
A land steeped in ancient history and shrouded in mystery, forgotten empires, and lingering magic
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Created | 79 days ago |
Last Updated | 21 days ago |
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Royal
The Royal class embodies the essence of nobility and leadership, wielding both charm and authority to inspire allies and command respect. With a unique blend of martial prowess and magical abilities, they excel in both combat and diplomacy, using their regal presence to turn the tide of battle and influence the hearts of those around them.

Noble
Nobles are charismatic leaders and skilled diplomats, wielding their influence to command respect and loyalty. They excel in social situations, using their wealth and connections to manipulate events in their favor, while also being capable combatants when their status is threatened.
Wizard - School of War Magic
War Magic wizards blend arcane study with martial prowess. They gain bonuses to AC and saving throws, enhancing survivability. Their Arcane Deflection reaction boosts defense or attack rolls. Power Surge adds damage or utility to spells. War Magic excels at front-line spellcasting, balancing offense and defense.
Cleric - Nature Domain
Nature Domain Clerics channel divine magic through the natural world. They heal with plant life, command animals, and wield storms. Their spells reflect nature's duality: nurturing growth and destructive force. They often act as guardians of wild places, balancing civilization and wilderness, and may be druidic allies. They gain proficiency in heavy armor and animal handling, reflecting their ability to both protect and understand the wild.
Paladin - Oath of the Watchers
The Oath of the Watchers binds paladins to defend against extraplanar threats. They stand vigilant against aberrations and fiends, safeguarding the mortal realm from otherworldly incursions. Their tenets emphasize unwavering vigilance, loyalty to their ward, and the destruction of corrupting influences. They are the bulwark against the encroaching darkness, ensuring the integrity of reality.
Warlock - The Archfey
Bound to a capricious fey lord, this warlock wields illusions and enchantments. Their magic, a blend of wild nature and otherworldly glamours, twists reality. Fey pacts grant them charm, trickery, and fleeting, dreamlike powers. Often whimsical or unsettling, they dance on the edge of the mortal and fey realms, a conduit for the Archfey's unpredictable whims.
Ranger - Horizon Walker Conclave
Horizon Walkers patrol planar boundaries, defending against extraplanar threats. They master teleportation, striking foes across vast distances, and adapt to diverse environments. Their abilities warp space, granting them swift strikes and defensive maneuvers. They're guardians of the multiverse, blending ranger skills with planar magic to protect the Material Plane from interdimensional incursions.
Druid - Circle of Dreams
The Circle of Dreams druids weave feywild magic, healing and protecting with gentle power. They offer respite, creating temporary havens with their Balm of the Summer Court. They can teleport via Hidden Paths, and their Hearth of Moonlight and Shadow grants allies temporary hit points and enhanced senses. Their magic embodies the serene, restorative aspects of the Feywild's dreamlike realms.
Monk - Way of the Four Elements
The Way of the Four Elements monk channels elemental power. They manipulate fire, water, earth, and air, shaping them into attacks and defenses. They can blast foes with surging waves, create walls of stone, or unleash fiery fists. This path blends martial arts with elemental magic, allowing for versatile combat and control over the battlefield.
Wizard - School of Evocation
Evocation wizards master raw magical energy. They sculpt destructive spells, maximizing damage & control. Sculpt Spell avoids allies, Potent Cantrip boosts weak spells, Empowered Evocation adds their intelligence modifier to their damage, & Overchannel pushes spells beyond limits, risking self-harm for immense power.
Barbarian - Path of the Giant
The Path of the Giant channels immense power, growing larger and striking with earth-shaking force. You embody elemental might, wielding colossal weapons and unleashing devastating slams. Your rage transforms you, granting size and reach, while elemental infusions enhance your blows. You become a living force of nature, a titan among mortals, crushing foes with primal fury.
Wizard - School of Illusion
Illusion wizards bend reality, crafting deceptive magic. Their illusions become more potent, with improved saving throws and the ability to alter sensory aspects. They can create minor illusions as a bonus action, and at higher levels, make illusions partially real, dealing damage or imposing conditions. They excel in trickery and misdirection.
Bard - College of Creation
Weaving reality with song, Creation Bards sculpt tangible wonders. Their melodies birth objects, ephemeral or lasting, from thin air. Performances manifest tools, defenses, or even fleeting creatures. They're artisans of sound, their magic a symphony of making, shaping the world with vibrant, resonant notes. Their art is invention, their music, material.
