Classes

There are many classes available to you, follow the list below to see which ones you can choose from.

## Artificer

For class info see 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.*

Specialist:

* Alchemist -- *An Alchemist is an expert at combining reagents to produce mystical effects.*
* Archivist -- *Masters of storing knowledge and creating artificial intelligences fueled by magic.*
* Armorer -- *Modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense.*
* Artillerist -- *Using magic to hurl energy, projectiles, and explosions on a battlefield.*
* Augmented (WIP) -- *The Augmented are those who have broken down the barriers between man and machine, building magical technology into themselves and others to achieve what mere flesh can not.*
* Battle Smith -- *A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel*
* Constructer (WIP) -- *You create clockworks to fight and do tasks for you. This companion is known as a War forged.*
* Forge Adept -- *Creating mystical weapons and armor, strengthening allies on the battlefield, and bringing down enemies with weapons imbued with your own soul energy*
* Maverick -- *A Maverick is always experimenting with new designs, forever abandoning yesterday’s work in pursuit of a new obsession.*
* Mechanism (WIP) -- You found an advanced relic with some sort of technology well above your understanding, as you slowly figure it out you find more capabilities that this object can produce.

## Barbarian

For class info see 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.*

Paths:

* Ancestral Guardian -- *When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.*
* Beast -- *Barbarians who walk the Path of Beast draw their rage from a bestial spark burning within their souls. That beast howls to be released and bursts forth in the throes of rage.*
* 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.*
* Berserker -- *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.*
* Depths -- *The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.*
* Juggernaut -- *Juggernaut barbarians are siege engines in their own right, able to stand their ground and move their foes into positions of weakness.*
* Skald -- Skalds are lionhearted warriors known for their poetry and songs. Unlike bards, these men and women eschew spellcasting in favor of overwhelming martial prowess.
* Storm Herald -- *Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.*
* Totem Warrior -- *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.*
* Wild Magic -- *As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic.*
* Zealot -- *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.*

## Bard

For class info see 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.*

Colleges:

* Creation -- *The bards of the College of Creation draw on that primeval song through dance, music, and poetry*
* Dirge Singer -- *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.*
* Eloquence -- *Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more powerful than objective truth.*
* Lore -- *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.*
* Maestro -- I*t is the Maestro who has learned to evoke music from the natural world around them and weave these notes with arcane skill into melodies of dynamic and potent magic.*
* Satire -- *Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court.*
* Swords -- *Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess.*
* Valor -- *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.*
* Whispers -- *Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage.*

## Bender

For class info see Bender

*You've become one with the elements. Because of this, you gain many abilities tied to your element that you are capable of achieving.*

Bending Nature

* Toxic - Focuses on the use of Poison, Acid damage and changing the earth around them
* Storm - Focuses on the use of Lightning, Thunder damage and changing the weather.
* Glacial - Focuses on the use of Cold, Necrotic damage and shaping water
* Flame - Focuses on the use of Fire, Radiant damage and burning things
* Force - Focuses on the use of Force damage and manipulating gravity
* Mind - Focuses on the use of Psychic damage and changing the minds of others

## Cleric

For class info see 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.*

Domains:

* Absence -- *You draw your magic from the gods of Absence, your control over nothing and ability to create nothing surprises even the most vetted warriors.*
* Arcana -- These clerics gain access to arcane magic from the gods, accessing the wizard spell list.
* Blood -- *Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.*
* Circle -- Clerics of this Domain represent the natural order of life leading to death and death serving to perpetuate life.
* Death -- *The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures.*
* Destruction -- Fire, Volcano, Destruction, Explosions
* Dream -- Illusions, Subtle enchantment, Wishes/Aspirations
* Force -- Graviturgy, Force Damage, telekinesis
* Forge -- *Clerics of these deities search for objects lost to the forces of darkness, 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.*
* Grave -- *Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits.*
* Harvest -- for as long as humanoids have prayed to gods, they've prayed to gods of agriculture. These gods have overseen countless harvests to ensure their followers do not go hungry.
* Knowledge -- *The gods of knowledge 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.*
* Life -- *The Life domain focuses on the vibrant positive energy one of the fundamental forces of the universe that sustains all life.*
* Light -- *Gods of light 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.*
* Luck -- The domain of luck is full of the unknown. Anything can happen, all you have to do is test your luck. They revel in randomness, risk-taking, and chance.
* Mania -- Madness, Insanity, Enchantment
* Nature -- *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.*
* Order -- *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*
* Peace -- *The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted.*
* Quake -- The domain of Quake is for all earthlike materials. The clerics that work under a god who rules this domain will expect to learn how to bend this earth to their will.
* Tempest -- *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 -- *These 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.*
* Twilight -- *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.*
* War -- *These clerics excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers.*

## Druid

For class info see 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.*

Circles:

