The Forgotten Realms brought to life! Designed for narrative-rich experiences in the Forgotten Realms setting of Faerun's Sword Coast. While the main focus of the world is Waterdeep, locations throughout the Sword Coast and outer planes are available as well! Including Baldur's Gate, Neverwinter, The Moonsea, The Outerplanes, and more! What was once a single city has now expanded to most of Faerun in this High Fantasy adventure of magic, technology, and secrets to uncover!
Played | 88 times |
Cloned | 24 times |
Created | 101 days ago |
Last Updated | 6 days ago |
Visibility | Public |
Thaumaturge
Thaumaturges study all forms of magic—arcane, divine, elemental, and natural. They draw shallow from many sources but dive deep where they're passionate. Neither wizard nor cleric, they blend faith, theory, and instinct. Able to channel fire, raise the dead, or whatever they please without limit. Their strength in versatility and adaptation. Wherever magic flows—through gods, nature, or the raw weave—they follow, ever curious, ever reaching. They are generalists by design, specialists by choice.
Wizard
Wizards are scholars of the arcane, wielding power earned through study, memory, and relentless discipline. Every spell is a calculation, every ritual a thread in a vast design. They master magic not by birthright or blessing, but by knowing more—faster, deeper, better. A wizard’s strength is intellect sharpened to a point fine enough to cut gods.
Warlock
Warlocks are the result of a bargain—power granted, not earned, sealed with will or desperation. Bound to entities vast and strange, they wield magic like a blade still warm from the forge. Their strength lies in the unknown; every spell, a whisper from beyond. A warlock is never alone—and never entirely theirs to command.
Sorcerer
Sorcerers are magic born, not made—vessels of power written into blood, soul, or fate. They do not study spells, they are spells, their will igniting magic as instinct. Chaotic or controlled, their strength is raw and personal, shaped by origin and emotion. A sorcerer doesn't seek power. They are what happens when power seeks them.
Ranger
Rangers are hunters, scouts, and silent watchers, shaped by wilderness and war alike. They move between worlds—civilized and wild—tracking threats others never see. With blade, bow, and instinct, they strike first and vanish faster. A ranger’s power lies in preparation, precision, and a bond to the land that teaches them one truth: survive, then strike.
Monk
Monks are living weapons, honed through discipline, balance, and absolute control. They master body and spirit alike, moving with purpose that defies armor or steel. Every strike is a lesson, every breath a thread in something deeper. Their power is not rage or faith, but clarity—focused will shaped by stillness, motion, and the silence between.
Paladin
Paladins are oaths made flesh, warriors bound to ideals greater than themselves. Their power stems not from gods alone, but from the vows they refuse to break. Shielded by conviction and driven by purpose, they strike with radiant force and unshakable will. In war or judgment, a paladin stands as both blade and beacon—unyielding, sworn, and seen.
Druid
Druids are wardens of the natural world, shaped by cycles older than civilization. They draw strength from root and storm, beast and stone, wielding magic that bends but does not break. Neither wholly mortal nor wholly wild, they walk between forms and seasons. A druid’s power is quiet, patient, and vast—life’s wrath and grace made flesh.
Barbarian
Barbarians are raw force given form, warriors who channel fury into strength beyond reason. Untamed by armor or tactics, they fight on instinct, each wound a challenge, each roar a warning. Their power surges from within—primal, violent, and defiant. In the heart of chaos, where others falter, a barbarian endures, not by training or faith, but by refusing to fall.
Bard
Bards are storytellers, tricksters, and scholars, weaving magic through word, sound, and memory. They draw power from inspiration—mining old tales, raw emotion, and the silence between notes. In battle or parley, they shape outcomes with charm and cunning. Their strength is versatility, turning art into weapon, music into shield, and truth into something far more dangerous: belief.
Rogue
Rogues are masters of subtlety, speed, and survival, shaped by sharp minds and sharper instincts. They thrive where rules bend and shadows gather, turning misdirection and precision into art. Whether spy, thief, or killer, a rogue reads the room before they strike. Their power lies in timing, wit, and the ability to end a fight before it begins—clean, quiet, and unseen.
Cleric
Clerics are chosen vessels of divine power, guided by faith and forged in trial. They serve gods, ideals, or cosmic truths, wielding magic not as mystics but as conduits of will. Armed with doctrine and devotion, they heal, shield, or smite as their path demands. Their strength lies not in blind belief but in purpose made manifest—each prayer a promise, each miracle a call answered.
Fighter
Fighters are hardened warriors shaped by discipline, training, and a relentless pursuit of mastery. They excel in weapons, armor, and battlefield tactics, whether honing a single style or adapting to many. What sets them apart isn't sorcery or faith but the sharpened edge of experience. Their power comes from precision, foresight, and the grit to endure when others fall.
Kineticist
Kineticists are living psionic channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.
Ninja
Ninjas are masters of striking from concealment, these warriors have perfected the art of killing and mystical arts. The combine the use of spiritual magic with their own combat discipline.
Diabolist
The Diabolist harnesses the infernal powers of demons, wielding their infernal magics and summoning fiendish allies to do their bidding. They have the ability to draw strength from their themselves if they’re a demon or drawing power from demonic patrons that grant them power. Diabolist have both martial and magical prowess, making them a variable threat in combat.
Psionic
Psionics is power born of the self, will shaped into force. Psionics tap into the hidden depths of the mind to bend reality, read thoughts, move objects, or alter emotion. Whether telepath, kineticist, or seer, all Psionics rely on discipline, not magic or gods. Their mind is their only tool, honed into a weapon through focus and self-mastery.
Samurai
The Samurai embodies discipline, and honor. They excel in combat, mastering both offense and defense with deadly precision. Samurai are also skilled survivors and environmental guides, navigating and thriving in even the harshest terrains. Ronin, Samurai without a master, are often viewed with suspicion, as they live outside the traditional code. Some see them as symbols of freedom, forging their own path in a rigid society.
Civilian
The Civilian is a versatile class representing the everyday folk of the realm. Skilled in various trades and crafts, they possess a wealth of knowledge about their surroundings and can adapt to different situations, whether it be bartering in the market, tending to livestock, or navigating the complexities of local politics.
Artificer
An Artificer tinkers with magic and technology, crafting wondrous devices. They blend arcane knowledge with practical skill, wielding enchanted tools and mechanical constructs. From alchemical potions to complex automatons, their creations are as diverse as their ingenuity. Often eccentric and driven, they push the boundaries of what's possible, seeking to solve problems with their unique inventions.
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.