charming wiles to get what they want before leaving their doting admirers heartbroken, but most Paramours are sincere, if naïve, in their pursuit of connection with others.
#### **Phantom Thief**<sup>(UAH)</sup> %% Fold %%
Theft is not just an action or a living for the Phantom Thief — it’s an art form. However nice the monetary reward may be, it is not as satisfying as a plan well designed and flawlessly executed. And the Phantom Thief’s plan is infallible, why else would they send a calling card announcing it? While these rogues usually steal treasure, they have been known to take other things as well: people, hearts, and the occasional life.
#### **Street Rat**<sup>(UAH)</sup> %% Fold %%
While it is not uncommon for a rogue to have the background of being an orphan in the streets, not all had to go through it alone. Street Rats are rogues who cultivated a friendship with a small pest that was just as unwanted by greater society as they were. They trained and loved this companion, caring for it as it took care of them. Many Street Rats train their vermin in performance for busking, and in thieving skills to steal food when the people around them aren’t quite as generous with their coin.
As a Street Rat, you know that though life can be extremely difficult, you’ll never have to go through it alone. After all, if even the lowliest and most despised of creatures have purpose, love, and hope, then so can we all.
#### **!!!Zealous Inquisitor**<sup>(UAH)</sup> %% Fold %%
Deities enjoy having clerics, paladins, and crusaders spread their word and fight in their name, but these pious servants aren’t always willing to tarnish themselves in their god’s best interest. As a Zealous Inquisitor, you execute your deity’s will without compunction — punishing sinners, silencing heretics, and striking down abominations.
#### ~~**Waxwork Rogue**~~<sup>(OTG)</sup> %% Fold %%
Waxwork rogues have a long history on the island of Obojima in dealing with the dangerous and the arcane. They’re known for having an array of tools and tricks to delve into the most perilous of places and almost always coming back with treasures and tales. To a Waxwork rogue, any challenge or danger can be solved with a bit of wax, a pinch of smarts, and a whole lot of magic.
#### **!Smuggler**<sup>(GTD)</sup> %% Fold %%
Whenever someone has something of value, usually illegal, that they need delivered discreetly, they call a smuggler. These rogues are experts at concealing, stealing, and blending in unnoticed to the common folk. They are also uniquely skilled at turning opportunities around when things are not going their way, and using whatever means necessary to achieve their goals. These slippery rogues are crafty and cunning and should not be underestimated.
#### **Blade Of Radiance**<sup>(SGEH)</sup> %% Fold %%
The Blades of Radiance, also called Steel Saints, are known to be one of the most lethal orders of the Church. In order to become a blade, one must be a devout follower of the faith, as only those who would die for the cause are deemed worthy. Prospective members are trained within the walls of the Church, taking on the clergy as their new kin, and discarding whatever familial bonds they might have held onto. Their zealous fervor grants them unrivaled powers on the battlefield, wielding massive weapons as if they were mere toys, infusing their blade with divine powers, and breaking down their foes one by one.
The Blades of Radiance receive an incredibly diverse range of missions. The most brutal of their members handle gruesome matters in a lethal fashion, whereas those of a more empathetic temperament are tasked with protecting their fellows. Despite this sundry in character, they all share one goal: safeguarding the Church and its members, no matter what.
#### **!Eldritch Shadow**<sup>(SGEH)</sup> %% Fold %%
*combine with other shadow subclasses*
The origin of the Shadows is shrouded in mystery. Some say that it was first created by a group of nobles who stole a tome of forbidden magic from an errant cursedblood scholar, while others believe that the tome was granted to them by an entity that resides deep in the cosmos, in exchange for an unspoken vow.
Regardless of their organization’s origins, today, shadows are a closely guarded secret of the Silverblood Royalty, a tool meant for discreet political assassinations and silent espionage. Mere legends to the common folk, these rogues blend into the darkness, vanishing from sight, only to reappear unseen calling forth their dreadful rifles to dispatch their foes with deadly precision.
## Savant
*There are many wonderfully intelligent people in the world, but few are true Savants. Born with the innate desire to learn anything they can, and the potential for genius-level intellect, Savants spend their lives learning anything that those around them are willing to teach. (**Source: LaserLlama**)* Weak? Does this do much
*Savants are hyper-focused on their chosen area of study and often become obsessed with learning all they can about their specialty. In their quest for discovery, Savants are willing to set aside any conviction, political, religious, or otherwise, to acquire the information they seek. To them, their desire for knowledge is more important than loyalty to any ideology. Often at great personal cost, Savants will not stop their research until they have made a revolutionary discovery in their area of study. It is not unusual to encounter one such scholar far from the safety of a university and its libraries.*
### <u>Subclasses - Academic Disciplines</u> %% Fold %%
*Often recognizable at an early age, a Savant's unquenchable hunger for knowledge draws them to the great libraries, universities, and other places of higher learning. They are willing to go to any lengths to unlock the secrets of the world, often turning to lives of adventure. For a Savant, no price is too steep for the promise of discovery.*
#### **Archaeologist Discipline** %% Fold %%
Specializing in the study of forgotten civilizations, uncharted lands, and ancient places, Archaeologists bring the light of knowledge to the dark and deadly places of the world. Doing their best to uncover the wisdom of ages long past, they often tend to feel a sad kinship with the civilizations they study and go to great lengths not to destroy or offend their memory.
#### **Investigator Discipline** %% Fold %%
Masters at unraveling mysteries, conspiracies, and secrets of all kinds, Investigators possess an uncanny ability to read the intent of others. They often dedicate their lives thwarting any who deceive the innocent and take advantage of the common trust. Their considerable intellect and eye for the truth stand in the way of thieves, shapeshifters, and corrupt politicians.
#### **Naturalist Discipline** %% Fold %%
The Naturalist's classroom begins at the edge of civilization. They are scholars of the wilderness, and will go to great lengths to preserve nature as it exists, free from the influence of civilization. A true Naturalist is a conservationist of the wild and an expert at predicting weather, identifying toxic and medicinal plants, caring for animals, and guiding others safely through the wilderness.
#### **Physician Discipline** %% Fold %%
Physicians use their considerable intellect to heal the sick and tend to the wounded. They spend their lives studying the anatomy and biology of mortals, and use this knowledge to keep their allies in top condition and cripple foes. Using this medical training, they offer aid to those that do not have access to the luxury of divine magic or other healing spells.
#### **Tactician Discipline** %% Fold %%
All successful monarchs, conquerors, and revolutions have a master Tactician who is responsible for their success. These leaders are always one step ahead of their foes and a plan for every eventuality. They know maneuvers that lead to victory, and those that end in ruin. Alone, a Tactician is no threat, but with powerful allies, they become a formidable fighting force.
#### **Culinarian Discipline** %% Fold %%
The Savants known as Culinarians put their great intellects to work in the science of food and drink. Ever the adventurer, they leave their kitchens behind, venturing out into the world in a lifelong search for new wondrous and exotic ingredients. What strange and exciting recipes will you come to discover?
#### **Mentor Discipline** %% Fold %%
While most Savants use their vast intellect in pursuit of their chosen discipline, those known as Mentors use their intellect in the service of others. Most often, Mentors are past their prime and are looking to pass their knowledge on to the next generation. Whether you are an elder in your community, a retired adventurer, or just someone with knowledge beyond your years, you are ready to gently guide those around you.
#### **Orator Discipline** %% Fold %%
Orators are true masters of linguistics and the spoken word. These wordsmiths use nothing but their wit and mastery of rhetoric to rebuff foes and empower their allies. With utmost confidence, they stride boldly into hostile situations, confident that they can win anyone with their eloquence.
Unlike those who use their charm to cajole, Orators embolden their allies and win over their enemies with nothing but reasonable logic and convincing rhetoric.
#### **Philosopher Discipline** %% Fold %%
Philosophy is considered by many to be the purest Discipline a Savant can pursue. They expend their genius pondering the deep questions of existence; the purpose of life, the nature of the multiverse, and the relationships between mortal beings and gods. Through the study of the multiverse, Philosophers try to perfect mortal knowledge of the true nature of reality.
#### **Rune Scribe Discipline** %% Fold %%
Legends say that rune magic is the most ancient arcane art to have been mastered by mortals. Savants that dedicate their lives to the study of these Runes are known as Rune Scribes. They learn all they can about these ancient sigils that embody the magic of creation. The magic of runes isn't widely known, and its secrets are jealously guarded by those who master it.
#### **Virtuoso Discipline** %% Fold %%
Bending their impressive intellect toward the study of music, Virtuosos are known for the impressively complex music they write and perform. These masterful composers know how to manipulate the emotions of their listeners with themes, and, with the right sequence of notes, they can fill a listener with feelings of sorrow, anger, indifference, or absolute adoration.
## Shaman
*Shamans serve as intermediaries between the mortal world and the realms of spirits, called by the spirits to speak for them among mortals. These spirits come in a variety of forms, ranging from elemental nature spirits to the souls of fallen ancestors, and often take on animalistic shapes. While most shamans revere the spirits for which they speak, they rarely worship them outright. More often, a shaman negotiates with the spirits, being granted power both as a means to fulfill the spirits’ needs and as a reward for doing so.(**Source: Laser Llama**)*
*Before celestials took notice of mortals and bestowed power on Clerics and Paladins, Shamans served peoples as guides and protectors. Using ancient rituals, Shamans would bind Spirits to Totems, small objects of spiritual significance, and channel that power for good of their people. This ancient art was passed from elder to elder in a continuous chain, down to the Shamans of today. Those who bind theses Spirits are part of a tradition stretching back to the dawn of time.*
### <u>Subclasses - Spiritualities</u> %% Fold %%
*Shamans spend their lives maintaining the delicate balance between the physical mortal world, and the ethereal world of Spirits. They are trained to recognize the Spirits that indwell every living thing and use this spiritual sight to protect those they love from sinister Spirits who seek to destroy all life. Sometimes, Shamans will seek out Spirits of love and life that willingly bind themselves to Totems so that they may aid the Shaman in their spiritual warfare. Other malevolent and vile Spirits are bound to Totems against their will and used by Shamans to help defeat other Spirits of destruction.*
#### **Curse Binder Spirituality** %% Fold %%
While most Shamans use the power of Spirits to work magic and heal the sick, some twist this connection, binding sinister Spirits to enemies. Known as Curse Binders, these Shamans wield the sinister spiritual power present in the world. Often apprentices of hags or entities from the Shadowfell, they use ancient techniques to afflict their foes with hexes and curses.
#### **Far Seer Spirituality** %% Fold %%
Many Shamans initially discover their connection to the spirit world when they perform rituals to divine the future. Should these amateur spiritualists pursue this connection they learn to channel Spirits as a Far Seer, a Shaman who can glimpse both past and future, and use spiritual power to alter Fate.
#### **Spirit Warrior Spirituality** %% Fold %%
Serving as the guardians of sacred groves and places of great spiritual power, Spirit Warriors draw on the power of ancient Spirits to enhance their physical form. When they allow these incorporeal beings to walk the world through their physical bodies, they gain increased physical and martial abilities.
#### **Wild Heart Spirituality** %% Fold %%
Often raised by, or closely with, wild beasts, Shamans known as Wild Hearts develop an intense spiritual connection with the wild. This intense devotion, when combined with spiritual power, allows a Wild Heart to transform into the Great Beast, the legendary guardian Spirit of all wild plants and animals.
#### **Witch Doctor Spirituality** %% Fold %%
Long before celestials took notice of mortals, Witch Doctors wandered the land, providing spiritual healing and medicine. Working in tandem with Spirits of Life, Witch Doctors heal the wounded and grant their allies mystical abilities. These sages are peaceful in nature and can often be found traveling the wilds tending to the spiritual needs of those they meet.
#### **Astrologer Spirituality** %% Fold %%
Since the earliest days of civilization, mortals have looked to stars for guidance. Drawing upon the Spirits that move these celestial bodies, Astrologer Shamans can channel the radiant power of the great Constellations that guide the mortal world.
#### **Blood Priest Spirituality** %% Fold %%
In ancient days, elder Shamans communed with Spirits that desired mortal blood above all. Over time, the Spirits taught the first Blood Priests the dark secrets of blood magic, and in return, they offered these elder Spirits the blood of their foes.
#### **Elementalist Spirituality** %% Fold %%
Some Shamans gain their abilities while living near places of raw elemental power: active volcanoes, amongst the sands of blazing deserts, atop frigid mountain peaks, or on the stormy coasts of the ocean. Known as Elementalists, these Shamans learn to draw out the most destructive Elemental Spirits and channel them to devastating effect against their enemies.
#### **Idolater Spirituality** %% Fold %%
Since the dawn of time mortal Shamans have used the magic of idolatry to force powerful Spirits to carry out their bidding. Using ancient magic, they bind spiritual entities within Idols, and once bound, focus their spiritual power on friend and foe.
#### **Spirit Guide Spirituality** %% Fold %%
While most Shamans bind many Spirits, Shamans known as Spirit Guides form a single bond with their Geist Spirit. Often the Spirits of departed Shamans, Geists increase in power alongside the Shaman they are bound to, and can even channel the power bound within Totems.
#### **Wyrmbound Spirituality** %% Fold %%
Unknown to most, many of the most potent Spirits are those of long-dead dragons. In their undying desire to influence the material plane, for good or ill, these Draconic Spirits attach to worthy Shamans, transforming them into the Wyrmbound.
## Spellblade
*A Spellblade combines magic and martial talent in a perfect blend, able to blend their use of them into a single art. Rather than being a Wizard that happens to be good with a sword or a Fighter that knows some magic, a Spellblade is defined by their ability to merge the spells and martial talents into a single strike: a Spellstrike. (**Source: KibblesTasty**)*
*Becoming a Spellblade isn’t an accident—it’s a difficult path to master and requires intense concentration and conditioning to master fluidly casting spells in the storm of battle in perfect sync with your attacks. Spellblades are uncommon, requiring an unusual degree of talent to master their arts compared to those that choose to focus and specialize in only one of their two challenging fields. Adventurers are already a rare breed, but Spellblades are rarer still, which often causes them to defy expectations. A bookish and mild Spellblade may be surprisingly nimble or strong, while one that may look a musclebound oaf may be surprisingly erudite.*
### <u>Subclasses - Spellblade Techniques</u> %% Fold %%
*Spellblades are, consequently, almost always driven by some form of motivation that have made them strive for this unique style of perfection. Some view it as an art or tradition important to them, some view it as the ultimate weapon to overcome a great obstacle, and some pursue it because of the challenge itself, seeking to prove themselves.*
#### **Battlemage Technique** %% Fold %%
In the versatile world of the Spellblades, the Battle Mage is the paragon of balance, mastering both martial prowess and arcane artistry. Standing at the crossroads of might and magic, you represent the perfect synthesis of these two ancient disciplines.
A Battle Mage is a force of constant adaptability, prepared for every eventuality. With your arcane might and martial skill in perfect balance, you stand on the battlefield as an embodiment of strategic might, showing that the pen and the sword can indeed be one.
#### **Guardian Technique** %% Fold %%
Specializing in defending their allies, spell blades following this technique make broad use of abjuration and self-enhancing magics, often specializing more toward their physical skills. They place themselves at the front of combat, but are a highly mobile line of defense.
#### **Swiftblade Technique** %% Fold %%
The quickest and most deadly of the Spellblades, Swiftblades specialize in mobility, striking from the shadows and withdrawing as quickly as they appeared, favoring lighter weapons and flurries of blows that leave their target dead before it can retaliate.