Sorcerer - Wild Magic
Wild Magic sorcerers are unpredictable conduits of raw magic. Their spells are potent, but each casting risks unleashing a chaotic surge. A roll on the Wild Magic Surge table determines the outcome, ranging from harmless sparkles to sudden teleportation, or even transforming the caster. This inherent instability makes them thrilling and dangerous, their power a double-edged sword, always a gamble.
Druid - Circle of Spores
Druids of the Circle of Spores embrace decay and the cycle of life and death. They wield fungal magic, animating corpses with spores, spreading blight, and bolstering themselves with symbiotic fungi. They see death as a part of nature's balance, not an end. Their power manifests as a cloud of spores, animated fungal servants, and the ability to inflict necrotic damage. They are often reclusive, finding comfort in the quiet, decaying corners of the world.
Fighter - Samurai
A stoic Samurai, disciplined and deadly. Their katana sings a swift, precise song. Focused on honor and combat, they channel their spirit into devastating strikes, bolstering their resilience and striking with unwavering accuracy. A master of both blade and self, they embody the warrior's path.
Bard - College of Eloquence
Masters of persuasive magic, Eloquence Bards weave words into potent spells. Their silver tongues charm, deceive, and compel, turning debates into battlefields. Unmatched in social combat, they manipulate foes with logic and rhetoric, eroding defenses and inspiring allies. Their insights are sharp, their arguments irrefutable, and their ability to sway hearts and minds is legendary.
Warlock - The Fiend
A Warlock of the Fiend pact channels infernal power, gaining spells and abilities from a powerful demonic or devilish patron. They wield fire, command fear, and can tempt others with dark gifts. Their magic often manifests as scorching flames and shadowy bindings, reflecting their patron's malevolent influence. They sacrifice pieces of their soul for potent, if perilous, abilities.
Paladin - Oath of the Crown
The Oath of the Crown binds a paladin to the ideals of civilization, law, and loyalty. They serve a sovereign, upholding order and protecting the realm. Their tenets emphasize justice, obedience, and the preservation of society. They are stalwart defenders against chaos, embodying the strength and stability of the crown.
Paladin - Oath of Redemption
Oath of Redemption paladins seek peace, not violence. They strive to redeem those who have strayed, offering mercy and understanding. Their tenets emphasize non-violence, patience, and the belief in inherent goodness. They act as shields, absorbing harm to protect others, and use their magic to heal and soothe. They believe even the most wicked can find a path to redemption, and dedicate themselves to guiding them.
Cleric - Tempest Domain
A Tempest Cleric channels divine storm power. They're frontline warriors, wielding thunder and lightning. They heal, but also devastate foes with booming spells and martial prowess. They're often devout followers of gods like Talos or Thor, commanding the elements and protecting their allies with crashing waves and howling winds. They're a force of nature, blending divine might with tempestuous fury.
Wizard - School of Bladesinging
Bladesinging weaves arcane magic with elegant swordplay. Elves, particularly, master this art, blending dance-like movements with potent spells. They favor light blades, becoming whirling dervishes of steel and magic, enhancing their agility and offense. Their style emphasizes speed, precision, and the seamless integration of spellcasting into combat, creating a dazzling display of martial and arcane prowess.
Monk - Way of the Sun Soul
Sun Soul monks channel radiant energy, blending martial arts with solar power. They unleash searing blasts of light, transforming their fists into ranged sunbolts. They can also manifest a burning aura, searing foes who approach. This path emphasizes radiant damage and ranged combat, offering a fiery alternative to traditional monk styles.
Monk - Way of the Open Hand
Open Hand Monks master martial arts, channeling ki into devastating strikes and serene defense. They manipulate foes, pushing, tripping, or stunning them. Their Flurry of Blows becomes a conduit for these effects. At higher levels, they can heal themselves and even deliver death's touch, a quivering palm that can instantly kill. They embody balance, control, and the focused application of ki to achieve physical and spiritual mastery.
Cleric - Life Domain
Life Domain clerics are healers and protectors, channeling divine energy to mend wounds and bolster allies. They excel at restoring hit points, preventing death, and supporting the party's survival. Their spells focus on healing and defensive buffs, making them vital in prolonged battles. They are often compassionate, devoted to their deity, and driven to preserve life. They embody the strength and resilience of vitality itself.
