Remnants of humanity cling to survival. Infernal and abyssal creatures compete for dominion
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Created | 187 days ago |
Last Updated | 1 days ago |
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Fiend
iends are monstrous creatures native to the evil planes of existence. They are typically characterized by their inherent evil nature, diverse and terrifying forms, and powerful, often supernatural abilities. Fiends are a broad category encompassing various subtypes such as demons, devils, and yugoloths, each with their own distinct traits and motivations. These creatures are formidable adversaries known for their malice and desire to spread chaos or order, depending on their alignment.
Necromancer
Spellcasters who wield the forbidden magic of death and undeath. They can animate corpses as servants, drain life force from the living, and even cheat death itself. While considered evil magic, necromancers can be morally grey figures using their powers for good or simply obsessed with understanding the mysteries of life and death. This dark magic makes them powerful but distrusted allies, often specializing in summoning undead minions and wielding destructive necrotic spells.
Abyssal Mage
Abyssal magic in D&D 5e is wild and destructive, reflecting the chaotic evil of the Abyss itself. Unlike structured magic, it's fueled by raw emotions and can be unpredictable, even hurting the caster. This demonic magic focuses on destruction, manipulation, and summoning demons. Just using it risks corrupting the caster's mind and turning them demonic. Examples include warping reality, summoning demons, and making dangerous pacts.
Celestial Mage
the celestial mage concept offers a unique magic source. These mages channel radiant energy from the good-aligned celestial planes. Their magic manifests as radiant blasts for offense, healing for allies, and protective auras. Special sight allows them to see through illusions and hidden creatures. Subclasses could specialize in powerful offense ("Solar Empowerment") or defensive magic to support allies ("Guardian of Light").
Blood Mage
Blood magic, a taboo power source in D&D 5e, allows mages to tap into their own life force or that of others to cast spells. This can be dangerous, as it risks sacrificing health or even life. Blood magic might empower spells, steal life force to heal or harm, or create blood curses. However, it comes at a cost - mages risk exhaustion, internal bleeding, and even corruption. In many societies, it's outlawed.
Monk
Master of martial arts, using inner force and agility.
Ranger
Skilled hunter and tracker, proficient with ranged attacks.
Bard
Musical mages with a wide range of abilities and spells.
Sorcerer
Innate spellcasters with magical bloodlines.
Cleric
Divine spellcasters devoted to a deity, able to heal and harm.
Druid
Shapeshifting spellcasters connected to nature.
Paladin
Holy warriors imbued with divine magic.
Warlock
Spellcasters bound by a pact to supernatural entities.
Wizard
Learned mages who study and cast spells from spellbooks.
Barbarian
Masters of brute force, harnessing their rage to deliver powerful blows.
Fighter
Skilled in martial arts, versatile with weapons and armor.
Rogue
Stealthy, dexterous adventurers skilled in evasion and subterfuge.