#### **Mage Hunter Technique** %% Fold %%
Some Spellblades hone their magical powers for the sake of countering others. They become the anathema of all spellcasters, they fight fire with fire, honing their own magical skills for the purposes of binding and denying the magical powers of others.
#### **Spellshot Technique** %% Fold %%
Spellshots are those that prefer to keep their spellstriking to a safe range, raining death from afar. From arcane archers to magical gunslingers, they are united in their desire to sling spells at a ranged, infusing them into ammunition. They offer a lot of freedom of mobility, always staying out of reach of their foes or finding the perfect line up to unleash a devastating line of elemental energy.
#### **Rimeblade Technique** %% Fold %%
As a Rimeblade, you blur the boundary between the arcane and the arctic, wielding your sword with the cold precision of an icicle’s edge. Your enemies find no warmth nor respite, only the biting frost of your magic and blade.
Whether born amidst the relentless snows of the far north or touched by the raw, freezing power of the elemental plane of ice, you have carved a path of icy resolve. Your frost-infused strikes echo the merciless advance of winter, freezing foes in their tracks and turning the battlefield into a glacial field of victory.
#### **Flying Sword Technique** %% Fold %%
As a Flying Sword Spellblade, you master the art of the floating blade, separating your willpower from your physical body. Your sword is not just a weapon, but an extension of your mind and a manifestation of your arcane prowess.
Born out of a deep understanding of telekinesis and arcane manipulation, your technique combines mental acuity with martial mastery. Whether a reclusive hermit who honed this art in the solitude of your own thoughts, or a prodigy who has broken the conventional boundaries of weapon use, your chosen path is an unorthodox mix of intellect and combat prowess.
#### **Spellfist Technique** %% Fold %%
As a Spellfist, you are the embodiment of raw power and arcane energy, a brawler who channels magic into every punch. Where other Spellblades may wield elegant weapons or conjure dazzling spells from a distance, you understand that sometimes, magic is most effective when it’s delivered up close and personal. Your hands are not just weapons, but conduits for your magical force, and your style of combat reflects this, as brutal and direct as it is unpredictably magical.
Whether you’re a former street fighter who discovered an innate talent for magic or a spellcaster who decided the best way to channel your power was through physical force, you’ve chosen a path that combines the cerebral challenge of magic with the visceral thrill of melee combat. As a Spellfist, you’re a force to be reckoned with, breaking through enemy defenses with a flurry of magically enhanced punches and turning the tide of any battle with your explosive arcane power.
#### **Aether Blade Technique** %% Fold %%
Aether Blade Spellblades make use of their magical techniques to create a weapon of pure arcane power, with most of their abilities revolving around mastering the use of this weapon.
## Sorcerer
*Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.*
*Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.*
### <u>Subclasses - Sorcerous Origin</u> %% Fold %%
*The appearance of sorcerous powers is wildly unpredictable. Some draconic bloodlines produce exactly one sorcerer in every generation, but in other lines of descent every individual is a sorcerer. Most of the time, the talents of sorcery appear as apparent flukes. Some sorcerers can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of sorcery. So too might the gift of a deity of magic, exposure to the elemental forces of the Inner Planes or the maddening chaos of Limbo, or a glimpse into the inner workings of reality. Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.*
#### **Aberrant Mind Origin** %% Fold %%
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?
#### **Clockwork Soul Origin** %% Fold %%
The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.
#### **Divine Soul Origin** %% Fold %%
Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.
A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.
#### **Shadow Magic Origin** %% Fold %%
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.
#### **Storm Sorcery Origin** %% Fold %%
Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.
#### **Draconic Bloodline Origin** %% Fold %%
Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.
#### **Wild Magic Origin** %% Fold %%
Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.
#### ~~**Emotion Lord Origin**<sup>(VSS)</sup>~~
#### **Mirrorkin Origin**<sup>(VSS)</sup> %% Fold %%
One of your ancestors came from beyond the looking glass; a strange world where everything is a twisted reflection of the true reality. As such, you have inherited amazing powers of mimicry and illusion that allow you to copy other people’s abilities. To fight against you is almost akin to fighting one’s own mirror image, something few warriors would relish.
#### ~~**Oozemaster Origin**<sup>(VSS)</sup>~~
#### **??Reincarnated Hero Origin**<sup>(VSS)</sup> %% Fold %%
Sorcerers gain their powers in mysterious ways that they seldom have control over. You are the reincarnation of a legendary hero, known to have slain many terrible foes. Being called back to life, be it by the gods, a very powerful mage, or a persistent curse on your soul, has left the indelible mark of sorcery upon you and awakened your ancient instincts for battle.
#### **Spiritborn Origin**<sup>(VSS)</sup> %% Fold %%
Your magic comes not from your blood, but from the conditions of your birth. Born during a specific time, or in accordance with a specific prophecy, your birth was heralded by the birth of an albino animal closely tied to your family. This animal, a powerful spirit in physical form, is bound to your very soul, allowing you to work powerful magic. Much like your bonded spirit, your skin and hair took on a color unusual for your race, with both usually becoming stark white, but sometimes a deep amber or golden hue.
#### **Toon Magic Origin**<sup>(VSS)</sup> %% Fold %%
The demiplane of toons, called Toon Town, is an oft-overlooked nook on the far edge of the multiverse inhabited by creatures of ink and magic that defy logic. In Toon Town, the laws of physics take a backseat to comic timing and various hijinks; it is a plane that despises seriousness.
You are descended from a denizen of Toon Town (likely a copyrighted one) or infected by the zany magic that suffuses that plane. As such, your eyes are larger than normal, and your sense of humor lets you bend the rigidi restrictions of space and time, provided that you leave a trail of slapstick jokes in your wake.
#### ~~**Phoenix Origin**<sup>(UA)</sup>~~
#### ~~**Stone Origin**<sup>(UA)</sup>~~
#### ~~**Giant Origin**<sup>(UA)</sup>~~
#### **Deathtouched Origin**<sup>(DAC)</sup> %% Fold %%
Your innate magic comes from a past encounter with death. Most often, this origin is traced back to surviving an attack from an undead, such as a vampire’s bite, a ghost’s possession, or a specter’s life drain. Or, it could have originated from an imperfect revival or near-death experience. Regardless of the way you attained this dark magic, it now dictates your life and greatly augments your power.
#### **Vampiric Bloodline Origin**<sup>(DAC)</sup> %% Fold %%
Your innate magic stems from the mingling of your bloodline with the blood of a vampire. Some sorcerers with this origin can trace their powers back to an ancient bargain with a powerful vampire. When a vampire takes particular interest in a mortal being, they may allow that humanoid to have a taste of their blood, granting them a semblance of power. This ritual is seldom practiced, and few vampires would even dare to try it. But this is not the only way to gain this origin, as many of these sorcerers can trace their powers to a near-death experience with a vampire. Whatever the case, vampiric magic permeates your blood, and your very being.
#### **Black Powder Origin**<sup>(TOH)</sup> %% Fold %%
Your innate magic comes from the explosive power of raw alchemy and black powder. You parents may have been alchemists, whose long exposure to alchemical reagents mingled with a latent talent for magic in their bloodlines and caused you to be born with such abilities. Or you may have been experimented upon—with or without your permission—when you were younger and those alchemical experiments brought this unexpected magical power to the surface. Whatever the catalyst for your powers, they bring with them an affinity for black powder, allowing you magical prowess that exploits its power to your benefit.
#### ~~**Cold Blooded Origin**<sup>(TOH)</sup>~~ %% Fold %%
The serpentfolk slithered across the surface of the world in the primordial times before the warmblooded races became dominant. They worked their will upon the land and ocean and created works to show their mastery of the magical arts. Their artistry did not end with the landscape. They also experimented on any warm-blooded creatures they captured until they had warped and molded the creatures into new and deadly forms.
One or more of your ancestors was experimented on or an associate of the world’s earliest serpentfolk. Your ancestor’s natural affinity for magic was nurtured, expanded, and warped by the experimentation of their ophidian masters in order to transform them into something closer to the serpentine ideal. Those alterations made so long ago have waxed in you, allowing you to influence intelligent creatures more easily. Now you must decide if you will follow the serpent’s path of dominance and subjugation or if you will fight against their influence and use your power for a greater purpose.
#### **Rifthopper Origin**<sup>(TOH)</sup> %% Fold %%
Rifthoppers are the living embodiment of wanderlust. The yearn to travel and witness unseen vistas burns in them and manifests in their ability to move nearly at the speed of thought. The origin of the rifthoppers’ powers remains a mystery, as they refuse to stay in one place long enough to be studied extensively. Given the lack of empirical evidence, many scholars have hypothesized that rifthoppers absorb energy from the world itself, typically through an innate connection with ley lines or with areas where the borders between planes are thin, and can use it to alter their own magic.
Adventuring rifthoppers often concern themselves with investigating mysterious portals to unknown locations, researching ley lines and other mystic phenomena, or seeking out and stopping spatial and temporal disturbances.
#### **Spore Sorcery Origin**<sup>(TOH)</sup> %% Fold %%
One of the most omnipresent elements in the atmosphere is practically invisible and often ignored: spores. Plants of all varieties, fungal sentient life forms like mushroomfolk, and even animals emit these tiny pieces of life. You’ve always had an affinity for the natural world, and your innate magic is carried within the power of these omnipresent spores. Spore sorcerers are regularly found among the mushroomfolk and derro who grow large gardens of fungi deep beneath the surface of the world. Spore sorcerers can also be found in any area with an abundance of plant life, such as forests, swamps, and deep jungles.
#### ~~**Bestial Spirit Origin**<sup>(TCEE)</sup>~~ %% Fold %%
Power drawn from the great Beastlands or another plane of great bestial power has been passed down your lineage since an ancestor made a deal with a great animal god, or perhaps spent an amount of time within the great library. Either way, a powerful bestial spirit resides within you. Occasionally appearing as cat-like eyes, higher reflexes, excessive hair growth, or sharpened nails and teeth, this spirit brings about a new commune with nature and the animals that reside within.
#### **Rakshasa Bloodline Origin**<sup>(TCEE)</sup> %% Fold %%
Your innate magic comes from the meddling of a devious rakshasa, a manipulative and tiger-like fiend that uses illusions and enchantments to torment its prey. One of the devilish creatures might have claimed you as a prize after scheming against your family, then imbued you with power for its own nefarious ends; maybe somewhere in your ancestry, a rakshasa took on the guise of a family member long enough to taint your line; or perhaps one of your ancestors slew a rakshasa and was cursed to bear children that resemble the infernal monster. However they came to be, the rakshasa’s powers of misdirection and manipulation course through your veins.
#### **Spellslinger Origin**<sup>(TCEE)</sup> %% Fold %%
Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.
Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor’s bargain with an otherworldly being, or sheer dumb luck.
#### **Wild Magic Remasterd Origin**<sup>(TCEE)</sup> %% Fold %%
#### **Nemesis Origin**<sup>(FEQ)</sup> %% Fold %%
While some sorcerers revel in unleashing devastation on dozens of enemies at once, you specialize in the arcane duel. You act with absolute precision, focusing your energy to strike at the perfect moment. You learn to break spells directed against you, whether expending your own power to fully counter them or casually dispersing deadly force. You may have learned the arts of magic on the battlefields of the Last War, but now you’re the epitome of the lone wandslinger, always ready for the next duel.
#### **Evil Eye Origin**<sup>(FCG)</sup> %% Fold %%
You were born under a bad sign, cursed from the moment you took your first breath. This lifelong curse could have come from the Feywild, the Underdark, or even the Abyss. Regardless of your curse’s origin, you have an affinity for cursing others as you have been cursed. This ability manifests itself in the very words you speak, bringing pain to those who hear your voice when you will it. In those moments, you have the dark ability to transfer some of your own curse to others, passing on your awful luck.
Some cultures may shun you, but others may revere you for the wisdom that your hardship has brought. Whatever the case, you have an ability that mortals do not usually possess. Like breathing, sharing your curse comes naturally to you.
#### **Lunar Origin**<sup>(ECHH)</sup> %% Fold %%
Whether you were born under a lunar eclipse, partook in a secret ritual where you danced under a new moon and drank a drought of liquid starlight, or simply inherited your powers from your lineage, each night you stare up into the face of the moon, filled with an ache and a yearning that never fades, as the dim light fuels the magic in your veins.
#### **Solar Origin**<sup>(ECHH)</sup> %% Fold %%
Let the fools come if they will. The divine light of the sun will burn all who dare to stand in its eternal radiance. You are the conduit, your closed fist like a dam, holding back unfathomable light and heat. Extend one finger to let a ray sear away darkness and pain, or open your palm wide to cleanse all who would oppose you.
#### **Nightmare Origin**<sup>(CCS)</sup> %% Fold %%
In a nightmare, a dark force buried itself within you, manifesting the fears of those around you within your body and awakening your sorcerous powers. Your mind and flesh took the form of these collective nightmares, allowing you to manipulate their power into spells. Now, as the nightmare personified, you are able to call upon the powers of the void.
#### **Aether Heart Origin**<sup>(KT)</sup> %% Fold %%
Sorcerers of this origin are fueled by a deep connection to raw arcane energy, their soul touched by the raw stuff of the weave itself. Most of them don’t understand their connection to this power, but they can wield it with innate ease, manipulating magic by force of will alone.
Sometimes this is artificial in nature—an ironwrought drawing power from their arcane heart, for example—while other times this marks an individual that was exposed to the raw essence of aether, becoming infused and intrinsically linked to it. They are characterized by an easy affinity of warping magic and ease of manipulating it in its raw and purest forms.
#### **@@Planetouched Origin**<sup>(KT)</sup> %% Fold %%
Connected to planes beyond their own, these sorcerers find the walls between the planes thinner, they pull power from beyond them or step through them with greater ease. Perhaps they were born in the ethereal plane or became connected to an outer plane, they now find themselves with one foot in the material and one foot beyond.
#### **Fey Warped Origin**<sup>(KT)</sup> %% Fold %%
Your innate magic comes from the touch of the fey. Chaotic and varied, this can be a blessing, curse, or both. How directly this touch has effected your appearance and character can vary from quite a bit to not at all, but it grants powers tied to illusion, enchantment, and twisting reality.
#### **Fiend Origin**<sup>(KT)</sup> %% Fold %%
Your innate magic comes from a bloodline tainted by fiendish influence of the lower planes. How directly this blood is inherited varies wildly. Perhaps your lineage includes a Warlock that has made some infernal pact, or you may even have a fiend in your family tree. Such blood lines can express themselves more strongly throughout generations in unpredictable ways. Sometimes it is merely the product of some sort of corruption, perhaps before you were even born.
#### **Phoenix Spark Origin**<sup>(KT)</sup> %% Fold %%
Some say the flames of a phoenix are the origin of all of life, and these sparks are fragments of some primordial origin. Many dismiss such mythological sources, explaining that these sparks are ancient blessings: motes of power caught within the soul, remnants of some ancestor being healed by powers of a phoenix.
Whatever their origin, they grant a powerful duality of life and destruction in equal measure, flames that cauterize the world.
#### **Sea Soul Origin**<sup>(KT)</sup> %% Fold %%
The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.
Your heritage ties back to powerful creatures of the sea, such as nereids, the lords of the merfolk, or elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.