Monk - Way of the Long Death
Monks of the Long Death obsess over mortality, mastering death's touch. They inflict necrotic damage, gaining temporary hit points from slain foes. Their mastery culminates in the Hour of Reaping, a terrifying aura that terrifies and damages nearby creatures. They embrace fear and decay, becoming harbingers of demise, wielding death as a tool.
Barbarian - Path of the Storm Herald
Storm Heralds channel primal tempestuous forces. Their rage manifests as elemental auras. Desert burns foes, sea chills and pushes, tundra blasts with icy winds. Each path offers unique bonuses, empowering the Barbarian with area damage and control, reflecting the fury of nature's wrath.
Ranger - Swarmkeeper
A Swarmkeeper Ranger bonds with a swirling entity of nature spirits, manifesting as a buzzing, ethereal swarm. This connection grants them unique abilities, enhancing their combat prowess with telekinetic pushes and pulls, and providing a source of versatile utility. They manipulate their swarm to hinder foes, boost their own movement, and deal extra damage, blending martial skill with the wild magic of their insectoid allies.
Rogue - Soulknife
A Soulknife Rogue manifests psychic blades, bypassing material weapons. They're subtle infiltrators, using telepathic whispers to distract or gather intel. Their Psychic Blades strike with precision, bypassing armor, and they can teleport short distances, leaving no trace. A master of mental manipulation and silent assassination, they're the unseen threat.
Barbarian - Path of the Beast
The Path of the Beast unleashes primal savagery. Barbarians manifest bestial features: claws, fangs, or a tail. These grant enhanced attacks, mobility, and resilience. Shifting forms amplify ferocity, turning rage into a terrifying, animalistic onslaught. The path blends raw power with wild adaptation.
Warlock - The Celestial
A Celestial Warlock forges a pact with a being of holy light, channeling radiant power. They heal, protect, and smite with divine fire, a stark contrast to typical warlocks. Their magic blends eldritch might with celestial grace, offering support and blistering offense. It's a mix of radiant damage and healing, fueled by a patron's benevolent, yet demanding, influence.
Wizard - School of Conjuration
Conjuration wizards excel at summoning objects and creatures. Their Minor Conjuration creates temporary items, while Benign Transposition swaps places with allies. Focused Conjuration maintains spells through damage. Durable Summons bolsters summoned allies, and Superior Summoning allows potent, sustained conjurations. They master the art of bringing forth aid from other planes.
Witch Hunter
The Witch Hunter is a fierce holy warrior armed with blessed silver weapons and bound by a sacred oath to hunt monsters and eradicate the undead. Armed with specialized skills to lift curses and combat the forces of darkness, they wield both martial prowess and divine magic, serving as relentless protectors cleansing the land of evil. They often rely heavily on holy relics and sacred artifacts to vanquish darkness.
Sorcerer - Draconic Bloodline
Born with a spark of draconic power, these sorcerers wield elemental magic tied to their ancestor's scale. Scales might shimmer, eyes gleam, and spells echo roars. They gain resilience, breath weapons, and potent magic, channeling the dragon's might within. Their bloodline shapes their spells, imbuing them with draconic fury.
Barbarian - Path of Wild Magic
Rage fuels chaotic surges, not just fury. Wild magic tumbles from each outburst, from harmless sparkles to potent, unpredictable effects. Strength and primal magic intertwine, a volatile blend. Each rage is a gamble, a burst of raw power that shifts the battlefield, for good or ill.
Ranger - Monster Slayer Conclave
Monster Slayers hunt abominations, honing skills against supernatural threats. They study weaknesses, wield silvered weapons, and employ protective magic. Their focus: eradicating creatures that defy nature's order, ensuring safety for the innocent. They are relentless, driven by a duty to purge darkness.
Cleric - Grave Domain
Grave Domain Clerics balance life & death, warding against undeath. They heal the dying, but hasten the truly dead's journey. Their magic targets vulnerabilities, punishing those who defy death's natural order. They are somber guardians, protectors of the cycle, and bringers of final rest.
Monk - Way of the Drunken Master
Drunken Masters weave unpredictable, swaying movements into combat. They gain advantage mimicking clumsiness, using it for surprising strikes. Their Drunken Technique enhances mobility and grants temporary hit points. They can redirect attacks, making foes hit each other. This chaotic style turns inebriation into a weapon, blurring the line between stumbling and lethal precision, leaving opponents bewildered and bruised.
