Classes

## Artificer

Makers of magic-infused objects, artificers are defined by their inventive nature. They see magic as a complex system waiting to be decoded and controlled. Instead of ephemeral spells, they seek to craft durable, useful, marvelous magical items.

* Alchemist
* Armorer
* Artillerist
* Battle Smith
* Maverick (HB)

## Barbarian

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

* Ancestral Guardian
* Battlerager
* Beast
* Berserker
* Juggernaut (HB)
* Storm Herald
* Totem Warrior
* Wild Magic
* Zealot

## Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.

* Creation
* Eloquence
* Glamour
* Lore
* Maestro (HB)
* Spirits
* Swords
* Valour
* Whispers

## Blood Hunter

Often feared or misunderstood, and 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 to better stalk and survive their prey. 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 choose to hunt.

* Ghostslayer
* Lycan
* Mutant
* Profane Soul

## 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.

* Arcana
* Blood (HB)
* Death
* Forge
* Grave
* Knowledge
* Life
* Light
* Nature
* Order
* Peace
* Tempest
* Trickery
* Twilight
* War

## Druid

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

* Dreams
* Land
* Moon
* Shepherd
* Spores
* Stars
* Wildfire

## Fighter

Fighters share an unparalleled mastery with weapons and armour, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

* Arcane Archer
* Banneret
* Battle Master
* Cavalier
* Champion
* Echo Knight
* Eldritch Knight
* Gunslinger (HB)
* Psi Warrior
* Raven Knight (HB)
* Rune Knight
* Samurai

## Monk

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.

* Mercy
* Astral Self
* Drunken Master
* Four Elements
* Kensei
* Long Death
* Open Hand
* Shadow
* Soul Knife (HB). 'Soul Knives' do only psychic damage.
* Sun Soul

## Paladin

Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.

* Ancients
* Conquest
* Crown
* Devotion
* Glory
* Redemption
* Vengeance
* Watchers
* Oathbreaker

## Ranger

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

* Beast Master
* Fey Wanderer
* Gloom Stalker
* Horizon Walker
* Hunter
* Monster Slayer
* Swarmkeeper

## 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.

* Arcane Trickster
* Assassin
* Inquisitive
* Mastermind
* Phantom
* Scout
* Soulknife
* Swashbuckler
* Thief
* Wild Card (HB)

## Seeker

summary here

* Cunning Eye
* Cutting Tongue
* Lurking Hand
* Roaming Steps
* Rotting Voice

## Sorcerer

Sorcerers carry a magical birth right conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.

* Aberrant Mind
* Clockwork Soul
* Draconic Bloodline
* Divine Soul
* Fateweaver (HB).
* Shadow Magic
* Storm Sorvery
* Wild Magic

## Stargazer

Stargazers are children of destiny who call upon the aid of the sky, using the powers of the heavens to accomplish unique feats of prognostication and sorcery.

* Fire
* Earth
* Water
* Air

## 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.

* Archfey
* Celestial
* Fathomless
* Fiend
* The Genie
* Great Old One
* Hexblade
* Undead
* Undying

## 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, brute-force mind control, and much more.

* Abjuration
* Bladesinging
* Chronurgy
* Conjuration
* Divination
* Enchantment
* Evocation
* Graviturgy
* Illusion
* Necromancy
* Transmutation
* War Magic