#### **Stoneheart Origin**<sup>(KT)</sup> %% Fold %%
Your blood comes from a steadfast lineage, touched by the elemental forces of the earth itself. Be it the blood of ancient dwarves first formed from stone or from a dao lineage from another plane, your blood runs thicker and your heart beats more steady than others. While particularly common among the genasi and the dwarves, these sorcerers can appear in any bloodline with ancient roots.
Blessed with natural resilience and command over the stones on which they stand, most of these sorcerers are solid and deliberate in both action and thought. They are slow to act, but once set on a course they become stubborn and immovable from their chosen path.
#### **!!Fey Magic Origin**<sup>(XLNEE)</sup> %% Fold %%
Your innate magic comes from fey magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their ancestry back to a lord or lady of the Plane of Faerie. Other fey sorcerers are descendants of warlocks who of made a pact with an archfey. The rarest of these sorcerers are those who travel to the Feywild and manage to absorb some of the plane’s natural magic by happenstance.
#### **Mutagenic Bloodline Origin**<sup>(BoE)</sup> %% Fold %%
Your innate magic comes from a blood-born mutagenic curse that has untethered your biology. Much like lycanthropes, your blood transforms you into an amalgamation of beasts—resulting in a fearsome chimera of teeth, pincers, claws, or talons. Your mutagenic curse might originate from exposure to the Elemental Planes, the bite of a lycanthrope, or the gift of an animal-loving archfey.
#### **Ashen Bloodline Origin**<sup>(CFSA)</sup> %% Fold %%
Somewhere in your bloodline, one of your ancestors made a pact with a powerful spirit of flame and predation known as the ash and wolf. This elemental creature is neither friend nor foe, but something primal and otherworldly. It is honored with ritualistic immolation and sacrifices of meat and metal. While the wolf may hold no hold over you, it may be interested in your affairs nevertheless, and your very existence could draw the eye of the wolf's eternal foe: the frostbound wild Huntsman. With smoke and cinders pouring from your hands with each spell you cast and a layer of ash gradually creeping over your body, you are the incarnation of a smoldering ember thrown upon a dry forest. Let your power burn forth like a wildfire.
#### **!!Blackthorn Bloodline Origin**<sup>(CFSA)</sup> %% Fold %%
Somewhere in your lineage, an ancestor entered and made a pact with the blackthorn Grove, replacing their heart with one craft that from the essence of the Grove itself. Working with plants has always come naturally to you, but one day you are magical power awakened. In defense of your life or in pursuit of your hearts deepest desires, the strange arcana of the blackthorn Groves sprouted within your veins, giving you power to use as you see fit.
#### **Frost Magic Origin**<sup>(TGS)</sup> %% Fold %%
Your magic is created by pieces of the Everheart, the center and driving force behind the expanding Everglacier wastelands. This power within you might be passed down through ancestors who protected the glacier’s magical core, or it might have been forced upon you through a chance encounter with the enchanted ice itself. Regardless of the source of your power, you are a creature of cold incarnate.
#### **Desert Soul Origin**<sup>(TGS)</sup> %% Fold %%
Your power comes from the relentless and punishing magic that lies at the heart of the world’s most unforgiving deserts. Most sorcerers with this power were born to nomads or traveling pilgrims in the H’rethi desert, but perhaps yours came to you in the chaos of a raging sandstorm or the springs of a magical oasis. Regardless of its origin, this blistering magic spirals around inside of you in an ever-present storm that can reduce even the sturdiest enemies to rubble.
#### **Runechild Origin**<sup>TDR</sup> %% Fold %%
The mysterious weave and flow of magic is feared by many folk across Exandria. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and which sees a sorcerer named as a Runechild.
The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the Age of Arcanum, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.
#### ~~**Arcane Prodigy Origin**<sup>UAH</sup>~~ %% Fold %%
From your first attempt at casting a spell, you displayed an exceptional aptitude for magic. Since that time, the more you tried to learn magic through rote memorization and practiced study, the less your innate talent shone through. Sorcerers who are arcane prodigies eventually discover it’s better to let their natural genius guide their magic than relying on an academic understanding. Arcane prodigies don’t abandon the attempt to understand magic on a methodical level, but their prodigious talent for spellcasting relies on their unconscious grasp of the mystic laws that underpin all of existence.
#### **@@Astral Born Origin**<sup>UAH</sup> %% Fold %%
As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane’s physics-defying properties to achieve what others can only dream of.
#### ~~**Cursed Existence Origin**<sup>UAH</sup>~~ %% Fold %%
You or an ancestor were afflicted with a hereditary malediction, a horrible curse designed to cause misery. It may have been a punishment by a god for hubris, the work of a vengeful hag coven, or perhaps the result of a magical accident you happened to be caught in the middle of. No matter how the curse came to afflict you or your family line, you have discovered a method of accessing its powers, using it as a font of magical power.
Some who become sorcerers through harnessing the power of their curse have discovered how to entirely suppress their curse’s magicks until such time as they want to afflict others with its properties, while others always suffer a modicum of its effects. The most common types of curses are transfigurations, the loss of physical health, and the sapping of fortune.
Most people dread the cursed, fearing that the curse will pass to them through association with the afflicted. As a cursed sorcerer, it is your choice whether those fears are confirmed.
#### **!!Greenheart Origin**<sup>UAH</sup> %% Fold %%
Born to a dryad parent, infused with the eldritch power of an enchanted forest you were raised in, or influenced by a primal enchantment in your mother’s womb, the magic of the natural world runs through you. Unlike druids, you did not choose your connection to the natural world; the natural world chose its connection to you. Greenheart sorcerers often have dark brown and bright green features, and smell of the native flora of their homelands. Sorcerers of this origin are exceptionally resilient and observant of their surroundings.
#### **??Reincarnated Warrior Origin**<sup>UAH</sup> %% Fold %%
Some legends are so widespread and revered that they will forever live on. Heroic warriors, in particular, capture the hearts and minds of the common folk, spurred by the songs and tales of bards across the world. Whether you know it or not, you are the soul of such a warrior born anew. You have a natural affinity for the tools of battle, and never feel more alive than when your blade is locked against another.
Unlike your first life, though, you have an innate magic born of the adoration of generations who have repeated your legend. You can channel this magic through your weapons and combine it with your martial prowess.
#### **Oni Bloodline Origin**<sup>(OTG)</sup> %% Fold %%
In the realm of magic, there exists a lineage of sorcerers whose blood bears an ancient connection to the oni. These sorcerers, known as Oni Kin, harness the magic of their lineage to weave powerful spells. But, as they delve deeper into their arcane abilities, they find themselves gradually transforming, both physically and spiritually, into embodiments of the oni’s fearsome might.
At the onset of their journey and as they use their powers, Oni Kin begin to see subtle manifestations of their lineage’s traits—changes in appearance and temperament. However, as they channel their magic with more skill, these traits begin to intensify. Their skin may change, their eyes may glow with an eerie light, and their once-subtle features become more pronounced, bearing the unmistakable visage of an oni.
#### **Delirium Soul Origin**<sup>(GTD)</sup> %% Fold %%
Delirium is naturally drawn to magic and can twist and augment its presence in unnatural and unpredictable ways. Some who ventured into the ruins of Drakkenheim are twisted by the eldritch powers and emerge infused with contaminated energies. They become a living vessel for the Arcane Anomalies and twisting realities found within the ruins.
## Tamer
*Whether imbuing their companions with the primordial elements, enhancing them through the ‘very tiny stitches’ of biomancy, or inciting them with words of encouragement, tamers work through their captured friends. Alone, a tamer possesses little in the way of destructive ability. With carefully selected companions, a tamer can become an unstoppable menagerie of mayhem. (**Source: Heliana’s Guide to Monster Hunting**)*
### <u>Subclasses - Training Paradigms</u> %% Fold %%
*The bond tamers experience with their companions are incredibly intimate; both are privy to the other’s innermost thoughts. However, such bonds differ between tamers where one tamer might view a companion as friend and equal, another might view the creature as a tool with which to fulfill their own goals.*
#### **Leader Paradigm**<sup>(HGMH)</sup> %% Fold %%
Whether it be through a non-stop litany of encouraging aphorisms, exaggerated movements, and hands signals, or through a calm, telepathic reinforcement, a leader exhorts their companions to ever greater feats of brilliance. Leaders believe that with the right support and teamwork, no task is impossible for their menagerie of companions. Whether you swear by positive reinforcement, craft meticulous pre-fight gameplans, or ruthlessly punish mistakes, communication and motivation are your watchwords.
#### **Infuser Paradigm**<sup>(HGMH)</sup> %% Fold %%
Infusers meld the power of the elements with their companions through the act of summoning. How you came across this power is anyone’s guess. Perhaps you took a tumble across the Elemental Flux during an interplanar voyage, were born with some primordial heritage, or were tutored by an elementalist wizard. However it happened, you have the ability to empower those with which you are most closely bonded: your companions.
#### **Necromancer Paradigm**<sup>(HGMH)</sup> %% Fold %%
Whether through the tutelage of a lich, a career as a gravedigger, or an innate affinity for the world beyond, you have learnt to manipulate the very essence of life. You can strip it from those that would do you harm, and imbue it in those that serve your aims. Weaving threads of necromantic magic around bone, flesh and sinew, you create gruesome facsimiles of life—undead puppets that move to the rhythm of the threads you pull.
#### **Splicer Paradigm**<sup>(HGMH)</sup> %% Fold %%
Through *really* tiny stitches, you alter the physiology of your subject– er… companions, in an unending quest for perfection. Many Splicers delve into the world of adventuring in the hopes of discovering exciting new improvements with which to augment their companions. Your foray into the world of biomancy, whether through wizarding school, working with biosmith artificers, or as the surgical assistant
to a mad scientist, has resulted in a singular observation: subjects are much more malleable when they’re psychically bonded to you.
#### **Swarmslinger Paradigm**<sup>(LAL)</sup> %% Fold %%
It takes a malleable and open mind to bond with a swarm of creatures; one needs to tune out the hubbub of bite-sized information and learn to listen to the group as a whole. How did you discover you could control masses of creatures? Perhaps you were a perfumier whose arrangement of scents guided the actions of bees. Maybe you were training as a bard when you found that those who liked your music most were a literal pack of rats. Or maybe you made your clothing a home for a family of creatures who now look to you for leadership. Whatever it is, your command of hordes of creatures gives you the ability to overrun any foe.
#### **Sensei Paradigm**<sup>(RGYR)</sup> %% Fold %%
Sensei see how a body moves with supernatural acuity, identifying minor changes in form that can turn paltry scuffs into bone-breaking blows. Through meticulous coaching, they unveil the pugilists within their companions, teaching them to dance between enemies’ strikes, upset their foes’ balance, and finish them with lightning-fast combinations. Perhaps you yourself were a master of martial arts but are now too old to fight. Maybe you grew up watching boxers but always saw the flaws in their technique. Whatever the case, you are a teacher, and your companions are your eager students .
## Warden
*Wardens are not born of civilization and order. Though some Wardens will seek to defend such things (or at least tolerate them), they are those that have harnessed primal chaotic powers. Lashing, roiling forces of untamed energy, that left unchecked would wash civilization from the face of the material plane as if it were but a temporary blip. The powers of a Warden are expressions of deep and primal forces. They are power given sentience and will, entropy and destruction harnessed and focused to purpose and cause. They channel their power as a conduit, bringing it to heel through force of will and inner conviction. As a blacksmith forges a lump of iron to take on the keen edge of a sword, a Warden must always refine their power, tame and temper it to be a force of change rather than raw destruction. (**Source: Valda’s Spire of Secrets + KT**)*
*Wardens are like mighty trees in a gale storm or the rocks along the shore, constantly battered by waves. They demonstrate almost supernatural resilience to hardship, and can’t be easily broken or slain.*
### <u>Subclasses - Champion’s Calls</u> %% Fold %%
*Most wardens draw their strength from the wild — the strength of the earth beneath their feet and the vitality of the air in their lungs — though some attribute their resiliency to an inward resolve or the absolute belief in a deity. Regardless of it’s source, a warden’s power is intuitive and forceful, allowing them to stop foes dead in their tracks, mark those standing in their way, and shrug off otherwise deadly conditions. Only those wardens who choose to defend an obviously magical charge appear to be supernatural; others simply posses a daunting force of will and bottomless tolerance for punishment.*
*A warden’s call is a binding charge to protect and defend others from harm. Every warden eventually hears a call, and responds with mighty deeds. In answering this call, wardens embrace the traits of those they stand to protect, gaining primal, and sometimes even mystical, abilities.*
#### **Bloodwrath Guardian Call**<sup>(VSS)</sup> %% Fold %%
The primal power you wield has formed an intrinsic bond with the creatures of the wild, and you have taken up the task of defending them. Because you share in the beast's ferocity, tenacity, and animal instinct, you can summon a beast's primal strength from within yourself, and slay your enemies in an animalistic trance.
While entranced, you can sense a connection to a greater being, the Primal Beast, the first predator, from which all hunters are descended. As your commitment to defending the wilds from corruption grows, you grow closer to the Primal Beast, until you can at last adopt its ancient form yourself, and allow it to hunt once again.
#### **Grey Watchman Call**<sup>(VSS)</sup> %% Fold %%
Ever vigilant and unceasing in your duties, you are a watcher of the realms of men, called to keep vigil over a keep or wall. As a grey watchman, trained in the arts of combat, you have honed your skills to a razor's edge to repel any invaders that might challenge your land. You need not keep watch over the same keep your entire life, but, wherever you travel, you are dedicated to keeping your land safe from invading armies, marauding monsters, and other external threats.
#### **Nightgaunt Call**<sup>(VSS)</sup> %% Fold %%
Blood-drinkers, undead, and other creatures of the night are often feared and hunted, and few stand in their defense; except, of course, the grim and terrible nightgaunt. Tales of the nightgaunt are whispered of in fairy tales, casting them as a things to be feared: hunters of clerics and goodly vampire slayers. Their appearance always presages long nights and great rises in hungry undead.
You felt the calling of the moon bringing you to the graveside of living corpses. Though vampires, zombies, and skeletons are mighty, they are always outnumbered, hunted, and turned by clerics; never given a fair chance to live peacefully. They require an ally among the living to continue their ceaseless lives, and you have risen by moonlight to the task.
#### **Soulblood Shaman Call**<sup>(VSS)</sup> %% Fold %%
The ancestral spirits called you by starlight to enact their will on the world, to protect their descendants, and to safeguard their resting places. You are a Soulblood Shaman, a manipulator of soul and ascetic of primal magic. Your community looks to you as a leader as well as a vital connection to the afterlife, for if you play your role, they too will join their ancestors in the great beyond.
#### **Stoneheart Defender Call**<sup>(VSS)</sup> %% Fold %%
You heard the steadfast, unyielding call from the mountains, which dwarves and gnomes have felt for generations. The stones called to you, beckoning for a protector to defend the mountains from those that would despoil them, from both within and without. You might be a watchman of old dwarven walls, or a sentinel, patrolling the lookouts of high mountain peaks; regardless of where you stand, you are unmovable: a mountain in the shape of a man. You draw your power from the earth beneath your feet and can crush your enemies with the strength of stone.
#### **Storm Sentinel Call**<sup>(VSS)</sup> %% Fold %%
Your strength originates among furious storm clouds and flashes of lightning. As a storm sentinel, you are called to protect wayward sailors and coastal villages from the wrath of the tempests and the arrival of great waves that threaten them. You despise pirates and other enemies of coastal peoples, and will oppose them wherever they strike.