* Corruption (WIP) -- *Druids of the Circle of Corruption are Druids that, instead of learning the natural order of the universe and the laws of nature, have instead learned the chaotic and sometimes malevolent forces of its darker places.*
* Land -- *The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition.*
* Moon -- *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.*
* Spores -- *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.*
* Stars -- *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.*
* Wildfire -- *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,*

## Evolutionist

For class info see Evolutionist

*Evolvi who purely focus on Mastering Their Inheritance abilities. These Evolvi fully accept the force of chaos within their bodies and slowly become one with their features. For example: An Evolvi who chooses to resemble rubber can become a rubber person and Stretch their body super far, become immune to Bludgeoning damage and eventually inherit all abilities tied to rubber.*

Quintessence

* Concept Generation -- *You can Create your Concept in many forms.*
* Eternal Substance -- *Your Entire body becomes the substance that fits your theme, however there are no outward changes to what you look like*
* Unleashed Identity -- *You can effortlessly Transform into the creature that fits your theme (and back) and gain unique abilities that differ from the Shapeshifter class.*

## Fighter

For class info see Fighter

*Fighters share an unparalleled mastery with weapons and armor, 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.*

Martial Archetype:

* Arcane Archer -- *An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects.*
* Banneret -- *A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey.*
* Battle Master -- *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.*
* Cavalier -- *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.*
* Champion -- *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.*
* Eldritch Knight -- *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.*
* Rune Knight -- *Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.*
* Samurai -- *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.*
* Shield Master -- A shield master punishes opponents for missing attacks, and defends others efficiently

## Gunslinger

For class info see Gunslinger (Guns are a WIP, do not Select)

*Recent Developments in technology have introduced simple ranged firearms, like Muskets. This martial classes focuses on using those ranged firearms to reign victorious against their foes. **[Since this is a recent Development in society consult your DM before choosing this class]***

Gunslinger Focus:

* Field Commander -- You lead your troops to victory. A tactician and motivator, you keep your team morale high and keep the battlefield running in your favor.
* Gunmaker -- Rather than firing guns, your expertise comes with making them. You're a brilliant mind full of ideas and innovations that come with the new technology at your fingertips.
* Pistolier -- Experts with a pistol or two, these gun users might include a vast array of duelists and soldiers alike. Lightly equipped with a pepperbox or strapped with seven guns on a belt, one thing's for sure, these marksman carry a lot of firepower in a small package.
* Rifleman -- Crack shots with a rifle, these marksmen carry a lot of firepower shoved down a long, metal tube. Rifleman typically make up the bulk of an army of gunners, and the ones who live become very accurate with their shots.
* Scout -- Scouts excel at infiltrating enemy lines and tracking enemy troops. A scout may be a woodsman and master hunter called to arms or a soldier with a particular set of skills that allow them to slip by their opponents, unseen.
* Siege Engineer -- Breaking things is what they do. Unfortunately, carrying any siege engine would be a lot more trouble than it would be worth, so a more scaled-back hand cannon should be sufficient enough to get the job done most of the time.
* Spellslinger -- With the intelligence of a mage and the skills of a soldier, the Spellslinger is a force to be reckoned with. Utilizing the realm of the arcane in conjunction with powerful ordinance makes these shootists wily and dangerous.

## Healer

For class info see Healer

*Healers focus on healing and supporting others and have themes NOT relating to religion and being a cleric. This class is designed so that Clerics can ACTUALLY be CLERICS and NOT HEALERS ALL THE TIME!! Also to make playing the role of a healer more fun :P*

Medical Forte:

* Battle Medic -- The perfect balance between a fighter and healer. But let's be honest all you are gonna do anyway is heal
* Life Thief -- Steals life from their enemies and adds it to their pool of HP, they can transfer this HP directly to their Tm8s (Uses Necrotic Energy to steal, and Radiant Energy to heal)
* Plague Doctor -- Uses diseases to fight foes
* Surgeon -- Shitty at combat but is the godsend of all classes

## Monk

For class info see 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.*

Traditions:

* Ascendant Dragon -- *Monks who follow the Way of the Ascendant Dragon revere the power and grandeur of dragons. They alter their own ki to resonate with draconic might, channeling it to augment their prowess in battle, soar through the air, and to bolster their allies.*
* Astral Self -- *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.*
* Drunken Master -- *The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard.*
* Four Elements -- *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.*
* Kensei -- *Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.*
* Living Weapon -- *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.*
* Long Death -- *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.*
* Mercy -- *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.*
* Open Hand -- *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.*
* Shadow -- *These monks might be called ninjas or shadow dancers, and they serve as spies and assassins.*
* Sun Soul -- *Monks of the Way of the Sun Soul learn to channel their own 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.*

## Paladin

For class info see 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.*

Sacred Oaths:

* Anti-Paladin -- *Unable to cast Lay on hands, Anti-Paladins use necrotic damage.* These Anti-Paladins bend others to the will of their depravity, sin and their master (if they acknowledge one.)
* Conquest -- *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.*
* Crown -- *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.*
* Devotion -- *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.*
* Heroism -- *For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve.*
* Oathbreaker -- *An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.*
* Open Sea -- *The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon.*
* Redemption -- *These paladins face evil creatures in the hope of turning them to the light, and the paladins slay them only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.*
* Treachery -- *Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power.*
* Vengeance -- *The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.*

## Ranger

For class info see 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.*

Conclaves:

* Beast Master -- *The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike.*
* Drakewarden -- *Drakewardens are rangers who use their magical connection with nature to form an enduring bond with a minor dragon, a drake.*
* Hunter -- *Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of goblins to towering giants and terrifying dragons.*
* Monster Slayer -- *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.*
* Primeval Guardian -- *These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes.*
* Swarmkeeper -- *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.*
* Trapper -- *The trapper avoids a fair fight whenever possible, using their devices and wits to outsmart their enemies and leave them defenseless.*

## Rogue

For class info see 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.*

Roguish Archetypes:

* Arcane Trickster -- *Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion.*
* Assassin -- *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.*
* Inquisitive -- *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.*
* Mastermind -- *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.*
* Phantom -- *These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts.*
* Scout -- *You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions.*
* Swashbuckler -- *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.*
* Thief -- *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.*
* Wild Card -- *Some rogues favor honing their skill and precision, others perfect a silver tongue, but you—well, you’ve always gotten a kick out of leaving things up to chance*

## Shapeshifter

For class info see Shapeshifter

Through magical study that went wrong, an innate ability or a curse placed on them, Shapeshifter focuses on changing their form, either by modifying their existing from or by transforming into the visage of other creatures.

Way of the Shifter:

* Bodymorpher -- Can't change identity, but can alter body significantly
* Grotesque -- Humanoid to monster; gains power as a monster, but transformation affects morality and is traumatic (ex: Jekyll/Hyde)
* Nature Spirit -- Magical animal to humanoid; has a true animal form, can only assume one human form (ex: kitsune)
* Therianthrope -- Humanoid to animals; has a true human form but can assume *many* animal forms (ex: werewolf)
* Two-Faced -- Humanoid to different humanoids; has a true human form

## Sorcerer

For class info see Sorcerer

*Sorcerers carry a magical birthright 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.*

Origins:

* Clockwork Soul -- *The cosmic force of order has suffused you with magic.*
* Divine Soul -- *You were a divine magic user in your past life, and someone forgot to turn off “operator privileges” when you get reincarnated.*
* Draconic Bloodline -- *Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors.*
* Nature Soul -- In a previous life, you roamed the world as some sort of animal. Now, you harness this power to affect the natural world
* Phoenix Sorcery -- *Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.*
* Pyromancy -- Your innate magic manifests in fire. You are your fire, and your fire is you.
* Runechild -- *Some sorcerers occasionally find their body itself becomes a conduit for arcane energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.*
* Sea Sorcery -- *Your heritage ties to powerful creatures of the sea, and elemental powers. Like a river, you feel the call of the ocean.*
* Storm Sorcery -- *Your innate magic comes from the power of elemental air.*
* Wild Magic -- *Your innate magic comes from the wild forces of chaos that underlie the order of creation. Or your magic could be a fluke of your birth, with no apparent cause or reason. The Force of Chaos has altered your soul.*

## Warlock

For class info see 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.*

Otherworldly Patrons:

* Anomalous (WIP) -- You Serve an Entity of Chaos, and you Gain an object with an unusual SCP like property. You are unsure of this item's limits.
* Archfey -- *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.*
* Celestial -- *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.*
* Dragon -- Your patron is an ancient dragon- a venerable and vastly powerful being. They grant you a portion of their power, and their motivations are usually clear to you, unless the dragon is exiled, or banished from their peers.
* Fathomless -- *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.*
* Fiend -- *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.*
* Genie -- *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.*
* Great Old One -- *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.*
* Hexblade -- *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.*
* Undead -- *You've made a pact with a deathless being, a creature that defies the cycle and life and death, forsaking its mortal shell so it might eternally pursue its unfathomable ambitions.*
* Undying -- *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.*

## Wizard

For class info see 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.*

Schools:

* Abjuration -- *The School of Abjuration emphasizes magic that blocks, banishes, or protects.*
* Bladesinging -- *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.*
* Conjuration -- *As a conjurer, you favor spells that produce objects and creatures out of thin air.*
* Divination -- *The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future.*
* Enchantment -- *As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters.*
* Evocation -- *You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.*
* Graviturgy -- *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.*
* Illusion -- *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.*
* Necromancy -- *The School of Necromancy explores the cosmic forces of life, death, and undeath.*
* Order of Scribes -- *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.*
* Transmutation -- *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.*
* War Magic -- *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.*