Adepts are living weapons and athletes that have trained their bodies and honed their minds to perfection. This process endows them with considerable mental power and an unusual understanding of the self.
Every adept has a different reason for striving towards ever greater heights of personal achievement, but all can be incredibly deadly.
Be they rough pugilists used to life in the pits, religious dancers whose prayer is battle, or covert assassins from secret societies adepts all learn amazing supernatural abilities that set them apart from common warriors.
Adepts harness mental and physical power through training, an energy they call focus. While this can be fuel for supernatural feats, in essence it is nothing more than the innate potential every living being has. Adepts channel this power within themselves to accomplish the impossible and surpass the limitations of their bodies, allowing them to be as deadly unarmed as a trained warrior is with sharp blades. As they grow more powerful, they learn several new ways of using their focus.
The art of the adept is old and personal, often taught by one master to a single student, and though the path to perfection is always long, each chooses their own different way to reach it. However they are all united by the generations of adepts that came before them, the ones who discovered these secrets and passed them forward. Adepts are always ready to learn, both when it comes to their own abilities and about the world around them. They are also always ready to teach, for they know their craft will never survive unless more adepts are trained like they were.
Artificers work in the arcano-sciences, combining both magic and technology despite all the risks. They are masters of their fields, experimenters, and inventors that push the limits of mortal capability ensuring that progress marches on.
Each represents the knife’s edge of understanding though they are their own isolated towers of knowledge and scientific practices, most doomed to become a mere footnote of failed ideas.
Yet more than their individual focuses and methods, it is an artificer’s determination and drive that sets them apart even from their peers—they can fail a thousand times and die satisfied so long as they successfully unlock a mystery of the universe at least once.
Most artificers start their work in a craftsman’s trade or as a scholar, only to discover some idea or problem yet to be overcome that sparks their fascination with science. Although the marvels in their workshops sometimes explode or otherwise cause hazard, artificers are often regarded quite highly due to their skills. Technology is not always welcome however, and occasionally artificers need to work in secret—especially if their pursuits are unsavory or morally gray, or if their inventions are making other work obsolete—but their march of progress is the highest priority, the consequences be damned.
Wizarding schools often accuse artificers of “faking magic”, but in reality they are harnessing the very same arcana through physical laws rather than ancient rote. Where a mage chants magic words invoking old forgotten pacts the artificer grasps upon magic and drives it into reality. Each of their spell inventions is a marvel and the devices of the most elite practitioners are so superlative that in the hands of even a commoner magic does as it is bid. Such a thing is troubling to say the least and mutterings of “banning fake magic” drift among the halls of prestigious magical colleges.
While a great many artificers would like nothing more than to be left alone to their research, experiments take money and the answers they seek are frequently found outside of a laboratory. Adventuring solves both problems for them, providing lucrative opportunities for funding their research and far-off locales where they might find the answers to puzzles both new and ancient.
Alternatively, sometimes the artificer’s answers lie at the bottom of a dungeon or other dangerous locale, and joining up with an adventuring guild is the most logical means to reach it alive.
If there is any truly social role within the realm of medieval fantasy it is the bard.
An expert of music, stories, and trickery, no team of adventurers are complete without their trusty chronicler enshrining their legend with every step. Serving as their face when it comes to social interactions and also as their support when battle inevitably breaks out, bards can be molded to fit whatever group they choose to be a part of.
The most important part of playing a bard is knowing your party’s strengths and weaknesses. For the most part understanding what your team lacks is beneficial to someone who is an actual jack-of-all-trades. Bards offer fantastic support to all the other classes either as a backup healer, a secondary spell slinger, or a magician with great utility. However when on their own and in the right company, bards can easily outshine others in both magic, combat, and social interactions—but be warned for a jack-of-all-trades is a master of none, and not focusing on particular aspects of adventuring can spread a bard quite thin.
It is said that if one’s name is taken in song that they can never truly die, and so it is the bard’s purpose to immortalize in their art the adventures they experience. From a tossed coin to the symphony of the greatest goblin, bards across the land can influence the world around them with the power of their song. History is written by the winners, but rebellions can be sparked by the single twang of a lute.
Berserkers are well-trained at tapping into that most primal of emotions: rage. In mastering its utility they also master a variety of techniques and preternatural abilities to bring a tactical edge to crushing their foes. No matter what walk of life they come from, berserkers all shine brightest on the move. Far from lumbering brutes, the inner reserves they draw on sharpen senses and reflexes along with the cut of their blade.