From your fingertips, you can deliver the awe of lightning and the roar of thunder to devastate your foes. With practice and patience, you can harness the power of the storm itself to fly and rain thunderbolts from above.
#### **Verdant Protector Call**<sup>(VSS)</sup> %% Fold %%
You draw your strength from the trees of the forest and the loamy earth beneath your feet. As a Verdant Protector, you are the champion of the green things in nature, and defend them against those who would despoil the wilds. You easily find allies among druids, and others that understand the forest's sacred trees and ancient spirits.
At your command, the plants of the earth sprout up to assist you in your duty. At the pinnacle of your power, you can assume the form of an elder tree guardian, which looks much like a treant, with tough, bark skin, and long, branchlike arms.
#### **Elemental Soul Call**<sup>(KT)</sup> %% Fold %%
Tapping into the endless power of the elemental planes, these Wardens shroud themselves in harsh primal forces, destroying their foes with their very presence.
#### **Beasthide Call**<sup>(KT)</sup> %% Fold %%
Tapping into the primal ferocity of beasts, Beasthide Wardens are capable of fighting with a primal ferocity. They specialize in unleashing terrible wrath on any that would attack them or their companions.
#### **Elderheart Call**<sup>(KT)</sup> %% Fold %%
Rooted in the ancient growth of the world, these Wardens are linked to a primordial untamed aspect of the world. Their vines lash and bind, inexorably dragging their enemies to the conclusion of their place in the natural cycle of life and death.
#### **Stoneblood Call**<sup>(KT)</sup> %% Fold %%
The enduring blood of the world flows through you, empowering you with inhuman durability, and mastery over the powers of stone and earth. Empowered with unbreakable resilience and steps that cause the very ground to tremble.
#### **Sunwatcher Call**<sup>(KT)</sup> %% Fold %%
Drawing power from the highest primal authority, you embody the radiance of the sun. The sun burns away all that lurks in the darkness, while bringing the relief of morning light to those that seek it. Ever vigilant, these Wardens weave fire and radiance to destroy their enemies and empower their allies.
#### **Ironbound Call**<sup>(KT)</sup> %% Fold %%
Ironbound Wardens assert that all that comes of earth is born of primal power, embracing forged metal. Often drawn from mining communities, blacksmiths, or otherwise those with deep understanding and appreciation of the fusion of nature and civilization that forged metal represents, they take full advantage of its power to become invincible edifices of iron.
#### **Dreadwing Call**<sup>(KT)</sup> %% Fold %%
The Dreadwing Warden utilizes and ancient bond that taps into the deeply rooted primal powers that flow within dragonkind. United with the essence of these legendary beings, they embody the draconic virtues of strength, elemental fury, and fear. These Wardens wield the might and majesty of dragons to dominate the battlefield, leaving all that would oppose them in terrified awe of their power.
#### **Timetwister Call**<sup>(KT)</sup> %% Fold %%
The Timetwister draws upon the enigmatic forces of time, its unstoppable march, and the ebb and flow of the past, present, and future. These Wardens manipulate the battlefield, expedite their allies' actions to a blur while slow their enemies to a crawl. They witness flickers of the past, glimpses of the future, and the ever branching pathways of the present. In battle, a fleeting moment is the only gap between life and death, and these Wardens are the masters of moments.
#### **Astral Guardian Call**<sup>(KT)</sup> %% Fold %%
Embarking on a path less traveled, the Astral Guardian Warden transcends the earthly plane and draws from the power of the infinite planes. Touched by the enigmatic forces of space and energy, they embody the mystery of the universe, controlling spatial distortions and manipulating celestial energies.
#### **Bone Binder Call**<sup>(KT)</sup> %% Fold %%
Commanding the dark powers of the fallen, a Bone Warden watches over the endless and final silence of the end of life. Solemn and grim, they recycle the remains of life to one final service, binding the bones of once living creatures to form their armor, weapons, and grim constructs to bind and crush those that stand in their way of their primal decrees.
## Warlock
*Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.*
*A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.*
### <u>Subclasses - Otherworldly Patrons</u> %% Fold %%
*A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity — beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.*
*The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence — not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.*
#### **$The Archfey** %% Fold %%
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.
#### **The Fiend** %% Fold %%
You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz’Urb-luu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; [pit fiends](https://www.dndbeyond.com/monsters/16979-pit-fiend) and [balors](https://www.dndbeyond.com/monsters/16797-balor) that are especially mighty; and [ultroloths](https://www.dndbeyond.com/monsters/17126-ultroloth) and other lords of the yugoloths.
#### **The Great Old One** %% Fold %%
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
#### **The Celestial** %% Fold %%
Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. Your pact with that being allows you to experience the barest touch of the holy light that illuminates the multiverse.
Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, and a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
#### **Undying** %% Fold %%
Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize — like all power — comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.
#### **The Hexblade** %% Fold %%
You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.
Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
#### **The Fathomless** %% Fold %%
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power. Is it merely using you to learn about terrestrial realms, or does it want you to open cosmic floodgates and drown the world? Perhaps you were born into a generational cult that venerates the Fathomless and its spawn. Or you might have been shipwrecked and on the brink of drowning when your patron’s grasp offered you a chance at life. Whatever the reason for your pact, the sea and its unknown depths call to you.
Entities of the deep that might empower a warlock include krakens, ancient water elementals, godlike hallucinations dreamed into being by kuo-toa, merfolk demigods, and sea hag covens.
#### **%The Genie** %% Fold %%
You have made a pact with one of the rarest kinds of genie, a noble genie. Such entities rule vast fiefs on the Elemental Planes and have great influence over lesser genies and elemental creatures. Noble genies are varied in their motivations, but most are arrogant and wield power that rivals that of lesser deities. They delight in turning the table on mortals, who often bind genies into servitude, and readily enter into pacts that expand their reach.
#### **The Undead** %% Fold %%
You've made a pact with a deathless being, a creatrue that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions. For such beings, time and morality are fleeting things, the concerns of those for whom grains of sand still rush through life's hourglass. Having once been mortal themselves, these ancient undead know firsthand the paths of ambition and the routes past the doors of death. They eagerly share this profane knowledge, along with other secrets, with those who work their will among the living.
#### ~~**The Dead Mists**<sup>(VSS)</sup>~~
#### **The Future You**<sup>(VSS)</sup> %% Fold %%
Your patron is you in a decades-distant future. Perhaps your future self found an artigfact of great power connecting them to the past, which they myust now lead you to discover, or perhaps they were taught the mystic arts by their future self long ago, a cycle you will have to continue by teraching yourself someday. Your future self has forgotten the fine details of some things, and outright refuses to tell you about things you “can’t yet know”, but offers compelling insight and guidance nonetheless. You’re not quite sure what your future self is planning for your future (and for their past), but one thing is certain —- they need you alive.
#### **The Legacy**<sup>(VSS)</sup> %% Fold %%
Rather than forging a pact inked by blood or bound to your soul, you have inherited a Legacy, a patron embodied by a line of inheritors sworn to a sacred cause. In so doing, you have acquired a relic of this ancient legacy, an object of unimaginable power passed down through the generations or recently uncovered from a long-lost civilization. With it, you can transform into the most powerful version of yourself to continue your Legacy’s fight.
Countless Legacies have imbued warlocks with ancient powers, and only a few remain today, but each posses a unique type of relic and bestows a unique type of transformation. How you use this transformation is ultimately up to you, but the legacy conspires to see you achieve greatness and advance it’s unknowable ancient goals.
#### ~~**The Magician**~~<sup>(VSS)</sup> %% Fold %%
While all warlocks are skilled in the art of magic, very few are what most people would consider “magicians”, skilled in the arts of physical illusion, sleight of hand, and showmanship. Those with such talents might find themselves drawn to the mysterious Magician, believed to be a minor trickster deity (who most often takes the form of a white rabbit), long forgotten and bereft of worshippers. Under the Magician’s patronage, warlocks command an amalgamation of real and fake magic, such that it’s never clear if they’re casting spells, performing a ruse, or putting on a show.
#### ~~**The Symbiont**<sup>(VSS)</sup>~~
#### ~~**Raven Queen**<sup>(UA)</sup>~~
#### **?The Archlich**<sup>(DAC)</sup> %% Fold %%
You have made a pact with an archlich, a creature that has existed since the dawn of the last age and holds secrets of arcane magic that have been forgotten for thousands of years. Such a being desires only to expand its own power and influence, only using you as a pawn in its far larger scheme. Any lich powerful enough to form a pact has lived for many thousands of years, and many of them were involved in the invention of lichdom itself.
#### **!!Ancient Dragons**<sup>(TOH)</sup> %% Fold %%
You have made a pact with one or more ancient dragons or a dragon god. You wield a measure of their control over the elements and have insight into their deep mysteries. As your power and connection to your patron or patrons grows, you take on more draconic features, even sprouting scales and wings.
#### **Animal Lords**<sup>(TOH)</sup> %% Fold %%
While humanoids have vast pantheons and divine figures of every stripe, the animals of the world have much simpler forms of faith. Among each species there is always one paragon that embodies the animal spirit in a humanoid form, the better to speak to others and represent the animals in the fey courts and the Upper Planes. These timeless entities are connected to every animal of the kind they represent, and their primary concerns are for the well-being of these animals and the natural world as a whole.
Your patron is one such animal lord. Animal lords are varied in their motivations and often come into conflict with each other. They each command legions of animal followers and gather information from all of them. Unlike many other patrons, animal lords often have close relationships with those they bind with pacts, some to control, others to guide and advise. You are your animal lord’s hand in the affairs of humanoids, and your allies are as numerous as the spiders in the corner or the birds in the sky.
#### **Hunter In Darkness**<sup>(TOH)</sup> %% Fold %%
The Hunter in Darkness is an entity that sees all creatures as prey and enjoys instilling fear in its prey. It prefers intelligent prey over mere beasts, as their fear tastes so much sweeter. Hunters who display impressive prowess for hunting pique its interest. The Hunter in Darkness often bestows its power on such individuals to spread fear further than the Hunter can by itself.
Though your patron isn’t mindless, it cares only for the thrill of the hunt and the spreading of fear. It cares not what you do with the power it grants you beyond that. Your connection with the Hunter can sometimes cause changes in your worldview. You might view every creature you meet as either predator or prey, or you might face problems with a “kill or be killed” attitude.
#### ~~**Old Wood**~~<sup>(TOH)</sup> %% Fold %%
You have made a pact with the ancient intelligence of a primeval forest. Before the rise of human civilization, before the time of the elves, before even the dragons, there were the forests. Empires rise and fall around them, but the forests remain as a testament to nature’s endurance.
However, times are changing, and the unchecked growth of civilization threatens the green. The intelligences that imbue the antediluvian forests seek emissaries in the world that can act beyond their boughs, and one has heard your call for power. You are a guardian of the Old Wood, a questing branch issuing from a vast, slumbering intelligence sent to act on its behalf, perhaps even to excise these lesser beings from its borders.
#### **Primordial**<sup>(TOH)</sup> %% Fold %%
Some who search for power settle on lesser gods or demon lords, others delve into deeper mysteries until they touch elder entities. These great entities build worlds, crafting mountains and species as if sculpting clay, or annihilate them utterly. Embodying creation, destruction, and the land itself, your patron is an ancient power beyond mortal understanding.
Primordials stand in opposition to the Great Old Ones, the other side of the scale that maintains the balance of reality. Your primordial patron speaks to you in the language of omens, dreams, or intuition, and may call upon you to defend the natural world, to root out the forces of the Void, or even to manipulate seemingly random people or locations for reasons known only to their unfathomable purpose. While you can’t grasp the full measure of your patron’s designs, as long as your bond is strong, there is nothing that can stand in your way.
#### ~~**Wyrdweaver**~~<sup>(TOH)</sup> %% Fold %%
Your patron is probability itself, the personified wellspring of chance as embodied by chosen deities, entities, and eldritch beings across the planes. By binding yourself to the Wyrdweaver, you live by the roll of the dice and the flip of the coin, delighting in the randomness of life and the thrill of new experiences. You might find yourself driven to invade a lich’s keep to ask it about its favorite song, or you might leap onto a dragon’s back to have the right to call yourself a dragonrider. Life with a pact-bond to your patron might not be long, but it will be exciting.
#### **!!Ancient Wyrm**<sup>(TCEE)</sup> %% Fold %%
It has been your privilege to make a pact with an ancient dragon of untold power. They reside elsewhere--on an Elemental Plane, in the Elemental Chaos, or in a demiplane of their own creation, for example--but you are their emissary and agent on the Material Plane. Your patron has charged you with furthering their agenda, which generally amounts to glorifying their name, spreading respect for dragonkind, and gathering wealth on their behalf. In exchange for your loyalty and regular tribute, your patron grants you a sliver of their magical influence and prowess.
As dragons are ambitious creatures, and only grow more so as they age, your patron is virtually guaranteed to have one or more rivals of comparable might. They might seek to outdo or embarrass each other, or eliminate each other’s forces in a centuries-long game of cat-and-mouse. Whatever their intrigues may be, you are a crucial part of them, though the details may be kept from you.
#### **Creeping Vine**<sup>(TCEE)</sup> %% Fold %%
Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a Totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life.
#### **Cryptic Oracle**<sup>(TCEE)</sup> %% Fold %%
Your patron is a being of inscrutable intellect and an immortal guardian of forgotten knowledge. Such beings often fiercely guard these secrets in long-buried sanctums and lost temples. Others have minds that exist outside of time, simultaneously seeing what has been and what is yet to come, passing on this foresight to those they deem worthy. Some are simply bored, and will often bestow great boons or terrible curses upon those who succeed or fail their riddles.
Beings that forge such pacts with mortals might include sphinxes, mummy lords, nagas or even powerful spellcasters on the cusp of godhood. Maybe you have impressed such a creature and as a reward they have imparted you a sliver of their power, imparting some of their great knowledge upon you. Or perhaps you answered a riddle incorrectly and now must serve their whims, sent out into the world to obtain obscure knowledge and secrets for your master.
#### ~~**Greate Ooze**<sup>(TCEE)</sup>~~ %% Fold %%
#### **The Inevitable**<sup>(TCEE)</sup> %% Fold %%
You have forged a contract with an inevitable, an axiomatic being from one of the planes of law set to uphold and enforce order across the multiverse. Whether you sought these powers purposely, misunderstood an agreement you were making, or now serve as punishment for breaching a contract, your patron’s powers allow you to impose law and order, sidestepping fate and luck instead for the blessing of definite results.
#### **Undying Remastered**<sup>(TCEE)</sup> %% Fold %%
#### **Reaper**<sup>(ToV)</sup> %% Fold %%
Your patron is a formless entity given life by an endless hunger for death. These patrons are sometimes called spirits, but their power is far beyond that of the mere undead. Whether born from the collective consciousness of a slaughtered army, a legendary warrior murdered by treachery, or a sentience bound within a cursed blade— Reaper patrons desire glorious bloodshed above all else and seek warlocks capable of feeding their hunger.