Cleric - Order Domain
Order Domain clerics wield divine law, bolstering allies with coordinated strikes. Their spells enforce obedience and punish chaos. They can use their Voice of Authority to empower allies after casting spells, allowing extra attacks. They blend martial prowess with divine magic, ensuring order through both healing and combat. Their channel divinity, Order's Demand, compels foes to obey commands.
Cleric - War Domain
A War Domain Cleric blends divine magic with martial prowess. They're holy warriors, channeling their deity's power into both healing and combat. They wear armor, wield weapons, and inspire allies with divine fervor. Their spells bolster attacks, and their abilities grant martial advantages, making them formidable in battle while remaining a source of divine support. They are the shield and the sword of their faith.
Monk - Way of Shadow
Shadow Monks blend martial arts with subtle magic. They manipulate darkness, teleport short distances, and strike from unseen angles. Their abilities include Shadow Step, allowing swift movement between shadows, and Shadow Arts, granting spells like Silence and Darkness. They excel at infiltration and assassination, using stealth and surprise to overcome foes. Their focus is on disciplined ki control, used to enhance their shadow-based techniques, making them formidable, elusive fighters.
Wizard - School of Divination
Divination wizards peer into fate, manipulating probability. Portent allows them to replace dice rolls, influencing outcomes. They gain enhanced divination spells, and Third Eye grants temporary darkvision or ethereal sight. Their focus is on knowledge and foresight, bending chance to their will.
Warlock - The Fathomless
Bound to a vast, oceanic entity, the Fathomless warlock wields the crushing power of the deep. They summon tentacles, command icy currents, and manifest a protective spectral form from the abyss. Their magic reflects the fathomless depths' unknowable nature, offering both crushing offense and chilling defense, drawing on the ancient, primal power of the sea.
Wizard - School of Necromancy
Necromancy wizards command life & death. Their Undead Thralls gain hit points & damage, boosting necromantic spells. Grim Harvest grants temporary HP on killing foes with spells. They excel at raising & controlling undead, amplifying their power, and draining life to fuel their own. They're masters of the macabre, wielding necrotic energy with chilling efficiency.
Sorcerer - Aberrant Mind
An Aberrant Mind sorcerer bends reality with psychic might, their magic stemming from a touch of the Far Realm. Whispers and alien thoughts fuel their spells, warping minds and matter. They command telepathy, project psychic blasts, and subtly manipulate others. Their magic, though potent, carries a chilling, otherworldly aura, often unsettling those nearby. They're a conduit for strange, unsettling power.
Cleric - Forge Domain
A Forge Domain Cleric, a holy smith, channels divine power into creation and destruction. They're skilled artisans, blessing weapons and armor, and conjuring fiery magic. Wielding hammer and faith, they mend, build, and smite, embodying the forge's transformative power. Their spells bolster defenses, ignite foes, and craft magical items, all in service to their deity of creation and war.
Fighter - Battle Master
A Battle Master fighter excels in tactical combat. They use maneuvers like Riposte, Pushing Attack, and Precision Attack to control the battlefield, turning every fight into a calculated dance of steel. Their mastery of weapons and strategic thinking allows them to outwit and overwhelm opponents, making them a formidable force. They're not just strong, they're smart fighters.
Bard - College of Spirits
Spirits Bards weave tales of the departed, their magic drawn from spectral echoes. They channel ghostly energies, offering both chilling whispers and bolstering support. Their performances conjure fleeting apparitions, delivering necrotic damage or granting spectral aid. They use tales of past lives to inspire, frighten, or heal, their instruments resonating with the voices of the dead.
Bard - College of Swords
The College of Swords' bards are bladed virtuosos, weaving steel and song into a deadly dance. Their performances are duels, their music the clash of sharpened edges. They blend acrobatics with precise strikes, turning combat into a breathtaking spectacle. Each parry is a note, each thrust a verse, a whirlwind of motion ending in a flourish, or a fatal cut. They are both artists and warriors, their swords as eloquent as their voices.
Ranger - Fey Wanderer
A nimble Ranger, touched by the Feywild, blends nature's might with otherworldly charm. They traverse realms, befriending spirits and banishing foes with swift bow and silver tongue. Their steps weave through forests and planar rifts, offering solace and steel in equal measure. They are guides and guardians, their magic a whisper of the wild's capricious heart.
