Chapter 3: Classes

Your class defines what abilities your character gets. The list of classes and their subclasses are detailed below. When you create your character, you will get access to the main class. When the main class tells you to, you pick a subclass, further specializing your character.

Artificer

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. 

The Artificer

The Artificer: Infusions

The Artificer: Alchemist

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.

The Barbarian

The Barbarian: Path of the Ancestral Guardian

The Barbarian: Path of the Beast

The Barbarian: Path of the Berserker

The Barbarian: Path of the Giant

The Barbarian: Path of the Storm Herald

The Barbarian: Path of the Wildheart

The Barbarian: Path of the 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.

The Bard

The Bard: College of Dance

The Bard: College of Glamor

The Bard: College of Lore

The Bard: College of Swords

Blood Hunter

Bloodhunters are clever warriors driven by an unending determination to destroy evils old and new. Armed with rites of secretive blood magic and a willingness to sacrifice their own vitality and humanity for their cause, they protect the realms from the shadows — even as they remain ever vigilant against being drawn to the darkness that consumes the monsters they hunt.

The Bloodhunter

Bloodhunter: Order of Alchemists

Bloodhunter: Order of the Pale Moon

Bloodhunter: Order of Salt & Iron

Bloodhunter: Order of Undying Thirst

Bloodhunter: Order of Witch Knights

Cleric

Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine magic of the Outer Planes- where gods dwell-and channel it to bolster people and battle foes.

The Cleric

The Cleric: Grave Domain

The Cleric: Life Domain

The Cleric: Light Domain

The Cleric: Tempest Domain

The Cleric: Trickery Domain

The Cleric: War Domain

Druid

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction. Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to per form rites that mark the passage of the seasons and other natural cycles. 

The Druid

Fighter

Fighters share an unparalleled mastery with weapons, 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.

The Fighter

The Fighter: Arcane Archer

The Fighter: Battle Master

Fighter: Champion

Fighter: Eldritch Knight

The Fighter: Psi Warrior

The Fighter: Rune Knight

The Fighter: Samurai

Gunslinger

Gunslingers focus on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, they become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever present.

The Gunslinger

The Gunslinger: Modifications

The Gunslinger: Deadeye

The Gunslinger: Inventor

The Gunslinger: Quickshot

Monk

Monks are warriors who have gone through rigorous combat training and mental discipline to channel uncanny speed and strength into their attacks, with or without the use of weapons. Monks see their bodies as the ultimate weapon, tapping into internal reservoirs of power to fuel their combat abilities, whether it be a striking display of martial prowess, or a subtler focus of defense and speed.

The Monk

The Monk: Astral Self

The Monk: Drunken Master

The Monk: Kensei

The Monk: Warrior of the Four Elements

The Monk: Warrior of Shadow

The Monk: Warrior of the Open Hand

The Monk: Warrior of the Sun Soul 

The Monk: Way of Mercy.

Paladin

Paladins are united by their oaths to stand for a set of principles. Whether sworn before a god's altar, 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. It is a source of power that turns a devout warrior into a blessed champion. Most paladins swear an oath to stand against the tides of ruin and annihilation, hunting down and destroying them wherever they lurk. Different paladin's swear oaths to different beings and ideas, and carry them out in different ways.

The Paladin

The Paladin: Oath of the Ancients

The Paladin: Oath of Conquest

The Paladin: Oath of the Crown

The Paladin: Oath of Devotion

The Paladin: Oath of Glory

The Paladin: Oath of Vengeance

The Paladin: Oathbreaker 

Ranger

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does.

The Ranger

The Ranger: Specialization

The Ranger: Beast Master

The Ranger: Gloom Stalker

The Ranger: Horizon Walker

The Ranger: Hunter

The Ranger: Swarmkeeper

The Ranger: Drakewarden

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.

The Rogue

The Rogue: Arcane Trickster

The Rogue: Assassin

The Rogue: Inquisitive

The Rogue: Phantom

The Rogue: Scout

The Rogue: Soulknife

The Rogue: Swashbuckler

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.

The Sorcerer

Metamagic

The Sorcerer: Aberrant Sorcery

The Sorcerer: Draconic Sorcery

The Sorcerer: Divine Sorcery

The Sorcerer: Lunar Sorcery

The Sorcerer: Shadow Sorcery

The Sorcerer: Storm Sorcery

The Sorcerer: Wild Magic Sorcery

Soul Binder

Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, Soul Binder have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to link with another creature and face life's challenges together.

The Soulbinder

The Soulbinder: Spells

The Soulbinder: Bonds

The Soulbinder: Companion Creation

Unkindled

Unkindled are adventurers who have been twisted by some form of ancient, alien magic, cursing them to live an eternal life. Unkindled constantly battle for their sanity, as they lose a piece of themselves with each death and rebirth.

The Unkindled

The Unkindled: Martial

The Unkindled: Feral 

The Unkindled: Mage

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.

The Warlock

The Warlock: Eldritch Invocations

The Warlock: Archfey Patron

The Warlock: Celestial Patron

The Warlock: Fathomless Patron

The Warlock: Fiend Patron

The Warlock: Genie Patron

The Warlock: Great Old One Patron

The Warlock: Hexblade Patron

The Warlock: Undead Patron

Wizard

Wizards are supreme magic-users, defined and united as a class by their mastery over magic which allows them to alter and create spells. 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.

The Wizard

The Wizard: Abjuration

The Wizard: Bladesinging

The Wizard: Conjuration

The Wizard: Divination

The Wizard: Enchantment

The Wizard: Evocation 

The Wizard: Illusion

The Wizard: Necromancy

The Wizard: Transmutation

 The Wizard: War Magic