#### **Stone Sovereign**<sup>(FEQ)</sup> %% Fold %%
You have listened to the will of the stone, and made a pact with one of Eberron’s great earthen powers. The whispers of the daelkyr Orlassk corrupt many Warlocks to their cause, but similar magics may be the gifts of the greedy fey King Grayfinger or even the medusa Queen Sheshka of Cazhaak Draal. The gnomes of Lorghalan draw their power from their friendship with the earth elementals of their island; perhaps you have made peace with the earth itself.
#### ~~**The Muse**~~<sup>(FCG)</sup> %% Fold %%
Your patron is a spirit of inspiration, a being capable of bringing the best out in mortals. These entities seek to draw forth the pinnacle of mortal achievement, sometimes for altruistic purposes and other times for reasons more sinister. Your muse might be from the Upper Planes or a Leanan Sidhe from the Feywild. No matter the identity of your patron, your muse expects you to make something of great beauty with their gifts. If a long period of time passes without you creating something worthy, you may experience feelings of despair or longing that consume your thoughts, driving you back toward creation and the favor of your muse.
#### **The Haunter**<sup>(ECHH)</sup> %% Fold %%
An ancient specter, a mighty oni, or something else entirely, your patron grants you the power to manipulate the memories and perceptions of others to feed off of their regrets.
#### **@@The Seeker**<sup>(ECHH)</sup> %% Fold %%
The patrons of any two seeker warlocks are unlikely to share any common ground, other than the fact that they empowered a servant to act as their tool and agent, to find and retrieve whatever they require. Demon lords will seek lost lore the same as lesser divine beings of knowledge and craft, and to fulfill vastly different desires, while a tyrant or vengeful power might send seekers to find living targets.
#### **&&The Lost Soul**<sup>(CCS)</sup> %% Fold %%
You have made a pact with a soul lost in the Ethereal Plane, a wanderer of the place between life and death. Trapped within an endless ethereal expanse, the lost soul may have motivations to correct whatever mistakes they made in life, and otherwise watches over you with curiosity. Using its powers, you become a master of its domain.
#### **The Ancient Intelligence**<sup>(KT)</sup> %% Fold %%
You have made a pact of sorts with an intelligence that defies normal understanding; its aims are mysterious and often incomprehensible. This being could be an artificial intelligence of some lost race of ancients with fabulous technology, perhaps a high ranking mechanical overmind. They could even be an ancient lost rogue one, perhaps an Inventor of another era whose last act was to upload themselves in an incorporeal form, or perhaps it something more alien, the ancient navigation system of an otherworldly ship that has gained sentience. The possibilities are endless, but whatever its nature, it can grant you sufficiently advanced knowledge that for all intents and purposes is fabulous magical power.
#### **That Which Is Beyond**<sup>(KT)</sup> %% Fold %%
Your patron is defined by its sheer incomprehensibility to the mortal mind, an existence that is the very anathema of sanity itself, where any attempt to truly describe its nature is the gibbering of a mad man.
The most tame examples of these may have names or euphemisms that mortals know them as, while others may be concepts that most mortal minds remain blissfully incapable of knowing the existence of.
The patron need not be aware of your existence or invested in it for their power to have affected you, fundamentally warping your mind and granting you powers. Most that would have this opportunity have their mind shattered, left tattered and insane by the experience, but you’ve managed to hang onto some semblance of sanity and wield the power grafted into your mind.
#### **11The Tempest**<sup>(KT)</sup> %% Fold %%
You have made pact with a tempestuous being, born of wind and rain: an ancient elemental, powerful storm giant, or perhaps a demigod of disagreeable weather. What they sought through you may vary, but the mere touch of their powers causes the storm winds to bend the knee.
Such powers tend to be far better at calling the chaotic power at their disposal than calming it, and many who ride the tempest will find the same is true for them, leaving destruction in their wake if they are not careful in how the use their power… if they even care about what remains in their wake.
#### **!!The Dragon**<sup>(KT)</sup> %% Fold %%
You’ve made a pact with a mighty dragon, who has bestowed you with a fraction of its terrifying power. The details of the arrangement varies widely—a metallic dragon may have made the pact to create a force of good or save a life, a chromatic dragon may have made their pact with you in exchange for service… or part of some manipulative plan that the minds of lesser mortals would struggle to comprehend.
Most often, these bonds are granted by ancient dragons steeped in immense power and knowledge, but sometimes partnerships of the lesser mortals and younger dragons have been recorded in more unique cases.
#### **$The Fey**<sup>(KT)</sup> %% Fold %%
Your patron is a powerful being from the fanciful and chaotic fey realm. Pacts with fey are often strange and eclectic in nature, granting some small fraction of the vast but mysterious powers of the fey onto a mortal for often unknowable reasons… or perhaps trivial reasons mortal minds may find equally as baffling.
These sort of beings include powerful fairies, ancient hags, and fey lords of all types, ranging from beings curious and mischievous to horrifying and terrifying, from exuberant and joyful to seething piles of hatred given form. One never knows exactly what to expect when making a pact with a fey, but can safely assume their life will never be quite the same.
#### **@@The Knowledge Keeper**<sup>(KT)</sup> %% Fold %%
You have made a pact with being of ancient knowledge. The actual nature of this being can vary greatly, it can be a Pact with a sentient library, an ancient spirit, or perhaps even a lost god of knowledge. This is a pact for a Warlock that seeks something beyond simple power: they seek knowledge—ancient and unknown knowledge that has once and will again exist.
You can leverage this knowledge to know things that your mortal peers would consider miracles, delve the secrets that others do not even know exist, and (most importantly) perhaps even understand the philosophical mechanics of existence.
#### **The Overseer**<sup>(KT)</sup> %% Fold %%
You have made a pact with an all seeing being of the outer planes: an infamous creature whose very name is forbidden from being put to text by almighty coastal wizards, most known for its all seeing eyes, great paranoia, and reality warping dreams. The nature of your pact may be down to madness (yours, its, or both), or working toward some greater scheme of such brilliance that lesser minds cannot hope to comprehend.
#### ~~**The Ooze**<sup>(KT)</sup>~~ %% Fold %%
#### **The Chaos**<sup>(XLNEE)</sup> %% Fold %%
You have made a pact with a creature that revels in the madness and infinite possibility of the chaotic planes. Your patron could be a powerful slaad lord of Limbo, an ever-changing and roiling soup of impermanent matter and energy. Your patron could be a god of madness, such as Cyric, or a demon lord-in-exile in the depths of Pandemonium, a dark plane of tunnels carved by howling winds. Your patron could be a fearsome giant or celestial valkyrie of Ysgard, a heroic plane of soaring mountains, endless battles, and boundless creativity.
Unlike devils with their carefully crafted words and contracts, your patron is beholden to nothing but its twisted whims. Many chaos warlocks find their powers to be a cruel curse, but those who embrace the chaos learn that unpredictability is their greatest source of strength.
#### **%The Noble Genie**<sup>(XLNEE)</sup> %% Fold %%
Your pact is one that has been made by legendary advisors, philosophers, and tale-spinners of the desert lands, known throughout the land of Zakhara as sha’irs. Your patron is a noble genie, a creature whose spirit is infused with the primordial essence of the Elemental Planes. These creatures are the rarest and most powerful of their kind. They aim to achieve ultimate greatness, splendor, and the reverence of all beings.
Though noble genies aren't gods, they feel deserving of such veneration from their servants. They're accustomed to wealth and opulence and treat their insatiable indulgence as an entitlement to their own power and grandeur.
#### **The Swarm**<sup>(BoE)</sup> %% Fold %%
Malevolent beings such as mummies, vampires, and hags can unite the will of individual beasts and turn them to a single dark purpose, creating a swarm. Likewise, some swarms amalgamate naturally, as in the case of a rat king or a plague of locusts.
Regardless of their provenance, all swarms are faint echoes of the first Swarm. This inscrutable hivemind of insect-like creatures has infested the Ethereal Plane since time immemorial and perpetually gnaws at its walls, searching for a way into the Material Plane. No one can fathom the Swarm’s age or count its multitudes, but its purpose is clear: to assimilate all life. Warlocks who follow this patron share in its psionic power and can unleash its ethereal drones.
#### **@@The Accursed Archive**<sup>(CFSA)</sup> %% Fold %%
In every library there is a book that has never been read, a section that has never been seen, and a hallway that leads to nowhere – yet, you have managed to read that tome of unspoken secrets, find that shelf of unholy blasphemies, and step beyond the dead-end corridor into the Accursed Archive, where you have become bound to the nightmare-inducing writings within. Demonology, blood magic, and the summoning of things from beyond are among the most mundane of topics here, but draw the eye and call to the hand nonetheless. By some malignant intelligence that selects only the most desperate, the most ambitious, and the most willing to sacrifice, the Accursed Archive collects souls to do it’s ruinous work": to share the terrible truths that reside upon it’s endless shelves, and bring chaos and upheaval to the outside world through the disclosure of these forgotten secrets.
#### **The Ashen Wolf**<sup>(CFSA)</sup> %% Fold %%
You’ve made a pact with a primal spirit of fire and the hunt — a scourge of the forests and fields, and a harbinger of ill fate. This creature is wise and cunning, making deals with those that have the potential to bring ruin and change. Some consider the beast to be native to the Plane of Elemental Fire; others call it a fiend from the darkest hells. Whatever it’s origin, the ember-eyed wolf often extracts payment in the form of wishes gone awry: a demand for power becomes a battle to retain one’s humanity, while a request for a peaceful resolution often has a price that brings constant regret.
#### **The Eternal Citadel**<sup>(CFSA)</sup> %% Fold %%
You’ve made a pact with the Eternal Citadel, a massive yet empty bastion that seems to wander between worlds, collecting travelers and releasing them once they agree to serve. The Eternal Citadel communicates through the silent transfer of emotions and feelings - an instinctual sense to follow a course of action, no matter how enigmatic it may seem. An unknown number of people have sworn their allegiance to the Citadel, and few ever meet, but they all serve the same end, known or otherwise: preservation against the forces that seek destruction.
#### **&&The Forbidden Graveyard**<sup>(CFSA)</sup> %% Fold %%
*Check for overlap with other Undead or Ethereal subclasses* You ’ve stepped into the Forbidden Graveyard, a sanctuary found on the boundary between life and death, where the rare few whose minds are attuned to this place come to wander as their bodies heal or slip away into the cold clutches of the night. Those who embrace the experience and seal shut the Gate of Souls within find themselves gifted with an understanding of both the living and the dead. Unknown to all but those like you, the Gate requires repayment for this mercy, and only the souls of others will do. Choose wisely, for all who cross your path are marked for collection by the Graveyard. It is up to you to safeguard them from that dark plane or to send them there to the cold embrace of death.
#### **The Fallen Exile**<sup>(CFSA)</sup> %% Fold %%
Don’t use as warlock subclass but make into the cardcaster???
#### ~~**The Gelatinous Convocation**<sup>(CFSA)</sup>~~
#### ~~**The Gray Portrait**<sup>(CFSA)</sup>~~
#### ~~**The Keeper of the Depths**<sup>(CFSA)</sup>~~
#### ~~**The Perfect Chord**~~<sup>(CFSA)</sup> %% Fold %%
You have heard the most sublime sound in the world, and it has changed you forever. You’ve taken the resonance into your beating heart and it has brought meaning and inspiration to your days. The Perfect Chord resounds through the quiet places of the world as a clear and harmonious note that spirals with infinite complexity, gaining sentience and life with every sound it collects. It has no motive but to include every sound in the universe within itself, and it inspires others with an endless desire to find new forms of radiant music to call forth and collect.
#### ~~**The Serpent Empress**<sup>(CFSA)</sup>~~
#### **The Shadowcat**<sup>(CFSA)</sup> %% Fold %%
Your patron is an otherworldly incarnation of fate that strides between planes; a living omen of ill luck and good fortune alike. Drawn to the dreams of mortals, it’s lesser reflections perch upon the chests of the unwary in their sleep, stealing breath and fragments of life from their victims as they feed upon the nightmares this brings. When they’ve had their fill, they return to their master, who sends them back again to hunt down the creatures that have escaped from the nightmares of those tormented by darker fates. You’ve drawn the attention of this creature, for good or ill, and have made your pact in the deepest shadows of the dark. Now, shadows boil around your hands, both inky black and snow white, tainted and blessed by the touch of the Inverse. You’ve been there, seen the sun of endless emptiness and the void of pure light that shines from beyond the stars, and you have felt the faze of nightmares that stare upon you with jealousy, and feeling their hate. They know that while you can depart unharmed, their nights are numbered. You’ve stolen their luck, and now you’ll use that power for your own ends.
#### **11The Stormlord**<sup>(CFSA)</sup> %% Fold %%
You’ve made a pact with an ancient power known as the Storm Lord. Massive and timeless, this godlike entity sails the winds of the void through the darkest places between the skies of countless worlds. It is the spirit that consumes the purified souls of heroes as it welcomes them into it’s kingdom. It’s long tendrils of lightning cover the sky, heralding the violent tempest that follows. This entity finds silent amusement at seeing mortals in peril, and it tends to draw cults of shadowy beings to worship at it’s altars, performing dark rituals in the name of the Lord of Winds. You have stood before the Storm Lord, unbowed and unbroken, to make a pact that will shake the very fabric of reality. Sparks will leap from your fingertips and fog will rise from your breath as you strike down your enemies with the devastating and majestic power of the Master of the Unfallen Kingdom.
#### **The Warrior-Saint**<sup>(CFSA)</sup> %% Fold %%
You’ve made a pact with the Warrior-Saint, one for the great champions of the multiverse. This ancient being acts as an enforcer of the cosmic balance - law and chaos, good and evil. It is the agent of the forces of creation and destruction that act upon the world and is more akin to a supernatural phenomenon than a god or demon. The Warrior-Saint grants objects and boons of terrible power crafted during the creation, as well as the strength to enforce your own morality and philosophy in the eternal conflict that spans the planes. In exchange, it watches through the eyes of it’s servants and uses them as guardians of it’s treasures.
#### ~~**The Weaver of Lies**<sup>(CFSA)</sup>~~
#### ~~**The Wild Huntsman**<sup>(CFSA)</sup>~~
#### **The Parasite**<sup>(HGMH)</sup> %% Fold %%
You have bonded, mind and body, with a rare and enigmatic being that calls your body home, whether you like it or not. Its origins are unknown; perhaps it came from a vat of biomantic mut-x, the nightmares of an astral projector, or a subterranean pool of primordial ooze. Survival is its watchword and you are its host.
#### **The Astral Griffon**<sup>(TGS)</sup> %% Fold %%
You have made a pact with a powerful demigod of the Astral Plane: a Griffon whose control over space, creation, and pocket dimensions extends throughout the multiverse. It aims to expand its eclectic collection of treasures, both magical and mundane. These treasures may be worth very little in the average shop, but to the Griffon it holds a special place in history or the fabric of existence. Your binding may lead you far and wide in search of foreign artifacts as quickly as it would a nearby pub for a tarnished locket. Regardless of the task, the Griffon’s aims are rarely subject to distinctly good or evil motives.
#### **The Many**<sup>(TGS)</sup> %% Fold %%
Your patron is a powerful entity composed of a multitude of heads. These heads provide unique strengths, such as the regenerative properties of a mighty hydra, or the bewitching gaze of a medusa. Your patron may consider you one of its estranged or forgotten heads, allowing you to do as you please, or compel you to work toward a shared goal as one of its own. Those that make a pact with a patron such as this may find beauty in patterns or matching sets, or become plagued with internal bickering and indecisiveness. Regardless, one thing is for certain: two heads are always better than one.