Bard - College of Valor
A Valor Bard inspires through martial prowess, blending swordplay with song. They bolster allies with combat-focused Bardic Inspiration, granting temporary hit points and weapon/armor proficiencies. War songs enhance their fighting, enabling extra attacks and defensive flourishes. They're frontline leaders, weaving magic into steel, turning battles into epic ballads.
Warlock - The Hexblade
A Hexblade Warlock forges a pact with a sentient weapon from the Shadowfell, gaining martial prowess and dark magic. They channel their patron's power, becoming skilled warriors capable of cursing foes and wielding spectral blades. Their magic focuses on enhancing their attacks, hindering enemies, and ensuring their own survival in combat. They often blur the lines between spellcaster and fighter, wielding a blade as an extension of their will.
Ninja
Stealthy assassins and spies, experts in infiltration, deception, and sabotage. Ninjas use agility, cunning, and an array of tools and techniques to achieve their goals, often operating in the shadows. They are skilled in stealth, poisons and disguises, making them versatile agents capable of handling a wide range of covert missions. Ninja are a Dex based class.
Ranger - Beast Master Conclave
Beast Masters forge a deep bond with an animal companion, fighting as a coordinated unit. The ranger commands their beast, enhancing its attacks and sharing their own tactical insights. This synergy allows for powerful flanking, scouting, and versatile combat roles. The beast becomes an extension of the ranger, a loyal ally in the wild and in battle, their bond a primal force.
Wizard - School of Transmutation
Transmutation wizards manipulate reality, altering matter's form. They gain proficiency in Constitution saves and can use Transmuter's Stone for varied effects like darkvision or speed. Their Master Transmuter ability allows powerful, one-use transformations, like turning objects into other materials. They are versatile, capable of both support and offense, with a focus on changing the physical world around them.
Druid - Circle of Stars
The Circle of Stars druids draw power from constellations, weaving starlight into their magic. They can manifest starry forms, like the Archer for ranged attacks, the Chalice for healing, or the Dragon for flight. Their Guiding Bolt spell pierces foes, and they can read celestial omens for guidance. They are seers and healers, channeling the cosmos's vast energy to aid their allies and confound their foes.
Paladin - Oath of the Ancients
An Oath of the Ancients paladin embodies the light of nature, championing joy and life. They swear to kindle hope, shelter the light, preserve their own light, and pursue joy. They are guardians against darkness, wielding divine power to protect the wild and innocent. Their magic echoes the natural world, fostering growth and healing, and their presence inspires resilience against despair.

Witch
Witches are masters of arcane, natural, and dark magic, drawing power from the elements and the spirits of the land. They wield spells and curses with a flick of their wrist, often accompanied by familiars that aid them in their mystical pursuits, blending the line between healer and harbinger of doom.
Fighter - Cavalier
A noble warrior, the Cavalier excels at mounted combat and protecting allies. With unwavering resolve, they charge into battle, using their martial prowess and tactical mind to control the battlefield. Their expertise in mounted combat allows for swift strikes and defensive maneuvers. They're a bulwark against foes, shielding companions with their unwavering loyalty and imposing presence.
Rogue - Swashbuckler
A dashing rogue, the Swashbuckler thrives in chaotic combat. They weave through foes with panache, using their quick wit and agility to outmaneuver opponents. Their "Rakish Audacity" allows for easy disengaging, while "Fancy Footwork" prevents opportunity attacks. They favor finesse over brute force, relying on charm and a sharp blade to leave their mark. They're the charming scoundrel, always one step ahead.
Sorcerer - Lunar Sorcery
Lunar Sorcerers draw power from the moon's phases, their magic shifting with its waxing and waning. They wield celestial energies, invoking lunar light for healing or shadowy darkness for control. Their spells reflect the moon's fickle nature, changing from radiant beams to chilling whispers. They embody the moon's duality, a balance of light and shadow, their magic an ethereal dance with the lunar cycle.
Druid - Circle of the Land
Circle of the Land druids draw power from specific terrains, gaining spells reflecting their chosen environment. From arctic blizzards to scorching deserts, their magic embodies the land's raw essence. They excel at utility and control, manipulating nature to defend allies and hinder foes, wielding the land's might as their weapon.
Monk - Way of Mercy
Monks of the Way of Mercy blend martial arts with healing. They use their ki to mend wounds, cure ailments, and deliver swift, merciful ends to suffering. Hand of Healing restores HP, while Hand of Harm inflicts necrotic damage. Physician's Touch grants conditions removal. Their focus is on balance, offering both life and death as needed, a delicate dance of compassion and consequence.