#### ~~**The Ancient Beast**<sup>E</sup>~~
#### ~~**The Archmage**~~<sup>UAH</sup> %% Fold %%
Your patron is an incredibly powerful magical practitioner — such as Blackstaff, Elminster, Fistandantilus, Gromphe Baenre, Mordenkainen, or Vecna — one whose skill and strength in the arcane arts has made them tantamount to a god. Such a mage may require minions to aid them in unlocking the great secrets of the multiverse, or perhaps they just need a subject for their eldritch experiments.
No matter your patron’s motivations, you have convinced them to take you on as an apprentice, being granted access to a modicum of their knowledge and power.
#### **The Crone**<sup>UAH</sup> %% Fold %%
Your patron is an elder force of the Feywild that veers capriciously between her maternal and destructive instincts. Such a creature smothers those she holds dear with doting attention and rejects those set against her with ruthless cruelty, often vacillating between these extremes seemingly without prompt. You have chosen a spiteful and suffocating patron, one whose nature you find yourself mimicking more and more. Beings of this sort include Aradia, mother of witchcraft; Baba Yaga, the evil woman; and Hecate, queen of witches.
#### **The Great Trickster**<sup>UAH</sup> %% Fold %%
You have pledged your allegiance to a spirit of mischief who delights in misdirection and misappropriation. Despite an irredeemable reputation, such patrons are not necessarily evil or even selfish. Some tricksters use pranks to teach others important moral lessons or commit lesser wrongs to serve the greater good. Most, however, are motivated primarily by their own entertainment and self-satisfaction. And selfishness. Beings of this sort include Anansi, Eshu, Huehuecoyotl, Loki, Pan, and Sun Wukong.
#### **The Icebound**<sup>UAH</sup> %% Fold %%
You have made your pact with an entity that rules desolate tundras, ancient glaciers, and frozen mountain peaks, or even a portion of the Frostfell, the Quasi-Elemental Plane of Ice. The magic granted by your patron allows you to call upon the power of inhospitable places where the ice never melts and the frost expands to bury the frozen corpses of those foolish enough to brave its blizzards. Such beings — like Auril the Frostmaiden, the Ice Prince Cryonax, or legendary white dragons like Ingeloakastimizilian, better known as “Icingdeath” — seek to expand their arctic domains to freeze and rule the entirety of the planes they occupy, and will often recruit warlock minions to aid them in their conquest.
#### **@@The Librarian**<sup>UAH</sup> %% Fold %%
You have made a pact with an enigmatic being that collects knowledge above all else. Whether it is a dragon with an unusual hoard, a fiendish purveyor of dark secrets, or the second face of a god of knowledge, your patron desires to know everything — and maybe, so do you. Your pact grants you the chance to learn far beyond your mortal scope, and as long as you seek what your patron does not yet know, such knowledge will remain within your reach.
#### ~~**The Titan**~~<sup>UAH</sup> %% Fold %%
Your patron is a being of unfathomable size, age, and strength, such as an astral dreadnought, an empyrean, a kraken like Slarkrethel, or a tarrasque. Titans such as these are quasi-deities created by gods, whether through the union of two deities, being manufactured on a divine forge, constituting from blood spilled from a god, or becoming manifested through divine will. Most often, the creators of a titan come to see it as a threat and imprison it with the intention of one day unleashing it on their enemies.
A titan who seeks a pact with a warlock is usually one who desires escape from its imprisonment, most often to take vengeance on its creator. However, captivity and solitude may instead cause madness to bloom in the titan, who may seek escape so that it can consume all of existence. In exchange for the breaking of its chains, the titan grants the warlock increased size and strength, often accompanied by its horrible hunger.
#### **The Lantern**<sup>(OTG)</sup> %% Fold %%
Warlocks who make a pact with a powerful spirit are able to tap into the magic that flows through the Spirit Realm. These warlocks are known by the special lanterns they carry—lanterns that burn with the essence of their patron. The illumination of this vessel carries with it the attributes of the spirit, granting the warlock an array of abilities.
When spirits enter pacts with people, there is often more to it than generosity. Spirits powerful enough to lend out bits of their magic do so for a variety of reasons. Perhaps the spirit is beholden to do so due to a bargain or curse. It could be that the spirit needs allies (though they might not readily admit it). Or maybe they simply see something in you that amuses them. The things that motivate spirits are as varied as they are. And truly powerful spirits can be inscrutable.
#### **The Cosmos**<sup>(GTD)</sup> %% Fold %%
Some warlocks gain their eldritch power from the very cosmos, answering to entities of space, the constellations, planets, and moons. A warlock swearing fealty to a Cosmic patron typically believes they speak to gods, or god-like beings, but these entities are shrouded in mystery, their appearance incomprehensible and horrible, and their divine power is bestowed into the warlock from the stars and galaxies beyond.
#### ~~**The Flesh**<sup>(GTD)</sup>~~ %% Fold %%
## Warlord
*Warlords are force multipliers for their companions. Some may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their allies to new heights, guiding them safely through what would surely have been their doom. How victory is stolen from the jaws of defeat can vary, from inciting crazed zeal, to tempering an overeager charge, to pulling their friends out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend. (**Source: Laser Llama**) give 20th lvl feature extra bonus action/reaction but only to use Warlord feature*
*Alone, a Warlord is a minor threat, but with loyal companions to organize and command, the greatest Warlords are capable of toppling empires. Known for their keen use of tactics and knowledge of warfare, a Warlord is able to draw out the true potential of their allies. Leaders to their core, a Warlord will make sure to understand the capabilities and weaknesses of their allies so they can help them to reach their true potential.*
### <u>Subclasses - Academies of War</u> %% Fold %%
*Purpose is a common element to those that walk the path of a Warlord. Purpose empowers Warlords to be a larger-thanlife, and allows them to be a guiding hand to their comrades. Some Warlords may not seek any particular cause, and merely pursue victory - either as a tribute to a god they worship or simply to attain personal glory. More often, though, a Warlord is driven by a higher purpose - a loyalty to their country or their men, a drive to protect the innocent or crush the weak. Purpose is an important consideration to a Warlord in understanding why they fight, as it will inform how they fight. Do they try to keep their companions and followers out of danger? Or do they simply press for the strategy that is most likely to win?*
#### **Academy Of Chivalry** %% Fold %%
Warlords that choose the Academy of Chivalry often hail from the ranks of nobility and are almost always formal knights. As leaders, they hold themselves and those who follow them to a lofty code of conduct. These knights stand as beacons of fair play, honor, and justice, both on and off the field of battle.
#### **Academy Of Ferocity** %% Fold %%
The Warlords that hail from this Academy rarely study in formal schools of war. In place of military theory, their tactics are based on the instincts of wild animals. These leaders are famous for ruthless treatment of foes, but would lay down their life for any member of their pack.
#### **Academy Of Schemes** %% Fold %%
Warlords of the Academy of Schemes will secure their victory at any cost. They do not care how they achieve their goals and they will cheat, deceive, and sacrifice whatever they believe is necessary to succeed. These ruthless utilitarians always have a backup plan should things not work out as they predicted.
#### **Academy Of Skalds** %% Fold %%
Warlords of the Academy of Skalds wield the power of music and song to inspire their comrades. When they combine their bardic magic with their understanding of strategy, they can turn even an unskilled rabble into a heroic fighting force.
#### **Academy Of Tactics** %% Fold %%
Warlords of this Academy most often come from the ranks of formal organizations that serve the elite. Tacticians are highly educated commanders and are known for their dedication to those who follow them. Their understanding of how to best utilize each of their allies' strengths and avoid weaknesses makes them especially deadly opponents on the battlefield.
## Warmage/Hedgemage
*While other spellcasters aspire to grander and more complex spells, warmages refine and master the most fundamental magic: cantrips. Warmages wield their magic in the same way that a warrior uses a sword, bow, or axe: as weapons to be perfected and mastered, not as an unknowable force to be feared. In contrast to sorcerers and wizards, their magic is a trainable skill, one that can be mastered by almost anyone with discipline and aptitude. Therefore, warmages stand among the most fearsome of spellcasters, with only the most rudimentary of spells. (**Source: Valda’s Spire of Secrets**)*
*Warmages have a long and storied history as masterful strategists and tacticians, both in grand battles and personal skirmishes. If a warmage is outgunned or outmanned, they'll try to outthink their foes, which works more often than not. They demonstrate an efficient kind of pragmatism, owing perhaps to their ability to solve many problems with just a few magical tools.*
### <u>Subclasses - Arcanist Houses</u> %% Fold %%
*While some warmages are fully self-taught, the majority join a house: a loose confederation of warmages who practice together and share secrets of the trade. Houses teach invaluable battlefield strategy, but each individual house also touts their own brands of tactics and styles of magical tricks. The House of Knights, for example, emphasizes armor and martial prowess, whereas the House of Kings emphasizes battlefield strategy. By way of metaphor, houses that value honor and teamwork above all else brand themselves after games of strategy, whereas those who epitomize self-reliance name themselves for games of chance. This division in the warmage houses is representative of a schism that dates back to the earliest warmage masters. Legend has it that the first two masters separated when one decided to found a college. The other, out of spite, built a casino outside its grounds.*
#### **House Of Bishops** %% Fold %%
The House of Bishops adopts warmages with true arcane potential, expanding on essential magic principles with true spellcasting. Such warmages might be easily confused for wizards or sorcerers, for they don the same garb and wield many of the same spells, but the warmage focus on perfection still holds precedence over garnering a vast array of spells.
#### **House Of Cards** %% Fold %%
Warmages who join the House of Cards approach combat the same way they do games of chance, with high stakes, and calculated gambles. Each warmage of this house wields a special deck of cards tied to the very threads of fate, through which they can empower their magic with deft flurries of hands. However, while these warmages command incredible power, their magical surges are at the whims of the cards, and so they must make strategic, ingenious plays to master them.
#### **House Of Dice** %% Fold %%
The House of Dice throws out the warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it's auspicious that they often keep their fingers on the scales of fate. These warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.
#### **House Of Kings** %% Fold %%
Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to give them the edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other warmages, those in the House of Kings treat life and death as little more than a game of strategy to be understood and conquered.
#### **House Of Knights** %% Fold %%
The House of Knights has a long and storied tradition of melding melee combat and swordplay with the warmage's simple spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment's notice.
#### **House Of Lancers** %% Fold %%
Warmages who join the House of Lancers are trained in fluid martial arts and meditative asceticism, melding the stoic discipline of monks with potent spellcasting. As such, they are unarmed elemental warriors, self-reliant and capable of feats no monk or warmage could hope to match. However, Lancers are notoriously neutral in almost all matters, and stand apart from the politics of the other Houses.
Lancers derive their name from an ancient precursor to the pawn, a piece remembered only in early variants of chess. Remote monasteries still play using this ancient set of rules: a smaller board, fewer pieces, and lancers replacing the dutiful pawns. It is a relic from a forgotten age, rife with symbolism.
#### **House Of Pawns** %% Fold %%
By far the most prominent warmage house is that of the Pawns. Warmages who join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or trick known to the other warmage houses, for they embody the adaptability all warmages aspire to.
#### **House Of Rooks** %% Fold %%
The clandestine members of the House of Rooks make adept spies, assassins, and scouts, though they might just as easily pick up jobs run by rogues and brigands. In addition to their suite of cantrips, Rooks are light on their feet and know a few tricks to magically open doors in utter silence.
## Witch
*While others are blessed with magic, witches are cursed by it. Afflicted by some hateful arcana, whether accidentally or intentionally, witches are twisted inside and out by its daily tortures. With gruesome effort, they can warp this power into spells to wrack others with the same torture which plagues them. (**Source: Valda’s Spire of Secrets**)*
*Almost without exception, witches are feared and hated. They are victim to a number of misconceptions about them, usually relating them to hags and other evil creatures of the night which prey on innocent people. As a result, known witches are in great personal danger and can usually be found dwelling on the outskirts of civilization where townsfolk seldom tread. This does little to stop witch hunting and burnings, but provides some measure of safety from them. In reality, very few choose to become witches, and many of them can hide adeptly in society, using their magic to fill a number of roles, from seer to healer to apothecary. Being accused as a witch carries grave consequences, no matter the validity of the claim, so wise witches move frequently, never residing in one place for too long.*
### <u>Subclasses - Hex Crafts</u> %% Fold %%
*While some warmages are fully self-taught, the majority join a house: a loose confederation of warmages who practice together and share secrets of the trade. Houses teach invaluable battlefield strategy, but each individual house also touts their own brands of tactics and styles of magical tricks. The House of Knights, for example, emphasizes armor and martial prowess, whereas the House of Kings emphasizes battlefield strategy. By way of metaphor, houses that value honor and teamwork above all else brand themselves after games of strategy, whereas those who epitomize self-reliance name themselves for games of chance. This division in the warmage houses is representative of a schism that dates back to the earliest warmage masters. Legend has it that the first two masters separated when one decided to found a college. The other, out of spite, built a casino outside its grounds.*
#### **Black Magic Craft** %% Fold %%
Black magic is associated with hexes that cause pain and suffering, and spells that give rise to undeath. Harnessing such a craft can lend you great power, but inevitably carries a cost. Darkness cannot be contained, after all; it merely seeps forth from wherever it is kept.
#### **Blood Magic Craft** %% Fold %%
Forbidden by most witch covens, blood magic centers on the use of dark spells and mortal hexes that draw from the spellcaster's very essence. It is fundamentally more perilous than other witch crafts, but its many risks come with copious rewards.
#### **Verdant Magic Craft** %% Fold %%
Plants, nature, and things that grow are the domain of green magic. Normally a type of arcana championed by druids, some witches have a close tie to the powers of green magic and can coax plants and animals to do their bidding.
#### **Purple Magic Craft** %% Fold %%
Purple magic holds sway over the domains of illusions and enchantments that take hold over people's minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality of those around them to their advantage.
#### **Red Magic Craft** %% Fold %%
Arcane magic tied to channeling the elements is deemed red magic, and is extremely hazardous when used. Witches that specialize in this craft are among the deadliest spellcasters in existence, channeling their curse into unhindered arcane wrath.
#### **Steel Magic Craft** %% Fold %%
Secret covens throughout the Material Plane practice their magic by drawing spells into their blades. Maniacally cackling and whirling their way across the battlefield, these witches weave their curses into a bloody tapestry whenever they bring their steel to bear.
#### **Tea Magic Craft** %% Fold %%
Tea witches are among the calmest and friendliest of witches, radiating warmth and contentment despite their hideous faces and hollow souls. At their very worst, they can be cranky (if forced to drink their tea in a hurry), or twitchy (after too much tea), but even then, they are likely to look for peaceful solutions to their problems.
#### **Technicolor Magic Craft** %% Fold %%
Technicolor Magic witches draw their power from the friendships they find around them. They have a penchant for collecting adorable animals of all shapes and sizes, which they will never endanger, no matter how dire the situation. Above all, these witches are defined by their relentlessly positive outlook, which empowers their arcana and spurs on their allies.
#### **White Magic Craft** %% Fold %%
White magic is fundamentally good and benevolent for all living things. Witches that adopt this craft, in spite of the hateful curse that infects them, often dedicate themselves to healing and caretaking, with the intent of bettering the world.
## Wizard
*Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.*
*Through careful study and practice, blood hunters have honed the rites of hemocraft into their combat prowess, forfeiting a facet of their health to infuse their weapons with powerful blood magic and summoning the elements to envelop their strikes. Willing to suffer whatever it takes to achieve victory, these adept warriors have forged themselves into a potent force against the terrors that threaten the innocent.*
### <u>Subclasses - Arcane Traditions</u> %% Fold %%
*The lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.*
#### **School Of Abjuration** %% Fold %%
The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.
Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.
#### **School Of Conjuration** %% Fold %%
As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.
#### **School Of Divination** %% Fold %%
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
#### **School Of Enchantment** %% Fold %%
As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.
#### **School Of Evocation** %% Fold %%
You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
#### **School Of Illusion** %% Fold %%
You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.
#### **School Of Necromancy** %% Fold %%
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
#### **School Of Transmutation** %% Fold %%
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.
Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.
#### **School Of Graviturgy** %% Fold %%
Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the Graviturgy arcane tradition learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.
#### **School Of Chronurgy** %% Fold %%
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
#### **School Of War Magic** %% Fold %%
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
#### **Bladesinger** %% Fold %%
Bladesingers master a tradition of wizardry that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.
In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.
#### **Order Of the Scribes** %% Fold %%
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare to see wizards traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.
Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value spellbooks, a wizard in the Order of Scribes magically awakens their book, turning it into a trusted companion. All wizards study books, but a wizardly scribe talks to theirs!
#### **Familiar Master**<sup>(VSS)</sup> %% Fold %%
Learning the *find familiar* spell is seen as a rite of passage among fledgling wizards, as the spell offers a use, if limited, magical servant. However, a small subschool of wizards known as the “familiar masters” or “evolutionists” believe that within the humble spell lies manifold hidden powers. Indeed, their studies have unlo9cked the spell’s hidden potential: the ability to evolve a familiar and fluidly shift it’s form.
#### **Magic Missile Mage**<sup>(VSS)</sup> %% Fold %%
*Magic missile* is a staple wizard spell, well-loved for its versatility and unerring accuracy. As a missile mage, however, your fondness for the spell borders on obsession. Your studies focus entirely on this spell, exploring every rune in the spell’s composition and analyzing every aspect of it’s casting, resulting in new augmentations and greater power than ever before.
#### **Mystic Savant**<sup>(VSS)</sup> %% Fold %%
Unlike most other arcane traditions, mystic savants do not belong to a formalized institution. Instead sharing a philosophy that, to master arcana, one must master every individual aspect of it. Their contemporaries call them “universalists” or “holistics”, but they are savants by any definition. The skill of spellcasting comes naturally to them, so while other wizards refine a specific school of magic, mystic savants master an array of cross-school stratagems to help them snatch victory from the jaws of defeat.
#### **School Of Chronomancy**<sup>(VSS)</sup> %% Fold %%
The School of Chronomancy focuses on harnessing and manipulating the energies of flowing time. It is a perilous tradition, as the practice of slowing, reversing, or diverting the flow of time can accidentally tear novices to pieces, spreading them thinly across millennia, or sometimes even drop them wholesale into a new era, with no way of returning home. Masters of this school, however, walk the generations as planeshifters walk the cosmos, literally ending most conflicts before they even begin.
#### ~~**School Of Gastronomy**<sup>(VSS)</sup>~~
#### **School Of Somnomancy**<sup>(VSS)</sup> %% Fold %%
Somnomancers are an idiosyncratic bunch, given to fancies, daydreams, and odd sartorial choices, so it is no surprise that their subschool of magic is rarely accorded any respect by mages of other schools. Although their obsession with *sleep* is occasionally useful, such as when someone needs to be hypnotized or must have their dreams interpreted, it is more often a source of humor — much to the chagrin of so-called “pajama mages”!
#### ~~**School Of Theurgy**<sup>(UA)</sup>~~
#### ~~**School Of Lore Mastery**<sup>(UA)</sup>~~
#### ~~**School Of Invention**<sup>(UA)</sup>~~
#### ~~**School Of Onomancy**<sup>(UA)</sup>~~
#### **School Of Reawakening**<sup>(DAC)</sup> %% Fold %%
As a member of the school of reawakening, you combine the forces of necromancy with the power of conjuration. By transforming the necromantic energies of the creatures you kill into completely new conjurations, you bridge the gap between these two school of magic, creating a hybrid school that combines elements of both Conjuration and Necromancy. As you progress, you learn to shape together ever more powerful conjurations.
#### **School Of Hemomancy**<sup>(DAC)</sup> %% Fold %%
The School of Hemomancy studies the ancient arcane art of blood magic. As you select this tradition, you learn to manipulate your own life force so that you may manipulate the life force of others. As you progress through this school, you learn how to transform that vital energy into a force of immeasurable power, capable of defeating even the greatest of foes.
#### ~~**Cantrip Adept**<sup>(TOH)</sup>~~ %% Fold %%
#### **Courser Mage**<sup>(TOH)</sup> %% Fold %%
A tradition more focused on stalking prey than reading dozens of books, courser mages generally choose more subtle spells that aid in finding or hiding from their enemies. They learn to imbue their arrows with spell energy to deliver more deadly shots.
#### **Familiar Master**<sup>(TOH)</sup> %% Fold %%
Each wizard has a strong connection with their familiar, but some mages eschew specializing in a school of magic in favor of forming a powerful bond with a familiar. This bond allows the two to work in tandem in ways that few arcane practitioners could even dream of. Those who encounter such a familiar never look at a rodent or bird the same way again.
#### **School Of Gravebinding**<sup>(TOH)</sup> %% Fold %%
While most wizards who desire power over the dead focus their efforts on necromancy, there are other, rarer, paths one can choose. Gravebinders focus their efforts on safeguarding tombs and graveyards to ensure the dead remain at rest and the living remain safe from the dead. When undead rise to prey upon the living, a gravebinder hunts downs the abominations and returns them to their eternal slumber.
#### **School Of Black Powder**<sup>(TOH)</sup> %% Fold %%
The school of black powder bridges magic and technology. Wizards of this school form a magical bond with a firearm, allowing them to channel their magic through the weapon to enhance its effects. Students go beyond simple offensive magics, using their black powder magic to great utility in aiding allies and hindering foes. Practitioners of this school refer to themselves as powdermancers, though many folk refer to all spellcasters with an affinity for firearms as “gun mages,” not fully understanding firearms or the differences between the various magical disciplines and styles that utilize them.
#### **School Of Liminality**<sup>(TOH)</sup> %% Fold %%
Liminal spaces are spaces on the boundary, at the edge between what’s real and what’s unreal. A liminal space can be neither here nor there, and yet be both here and there at the same time. Stories of liminal spaces are common across cultures, though their true nature often isn’t recognized by the uninitiated: the stranger who appears suddenly at a lonely crossroads, the troll that snatches at unwary travelers from a hiding spot beneath a bridge where no such hiding spot exists, the strangely familiar yet unsettlingly different scene that’s sometimes glimpsed in a looking glass.
These are only the most obvious encounters with liminal spaces! Most liminalities are more easily overlooked, being as unconscious as the heartbeat between waking and sleeping, as fleeting as drawing in breath as an apprentice and exhaling it as a master, or as unassumingly familiar—and as fraught with potential—as a doorway that’s crossed a hundred times without incident.
Those who specialize in liminal magic are known as liminists. They’ve learned to tap into the mysticism at the heart of spaces between spaces and to bend the possibilities inherent in transitional moments to their own ends. Like filaments of a dream, strands of liminality can be woven into forms new and wondrous—or strange and terrifying.
#### **School Of the Spellsmith**<sup>(TOH)</sup> %% Fold %%
Some wizards pride themselves on being spell artisans, carefully sculpting the magical energy of spells like smiths sculpt iron. Focusing on the artistry inherent in spellcasting, these wizards learn to tap the magical energy of spells and manipulate that energy to amplify or modify spells like no other arcane practitioners.
#### **Hellhunter**<sup>(TCEE)</sup> %% Fold %%
Some wizards dedicate their lives to studying negative energies, chthonic planes, and fiends of all types. These mages are known for their acumen in navigating devilish agreements, wresting demon power, and hunting fiends of all kinds. Those who immerse themselves in the mantle of the hellhunter enter into a lifelong pursuit of understanding, harnessing, and utilizing all power that becomes available to them through the wicked realms of existence - by any means possible. Tasha herself is a hellhunter who has garnered quite a reputation amongst the fiends of the negative planes, known for outmaneuvering archdevils and strong arming even the most powerful demon princes.
#### **School Of Mimicry**<sup>(TCEE)</sup> %% Fold %%
The mimic. A devious hunter, every rogue’s nightmare, and the last thing some creatures see before being swallowed whole. The first mimics were created by powerful mages, and they were intelligent creatures, combining tactical prowess with an all-consuming hunger to create terrifying and powerful devourers. While the secrets of how to create those beings have been lost to time, some mages have passed down a similar tradition that allows even novice wizards to create the monstrosities that many dungeon delvers have become familiar with, commanding these monstrosities as subordinates through sheer power of will.
#### **School Of Numerology**<sup>(TCEE)</sup> %% Fold %%
To you, the world is a lattice of systems, a complex construction of mathematical interactions. Numbers have meaning and power, and the weave of magic that permeates the multiverse is no different. Some scholars believe that the world’s ley lines are arranged in a mathematical pattern which, if understood, can yield great magical power. In the World of Eberron, the Draconic Prophecy is studied by mages, dragons, and scholars of all kinds. In the intricate markings of the Prophecy manifested across the world, could there be some numeric pattern just waiting to be understood?
The number of creatures nearby, the shape of the room, or even the hour of the day might all be factors that shape the searing flames of burning hands or guide the subtle influence of charm person. Numerologists, sometimes known as math magicians, use divination magic to observe the physical world around them, estimating and calculating potential interactions with the weave. The numbers change with every passing moment, however, forcing a numerologist to plan ahead and think as fast as a lightning bolt.
#### **School Of Court Magic**<sup>(FCG)</sup> %% Fold %%
Court magic wizards, sometimes called fey hedges, study magic in the Feywild. Many mortals attempt to learn the ways of the fey, but most fail. A fey hedge is the rare exception who is actually able to master some of the magic of the Feywild. Learning magic outside of the halls of magical universities allows these wizards to have a more practical view of magic, far away from the theories that guide traditional schools of magic.
Fey hedges do not focus on brute force in their magic. Instead, these wizards use the fluidity that they’ve learned from years of study to elude both magic and physical attacks. Fey hedges are comfortable in extended combats, often playing mind games with their enemies while waiting for them to make mistakes.
Most fey hedges have a particular mentor from a fey court that spearheads their training. Use the Fey Court Mentors table to determine or inspire the type of fey that was your mentor.
#### **School Of Siege Magic**<sup>(ECHH)</sup> %% Fold %%
War has been a constant throughout the ages, and you don’t imagine that will change any time soon. You likely weren’t drawn to the thrill of battle, so much as you found your calling, and eventually your home, in the camaraderie shared between your fellow soldiers. Other wizards are certainly employed in armies but battles aren’t decided by them, regardless of what they think. Let the war mages and front line fighters seek their glory in the muddy fields. It is the siege weapons, unrelenting and unstoppable, that break the back of the opposing army. You, your weapons, and the troops you command, are what win the day.
#### **School Of Wayfaring**<sup>(ECHH)</sup> %% Fold %%
Wayfaring is a common profession among wizards, just as many become scholars, counselors, or war mages. Using teleportation spells to ferry the wealthy and powerful from place to place can be a less prestigious job than most others though, and certainly less glamorous. In fact, many who start in the profession leave at the first opportunity, in search of greater renown of their own. However, wayfaring gives them a reason to see the world, and the planes, and pays them handsomely to do so, causing a select few to stay. Their familiarity with teleportation magic also allows wayfarers to manipulate it in ways that other wizards might never have considered.
#### **School Of Infiltration**<sup>(CCS)</sup> %% Fold %%
You use your magic as a tool for tactical operations, experimenting and exploring the possibilities of how you can infiltrate the most well-guarded locations. Followers of this tradition learn how to manipulate and disable arcane devices in their path and are cunning with their spell usage.
#### **School Of Creation**<sup>(KT)</sup> %% Fold %%
Wizards that belong to this order of thought seek to advance the application of magic through the merging of mechanical and magical pieces. They share much in common with Inventors in mind set, but delve deeper into the knowledge of magic, relying more heavily on it to power their mechanical inventions, and in turn creating mechanical inventions that more primarily serve to further their magic.
They often seek to look beyond tradition and common knowledge, to seek out new spells and new ways of doing things. The value of new research and new technology is often more than dusty old tomes unless those dusty old tomes contain secrets of those who had reached the heights they seek in ages gone by.
#### **School Of The Unknown**<sup>(KT)</sup> %% Fold %%
To the order of the unknown, a cautionary tale where everyone went mad is called "a lead". These strange folk delve what is best left forgotten, seeking answers to questions best left unspoken.
Sometimes compelled down the path by some grave purpose, sometimes by nothing more than an insatiable curiosity, and sometimes even stumbling upon it by accident, what is always true is that once set on this path, few find themselves able to leave it. Wizards that go this path master Psionics, but master it in a completely different way and uniquely wizardly way, bringing psionics into their frame of reference of ordered spells slots and diligent study.
#### **School Of Chronomancy**<sup>(KT)</sup> %% Fold %%
Time is one of the most fundamental forces of the universe, an intrinsic and fundamental aspect of reality. As such, it is a domain that some Wizards cannot resist tampering with, delving its secrets, and trying to unlock its functions. Though it is difficult to influence, those that follow this order find ways to influence its relentless passage, borrowing bits and pieces from it as it passes by for later use. Time may be inviolable and relentless, but that is no match for the tinkering of a dedicated Wizard.
#### **School Of Innovation**<sup>(KT)</sup> %% Fold %%
Wizards are, by and large, creatures of tradition and progress. Naturally, there are exceptions to that rule. Wizards of the School of Innovation treat tradition as a useful stepping stone - something to be trod on.
These Wizards may make their peers grumble and harumph, but more often than not, it's their names in the Spell Books of the future. While many a Wizard of Innovation was last seen saying 'I have a great idea' those that survive their great idea and return often return with precious new magical understanding.
While by and large Wizards tend to lean to lawful, a School of Invention Wizard tends to regard rules, traditions, and laws with some degree of ambivalence at best, and actual disdain at worst. They tend to be neutral or chaotic, but can be found in any stripe.
#### **School Of Pathology**<sup>(KT)</sup> %% Fold %%
Curious minds delve in the mysteries of the world, and few mysteries capture morbid fascination of mortals more than the inner workings of diseases and plagues. Those that understand the nature of diseases and pathogens are precious to any society, but, at the same time, are often shunned and feared as much as any necromancer might be. It is often their superior understanding of transmission that dooms their reputation, for arriving before the plague is widely understood oft leaves them the scapegoat of the superstitious.
But superstitious are born from a seed of truth, and some of those that delve the mysteries of pathogens and diseases do so for the darkest of purposes, for with great knowledge comes great power.
#### **School Of Theurge**<sup>(KT)</sup> %% Fold %%
Wizards of this pursuit delve what other Wizards consider untouchable. The secrets of the divine. They discover and delve the paths of power that divine magic activates, and seek to recreate it through precise understanding and deep knowledge. Some are deeply religious, devoted to gods and seeking to understand them at a higher level, some follow unrestrained academic curiosity, and yet others seek this power for blasphemous reasons.