Fighter - Arcane Archer
An Arcane Archer, a Fighter subclass, blends martial prowess with magical archery. They imbue arrows with arcane energy, enabling effects like seeking shots, bursting blasts, or magical bindings. Their skill lies in precise, magically enhanced archery, offering versatile battlefield control and damage. They are masters of ranged combat, weaving magic into each shot.
Paladin - Oath of Vengeance
An Oath of Vengeance Paladin is a grim warrior, driven by relentless pursuit of justice and retribution. They swear to punish those who commit grave sins, becoming instruments of divine wrath. Their tenets demand ruthless action against evil, often blurring the lines between justice and vengeance. They are fierce combatants, channeling holy power to smite their foes and protect the innocent, though their methods can be seen as harsh.
Paladin - Oath of Conquest
The Conquest Paladin enforces order through fear and might. Their oath demands subjugation, crushing resistance with an iron fist. Dominate foes, extinguish hope, and impose unwavering control. They wield terror as a weapon, believing only absolute power ensures peace. Their aura radiates dread, compelling surrender or inciting panic. They are the heralds of a grim, enforced calm.
Sorcerer - Shadow Magic
A Shadow Sorcerer taps into the Plane of Shadow, wielding its eerie power. Their magic warps reality, conjuring darkness and manipulating shadows. They might summon hounds of shadow, drain life with chilling touch, or even vanish into the gloom. Their origin often ties to a brush with the Shadowfell, leaving them marked by its chilling essence.
Warlock - The Undead
A Warlock of the Undead pact forges a dark bond with a powerful entity of death, gaining necromantic abilities. They manipulate life and death, commanding undead minions and drawing strength from the grave. Their magic chills the living, and they often seek to understand or control the forces that bind souls. This pact grants resilience against death's touch and the power to inflict necrotic decay.

Black Mage
Black Mages are wielders of dark and profane magics, drawing power from the shadows to unleash devastating spells upon their foes. They master both conventional and esoteric magics, often channeling their abilities through a deep connection to the darker aspects of the arcane. A black mage between level 9 and level 14 is considered an archmage, a black mage of level 15 or higher is considered a high mage.
Fighter - Psi Warrior
A disciplined fighter, the Psi Warrior blends martial prowess with psychic might. They telekinetically augment strikes, deflect blows with mental force, and even teleport short distances. Focused and controlled, they channel inner energy to enhance their combat abilities, making them a formidable and versatile combatant.
Cleric - Light Domain
Light Domain Clerics channel radiant energy, battling darkness with divine fire. They wield spells to blind foes, heal allies, and unleash searing blasts. Their faith fuels potent light, protecting against shadows and banishing evil. They often serve sun gods or deities of purity, embodying hope and illumination.
Druid - Circle of the Moon
Circle of the Moon Druids excel at shapeshifting, transforming into powerful beasts for combat. They gain access to higher challenge rating Wild Shape forms earlier than other Druids. Their combat prowess in beast form is unmatched, allowing them to tank damage and deliver devastating attacks. They are the primal warriors of the Druidic tradition, embodying the ferocity of the wild.
Sorcerer - Clockwork Soul
A Clockwork Soul sorcerer channels the meticulous order of Mechanus, their magic precise and predictable. They manipulate fate with gears and cogs, weaving spells of perfect symmetry and calculated effect. Their powers bend reality to a rigid, predictable form, offering both potent control and a stark, unyielding aesthetic. They are often stoic, valuing efficiency and balance above all else, their magic a reflection of the perfect, immutable laws they embody.
Paladin - Oath of Devotion
A Devotion Paladin swears to uphold the highest ideals of justice and virtue. They are beacons of hope, radiating purity and courage. Their oath binds them to honesty, compassion, and the relentless defense of the innocent. They smite evil with divine might, safeguarding the weak and embodying unwavering faith. Their presence inspires, their actions exemplify, and their purpose is to bring light to darkness.
Cleric - Peace Domain
A Peace Domain cleric in is a beacon of tranquility, wielding divine magic to soothe conflict and mend wounds. Their abilities focus on fostering harmony, granting temporary hit points, and creating bonds that share damage. They excel at support, using spells and features to protect allies and defuse hostilities, embodying serenity in a chaotic world.
Druid - Circle of Wildfire
Druids of the Circle of Wildfire embrace destruction's rebirth. They channel flames, summoning a Spirit of Wildfire, a fiery companion. They use blazes to heal and scorch, seeing fire as a force of renewal, not just ruin. Their magic weaves ash and ember, igniting growth from devastation.
Fighter - Banneret
A Banneret inspires allies, a noble warrior bolstering comrades with rallying cries and tactical acumen. They lead from the front, their presence a beacon of hope, granting temporary hit points and advantage through inspiring surges. Their martial prowess is amplified by their ability to coordinate and uplift those around them, turning the tide of battle with strategic support and unwavering resolve.
Barbarian - Path of the Ancestral Guardian
Ancestral Guardians summon spectral warriors, shielding allies and hindering foes. Rage calls forth protective spirits, imposing disadvantage on attacks targeting others. Vengeful spirits strike back, dealing force damage to those who dare harm the protected. At higher levels, the guardians bolster allies, granting temporary hit points and resistance. This path blends tanking and support, channeling ancient might to safeguard the living.
Barbarian - Path of the Berserker
The Berserker, a Barbarian path, embraces primal fury. Frenzy grants bonus attacks but risks exhaustion. Intimidating Presence forces foes to flee. Mindless Rage shields against charm and fear. They unleash a relentless, violent storm, sacrificing control for raw, destructive power.
Fighter - Echo Knight
An Echo Knight summons a shadowy duplicate, their "echo," to fight alongside them. This spectral warrior mirrors their attacks, teleporting and flanking foes. They weave in and out of reality, striking from unexpected angles, using their echo to control the battlefield. They're masters of tactical mobility and coordinated strikes, blurring the lines between physical and spectral combat.
Monk - Way of the Astral Self
Monks of the Astral Self manifest their ki as spectral limbs, extending their reach and power. They conjure an astral self, channeling cosmic energy for enhanced strikes and senses. Their arms become weapons, allowing for grappling and far-reaching blows. They gain heightened perception, seeing through illusions and sensing unseen threats. They embody the vastness of the astral plane, projecting a fearsome, otherworldly presence.
Ranger - Drakewarden
A Drakewarden Ranger bonds with a draconic spirit, manifesting as a drake companion. They fight alongside this scaled ally, enhancing its abilities and their own with elemental energy. The drake grows, becoming a mount, and both gain draconic resistances. Their connection allows for shared senses and powerful, coordinated attacks, blending nature's resilience with draconic might.
Wizard - School of Graviturgy
Graviturgy wizards manipulate gravity, shifting weight, and controlling motion. They can amplify or diminish gravity's pull, launching foes or pinning them down. They alter the flow of time around objects, hastening or slowing their movement. Their abilities focus on kinetic energy, allowing for powerful bursts of force or subtle control over the battlefield. They bend the fundamental forces of the universe to their will, creating localized gravity wells and altering the very nature of weight.
Warlock - The Great Old One
A Warlock of the Great Old One pact taps into cosmic horrors beyond mortal ken. Their patron, a being of immense, alien power, grants them strange magic. They delve into psychic abilities, telepathy, and maddening visions, their minds brushed by the infinite. 1 They wield unsettling power, often shrouded in mystery and unease, their very presence warping reality.
Blood Hunter
Warriors who sacrifice their own vitality to wield dark magic and hunt the supernatural.
Cleric - Knowledge Domain
A Knowledge Cleric seeks divine truth. They are scholars and seers, using divine magic to glean secrets and insights. Their spells enhance their intellect, revealing hidden knowledge and manipulating perceptions. They excel in information gathering, divination, and protecting minds, serving as wise advisors and formidable opponents against those who conceal the truth.
Warlock - The Genie
A Genie Warlock pacts with a powerful elemental being, gaining access to their patron's vessel. They command elemental magic, can grant wishes (limited), and retreat into their patron's vessel for safety or travel. Their spells weave wind, fire, water, or earth, reflecting their patron's nature, and they often seek to fulfill their patron's capricious desires.
Rogue - Arcane Trickster
A cunning Rogue, the Arcane Trickster blends stealth with subtle magic. They weave illusions and enchantments, enhancing their roguish skills. With spells like mage hand and minor illusion, they manipulate surroundings and distract foes, making them masters of both shadow and arcane trickery
Fighter - Champion
A stalwart warrior, the Champion excels in raw combat prowess. Their critical strikes are devastating, honed through rigorous training. They possess an unwavering focus, pushing their physical limits to overcome any foe. Simple, yet brutally effective, they embody martial perfection.