#### **School Of the Astronomical**<sup>(KT)</sup> %% Fold %%
The Astronomical Order are Wizards that specialize in the study of the celestial bodies and their movements, interpreting mystical meaning and understanding aspects of nature and magic from their order. They draw on the stars and the insights they glean from these celestial mysteries empower their magic. Often found buried in star charts and ancient tomes, they seek to delve into the secrets of ancient skies and uncover new insights into the infinite depths above.
#### **Beguiler**<sup>(XLNEE)</sup> %% Fold %%
Those who think charm and misdirection are the trades of the bard and warlock never heard of the arcane colleges specializing in Beguiling magic. The tradition blends enchantment and illusion magic, rather than specializing in either of those schools. Followers of this tradition are known as beguilers and believe a brilliant mind beats a charming personality. They see magic as a way to persuade, deceive, entertain, and hide and believe fooling the mind is magic’s most potent use. Beguilers are suave and adept spies, equipped to infiltrate any organization or compound without detection or with minimal casualties.
#### **Mage Hunter**<sup>(XLNEE)</sup> %% Fold %%
Some societies deem the practice of magical arts as sacred and too dangerous to be taught to any but a worthy few. In order to prevent the weave from being defiled by renegades some institutions regulated the use of magic in their region. Those who tracked and dealt with offending spellcasters were known as mage hunters.
With the influx of many new creatures and magics from beyond the Material Plane, mage hunters of today have shifted their focus from regulators to preservers. They strive to hunt down and eliminate magical threats and extraplanar entities, vowing to never allow corrupt and twisted magics from ravaging their homeland.
#### **School Of Reconstruction**<sup>(XLNEE)</sup> %% Fold %%
You focus your study on manipulating magic in a way that turns the destructive power of arcane evocation into rejuvenating magic. For others, this gift manifests from faith, a pledge to a patron, or a deity’s behest. Many arcane colleges have unlocked these regenerative powers from tireless hours poring over holy texts and alchemical manuals. While most wizards find outlets as talented enchanters, military artillery, or ward-makers, the students of this school could apply their versatility to any employment in nearly every setting, even that of an adventurer.
#### **School Of Protomancy**<sup>(BoE)</sup> %% Fold %%
Magic predates the written word, the founding of wizard colleges, and even the invention of spells. Long before magic was formalized, mages funneled the bare threads of magic into protospells, fundamental expressions of what would later become the schools of magic. These spells predated the invention of material components and even the spellbook; as such, the first wizards etched protospells into their minds, consuming their memories as an important component of their spells. The contemporary School of Protomancy seeks to rediscover the art of proto-magic through research and experimentation. Its protomages have no guidance for this forgotten art, but hope to learn from clues left in the structure of schools of magic.
#### ~~**School Of Esoteric Plasmology**<sup>(CFSA)</sup>~~ %% Fold %%
#### **School Of Dream Cartography**<sup>(CFSA)</sup> %% Fold %%
The sleeping mind stares out into an endless vista, stitching together the thoughts and actions of the day into dreams. Yet, in a world of magic, especially to a practitioner of the arcane arts, dreams hold far greater revelations. By mapping one's own mental landscape, new insights into reality can be found and harnessed. Many of these Wizards often draw the attentions of the keeper of the depths, who may greet them by offering bargains both simple and terrible. Few have the liberty of continuing their pursuits without attracting its attention, as the ripples of magic across the dreamscape are particularly attractive to this ancient nightmare. You've chosen to begin to map your own dreams by pursuing this tradition, seeking insight into the lands beyond the veil of sleep.
#### **School Of Biomancy**<sup>(HGMH)</sup> %% Fold %%
Practitioners of biomancy tend to have a growth mindset and an endless propensity for self-improvement. You likely bear symptoms of this continual desire to improve yourself: patches of scales, manes of peacock feathers, hawk’s eyes, adhesive palms, gills… the list is as long as there are ideas to try. Biomancers are masters of biomantically-enhanced surgery, transplanting specially-grown (or amputated) appendages onto other creatures.
#### **School Of Material Magic**<sup>(TGS)</sup> %% Fold %%
Some wizards abandon the limitations set by magic schools and instead focus on the binding force that holds everything together. These mages spend their efforts weaving and recreating matter from thin air to create art as well as utility. They value the craftsmanship taught by artisans around the world and consider their skills and creations to be a form of magic all its own.
Some arcanists focus on altering the living, whereas wizards of material magic focus on creating and enhancing the inanimate. These mages see beauty in the possibility presented by raw materials, and are found as readily studying ancient lore as they are in the center of a bustling forge. Many followers of this tradition take great care and pride in their component pouches, and find great kinship among bards, artists, and other craftsmen.
#### **School Of Wand Lore**<sup>(TGS)</sup> %% Fold %%
Some children grow up sword-fighting with sticks and become soldiers, but you’ve learned how to turn a simple stick into something more powerful than a blade. The study of wand lore delves deeper into old magic, beyond the normal lists of components and incantations, and into the rich history and tradition of wandcraft. As a wizard of wand lore, you know that a mage’s true power can be amplified with the right tool: for you, that tool is a wand of your own creation.
#### **School Of Blood Magic**<sup>(TDR)</sup> %% Fold %%
Considered taboo by many societies and magic practitioners, the use of blood magic—also known as hemocraft—is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside. Some of the more macabre mages seeking to empower their arcane pursuits turn to hemocraft as a means of bolstering their spells, giving their own life’s blood to reach new heights of frightening magical prowess.
#### **The Grey Guild**<sup>UAH</sup> %% Fold %%
Wizards of the Grey Guild arcane tradition eschew a focus on one specific school of magic in favor of an arcane specialty in duplicity and espionage. In some worlds, all wizards of this tradition belong to one organization with its own overarching goals and schemes while in others, the Grey Guild is a methodology used by individual wizards and arcane organizations in competition with one another. Regardless of which is the case in your world, wizards of the Grey Guild have a bad reputation amongst wizards of other traditions given their proclivity for hoarding magical secrets from other spellcasters.
#### ~~**School Of the Fundamentals**<sup>UAH</sup>~~ %% Fold %%
~~The School of Fundamentals is comprised of wizards who believe that the greatest mages are those who have mastered the foundations. While other schools delve into study of a particular type of spell, you have focused your efforts on the building blocks of spellcasting: cantrips. Detractors of this school mock the fundamentalists as those who waste their time with the minutiae of spells that the most inexperienced of apprentices could cast. You know, however, that the ability to cast a spell shares little in common with the mastery required to cast it with precision and potency.~~
#### **School Of Golemancy**<sup>UAH</sup> %% Fold %%
Wizards of the school of golemancy strive to create artificial life and intelligence through purely arcane means. Though such golemancers see necromancy spells that bring the dead back to life or create undead as useful tools, they are unsatisfied with just restoring consciousness or creating a facsimile of life. They spend years studying consciousness, and weave enchantments that allow them to create a personality and persona.
As a golemancer, you have built a custom golem, carefully choosing its materials and components, installing specialized augments, and finally applying the persona you so precisely crafted. A golem is often a reflection of its creator, telling you much about their intentions and sensibilities; clay is used to denote protection of people, flesh used in a creator’s attempt to create humanoid life, iron used for guardians of its creator’s person and belongings, and stone used for stewards of particular locations. No matter what materials and features your golem possesses, you have created a companion that will safeguard and fight alongside you for the remainder of your days.
#### **School Of Mnemomancy**<sup>UAH</sup> %% Fold %%
Wizards of the School of Mnemomancy wield the magic of memory, capable of being both bastions of knowledge and infiltrators of minds. As a mnemomancer, you augment your own ability to recall knowledge and experiences, while sealing the memories of your foes. As your mastery grows, you gain the ability to vividly experience others’ memories and borrow their capabilities, as well as alter memories as you see fit.
#### **School Of Sigilsmithing**<sup>UAH</sup> %% Fold %%
Sigilsmiths master a tradition of wizardry focused on the forging and enchanting of magic weapons and armor. Though there is debate as to whether this tradition was first practiced by giants or dwarves, it has been adopted by cultures throughout the multiverse, who have each incorporated their own magical specialties into the art.
In battle, a sigilsmith inscribes weapons and armor with temporary sigils that imbue magical abilities. Thus, wizards of this tradition are beloved by adventuring parties if they can be convinced to journey away from their workshops and arcane forges.
#### **School Of Theurgy**<sup>UAH</sup> %% Fold %%
You have a deep faith in the transcendent nature of the multiverse. Although you may honor a particular god or goddess, you recognize them as manifestations of a divinity that suffuses all reality. You feel most in touch with this divinity when working magic, which you view as a sacred act between the fabric of existence and all living beings. Theurgists are often at odds with their more orthodox colleagues from other traditions who prefer studying the laws of reality to meditating on its inscrutable nature.
#### **School Of the Origami Mage**<sup>(OTG)</sup> %% Fold %%
Origami Mages are wielders of a unique form of magic that combines precision, creativity, and imagination. With a flick of their wrist and a whisper of arcane words, they transform simple sheets of paper into awe-inspiring manifestations of elemental forces, mystical beings, and fantastical creatures.
Drawing inspiration from the mysterious elegance of origami, these mages are not bound by traditional spell components but instead rely on the meticulous manipulation of paper to channel their magical energies. Origami magic is not without its challenges. Mastery of this arcane discipline demands patience, dexterity, and a keen eye for detail. Each fold must be precise, each crease exact, for even the smallest imperfection can disrupt the flow of magic and render a spell ineffective. Yet, for those who persevere, the rewards are boundless.
#### **School Of the Malfeasant**<sup>(GTD)</sup> %% Fold %%
The path of the Malfeasant wizard unlocks eldritch abilities lesser spellcasters consider to be unnatural. Malfeasant wizards flout the restrictions of the Amethyst Academy which bar such forbidden magic. As a result, most hide from the Academy and the Silver Order, having been expelled from the school for their pursuit of such dark and dangerous magic.
## Vessel
*Vessels are, bearers of Wondrous otherworldly power in the form of Spirits bound Within their body and soul. With training, these adventurers Can learn to wield a fraction of their Spirit's amazing power. A rare occurrence in most worlds, mortal Vessels will likely never meet another of their kind unless they seek them out. The binding of an otherworldly Spirit is a deadly task, and is almost always done by a higher power or legendary mortal. (**Source: LaserLlama**)*
*Bearers of this extraplanar power can learn to channel the wondrous abilities of the Spirit inside them. Through their force of will, they can allow small amounts of this power out, channeling it to defend themselves, produce eldritch magic, enhance their physical abilities, and influence friend and foe. However, the mark of a true Vessel is their ability to take on the appearance of the Spirit bound to their soul, known as an Archon Form. Through this wondrous transformation, they are able to directly wield the power of the Spirit within, and use its power to overcome obstacles and thwart foes.*
### <u>Subclasses - Sealed Spirits</u> %% Fold %%
*Within every Vessel is bound an extraplanar being of strange and wondrous power. No matter their origin, these immortal Spirits cannot be killed by conventional means. Instead, they are often bound to mortal flesh, forced to dwell within a body on the material plane. While many such Spirits are bound to their Vessel against their will, some choose to dwell within a mortal, lending them power in causes that align with theirs. No matter the reason, these otherworldly beings are the source of the power for the adventurers known as Vessels.*
#### **The Ascended** %% Fold %%
When mortals attain heights of arcane power that allow them
to ascend beyond their physical forms, they make themselves
vulnerable to being sealed away. Often, these great sorcerers
and archmages are punished by the deities of magic, and are
imprisoned where they can no longer violate arcane laws.
#### **The Cataclysm** %% Fold %%
At the dawn of time, elemental forces ran wild. Elder beings
of pure air, earth, fire, and water rampaged across the world,
shaping it by their destruction. These primordial elementals
and elder genies were banished from the material plane, but
always seek to return. When they threaten the mortal realm,
great forces bind these elder elemental Cataclysms to hosts.
#### **The Cursed** %% Fold %%
Condemned by the heavens for transgressions at the dawn of
time, Cursed Spirits were wielders of overwhelming sinister
power. Counted among these Spirits are demons, devils, and
other vile spirits of the lower planes. Cursed pose a threat to
the multiverse, and are sealed to prevent untold calamity.
#### **The Fallen** %% Fold %%
Not all denizens of the upper planes serve the will of the gods
that created them. Those who stray too far from the ordained
purpose invoke divine wrath. These wayward celestial beings
are branded as Fallen Spirits and hurled from the heavens to
be imprisoned in mortals to atone for their sins. Some swear
revenge upon the heavens while others seek reconciliation.
#### **The Formless** %% Fold %%
Before the world was shaped, horrible things slithered
about the darkness. Formless monsters with only one
desire, to consume. These shapeless entities of hunger
are known as Formless, and even now, they gnaw the
roots of the world, trapped below the material plane.
#### **The Trickster** %% Fold %%
The beings of the Feywild are known for their whimsical and
ephemeral ways, often unpredictable to mortals. Most of the
faerie are content to follow these self-imposed rules and only
interfere with mortals when they are approached. However,
the Fey known as Tricksters cannot help but spread discord
and need to be sealed away to limit the chaos they spread.
## Stuff
Sources:
- Aegis - psionic shield tank/support
- Cipher - psionic debuffer/disrupter skirmisher
- Null - psionic monk with anti-magic and enhancement
- Troubadour - half-caster equivalent of the bard, more focused on support
- Amethyst Dragon Book %% fold %%
- ArtificerSpecializationsDragonforger
- Dragon Domain
- Knight of the SteelHarvest
- Way of the Storm's Light
- Shadow Archer
- Blazing Soul
- The Silver Cloak
- Crimson Codex %% fold %%
- Grim Hunter Fighter
- Hemotechnic SavantArtificer Specialty
- Drizzt 1 %% fold %%
- Fate Tarokka Reading
- Drizzt 2 %% fold %%
- Temporal Tinkerer
- Titanslayer
- Cloud Stepper
- Sylgar’s Guide to EE %% fold %%
- Way of the Zen Archer
- Way of the Swift Step
- Magebane
- ~~Steinhardt’s Guide to the Eldritch Hunt~~ %% fold %%
- ~~~**Jaeger Class**~~~
- ~~Ryoko’s Guide to the Yokai Realms~~ %% fold %%
- ~~Tamer Class~~
- ~~**Bender Class**~~
- ~~All subclasses~~
- LaserLlama’s Expanded Subclasses (only if needing to add some)
- Rokugan (if I get a copy)
To-Do:
- Type the rest of the subclasses
- Add any extras classes from listed sources
- Rethink the Shaman/Witch thing? Also Occultist?
- Find way to buff Cardcaster or remove it
- Go through subclasses with Lex (possibly and Co.) %% fold %%
- Remove certain redundant vanilla classes if niche is filled %% fold %%
- Way of Four Elements Monk
- Beastmaster Ranger
- Psionic subclasses?
- Any cantrip special subclass
- Cook berserker into base barb?
- Cook battlemaster into base fighter? If this is just base LaserLlama alt classes
- Inquisitive Rogue
- Arcane archer fighter
- Alchemist Artificer
- Gunslinger Fighter
-
- Add more subs if needed
- Link each subclass and class
Goal: 40 Classes with ~30-35 subclasses each (if average is ~50)
20-25 subclasses if average is ~40