Druid - Circle of the Shepherd
Shepherd Druids commune deeply with nature's spirit, becoming guardians of the wild. They conjure powerful animal spirits, bolstering allies and directing creatures with potent magic. Their connection to beasts allows them to summon flocks and herds, turning the tide of battle with a surge of primal force. They protect the vulnerable and guide the wild, fostering a harmonious balance.
Cleric - Trickery Domain
Trickery Clerics weave illusions and subtle magic, favoring deception over direct confrontation. They manipulate perceptions, create distractions, and use guile to achieve their goals. Their spells often involve disguise, misdirection, and summoning illusory duplicates. They are masters of infiltration and subterfuge, serving deities of trickery, chaos, or shadow. They excel at supporting allies with unexpected advantages and hindering foes with bewildering tactics.
Wizard - School of Abjuration
Abjurers are wizards who master protective magic. Their studies focus on shielding, dispelling, and negating magical effects. Their spells create wards, counter curses, and banish threats. They're defensive powerhouses, weaving layers of arcane resilience. Their magic is a bulwark against harm, turning away attacks and safeguarding allies. Their Arcane Ward is a signature, a shimmering barrier against incoming damage, reflecting their dedication to safety.
Rogue - Mastermind
A cunning Rogue Mastermind excels in social manipulation and strategic planning. They weave intricate webs of deceit, using charm and intellect to control situations from the shadows. Their expertise lies in granting allies tactical advantages and exploiting enemy weaknesses through calculated schemes, not direct combat. They are the puppet masters of any encounter.
Fighter - Rune Knight
A Rune Knight warrior channels ancient giant magic, imbuing their weapons and body with potent runes. They grow massive, unleashing earth-shattering strikes and wielding elemental power. Runes grant defensive wards, enhance strength, or conjure fiery blasts. They're a formidable front-line fighter, shifting size and power to control the battlefield, a living conduit of primordial might.
Sorcerer - Storm Sorcery
A Storm Sorcerer channels the raw power of tempests. Their magic crackles with lightning, booms with thunder, and whips with gale-force winds. They command the sky's fury, unleashing bolts and summoning storms to overwhelm foes. Their innate connection to elemental chaos grants them swiftness and resilience, allowing them to ride the storm's edge, teleporting amidst the chaos, and surging with electric might. They are living conduits of the storm's wrath, wielding nature's destructive beauty.
Cleric - Twilight Domain
Twilight Clerics blend light and shadow, offering protection and comfort. Their magic weaves radiant blessings with the soothing embrace of dusk. They bolster allies with temporary hit points, dispel fear, and guide through darkness. Channel Divinity creates a sanctuary of dim light, granting advantage on saving throws against charm and fear. They are guardians against the terrors of the night, shining hope in despair.
Rogue - Thief
A nimble rogue, the Thief excels at infiltration and pilfering. Their expertise in Sleight of Hand and Thieves' Tools grants access to locked doors and hidden treasures. "Fast Hands" enables bonus action item use, perfect for quick escapes or mid-combat trickery. They're masters of surprise, turning any situation to their advantage, leaving guards bewildered and pockets empty.
Wizard - School of Enchantment
Enchantment wizards manipulate minds, weaving spells of charm and compulsion. Their hypnotic gaze and subtle magic bend others to their will. Hypnotic Gaze imposes disadvantage, while Instinctive Charm deflects attacks. At higher levels, Split Enchantment doubles spell targets, and Alter Memories rewrites the past. They excel at social encounters, controlling foes, and subtly influencing events.

Eldritch Knight
The Eldritch Knight is a master of both martial combat and arcane magic, blending swordplay with spellcasting to outmaneuver and outsmart foes. They harness the power of the arcane to enhance their physical abilities and unleash devastating spells, making them versatile warriors on the battlefield.
Commoner
An average citizen; perhaps an inexperienced artisan or aspiring warrior. They lack training that would place them in a traditional class.
Wizard
Learned mages who study and cast spells from spellbooks.
Warlock
Spellcasters bound by a pact to supernatural entities.
Sorcerer
Innate spellcasters with magical bloodlines.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Paladin
Holy warriors imbued with divine magic.
Monk
Master of martial arts, using inner force and agility.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Druid
Shapeshifting spellcasters connected to nature.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Bard
Musical mages with a wide range of abilities and spells.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.