While they are classically thought of as wandering nomads or members of remote villages, berserkers do not restrict themselves to such environs. A highway robbers’ camp, a coliseum’s sands, an elite strike force, and a tavern’s common room brawl are all places that would appeal to their skills. No matter where they are berserkers cut imposing figures even in repose, causing many to give them a wide berth—a wolf is still a wolf, even if it runs with the watch dogs.
Berserkers are terrors on the battlefield, wading into the fray where they rely on their reflexes and ability to shrug off massive damage to keep them alive for another day. It’s a dangerous life, but one that a berserker lives to its utmost. Let it not be said that berserkers do not practice strategy, however. Their ability to control their adversary’s place in the battlefield by stunning, frightening, or just plain knocking down enemies makes them invaluable at one’s side and a nightmare to face.
NOTE: THE WAY THIS CLASS IS SET UP IT DOES NOT NEED TO INVOLVE SELF HARM.
Assuming the mantle of a bloodblade is to shoulder the yolk of an exile and heretic, and the path to becoming one is difficult, dangerous—and potentially deadly. So named because their blood is fused with that of an entity that is decidedly inhuman, bloodblades take on the traits of deadly creatures to fuel their supernatural abilities. And while some certainly choose to assume this role in the blind pursuit of power, the truth is that many turn to it out of fear, desperation, or the desire to protect their homeland or loved ones.
The exact formula necessary to alchemically blend one’s blood to another creature’s is a fiercely-guarded secret among the highest-ranking bloodblades, and even among them only a select few are entrusted with the knowledge of the ritual. Each of these chosen only know the formula for one type of blood, inducting new recruits into some semblance of an order, though bloodblades seldom work together. There is a chance that, once inoculated with the formula, the individual’s body will violently reject it— often with fatal results—though this is a risk the initiate is willing to take. The ritual itself takes days, and the process is said to be extremely painful.
Once the ritual is complete, bloodblades exhibit some minor mutations almost immediately, taking on physical characteristics of the creature with which their blood was transfused. While some bloodblades are blessed with mutations that are easily concealed or written off by other supernatural phenomena, others are cursed with an unsettling appearance that makes it difficult or even impossible to integrate back into normal society. But even for those few who can hide in plain sight, their blessings are not indefinite. As time passes and the blood more thoroughly mixes in their veins, a bloodblade’s mutations become stronger, more apparent, and far more difficult to hide. Advanced-stage bloodblades are feared, maligned, and only called upon when their ferocity and horrible powers are needed.
Clerics are the conduits through which many deities and greater entities of the planes manifest their will, and as such have great variety among their number.
Some clerics worship one or many gods (possibly even entities of darkness) while others attend to a philosophy or ideology which resonate with matters of ultimacy. Witting or unwitting, joyful or begrudging, lighthearted or solemn—clerics are the sheer presence of divine favor.
With divine power at their fingertips clerics can heal the wounded and even revive the dead. Their allies glow with boons wrought from outside the Material Plane, and their enemies fall into shadow and flame as they feel the wrath of almighty forces. These abilities are granted when the cleric is chosen by a greater entity, or even a whole pantheon, to fulfill a divine duty, and more are given as they prove themselves worthy. With expertise in both protection and affliction, clerics are indomitable allies and terrifying foes.
When the time calls for it some are just as handy in close quarters with a mace or warhammer as they are at the sidelines with an amulet and divine word. Unlike many spellcasters, a cleric distills their magical ability from acts of devotion and revelations from beyond the pale. Their command over supernatural power stems from their unique connection to forces outside of this realm, and from the mission granted to them.
No matter their religion or cause, a cleric is distinct from the average worshiper and even those at the highest echelons of its hierarchy. Rather than simply choosing a spiritual path, they are called to a spiritual duty. Their greater entity has chosen them as a vessel for their will, anointing the cleric with theurgic magic to manifest commands from beyond.
A cleric may receive their divine mission in the fog of a dream, the gentle whispers of nature, or the appearance of an intercessory messenger (such as angelic or demonic beings, a holy animal, or a long-deceased ancestor) after long study of holy texts. The cleric may even have been non-religious until the moment of their calling (and might still consider themselves that way), born with an innate skill or understanding essential to their mission—for them worship is often more in the form of deeds than in prayer or meditation. Their precise goal is shaped by the entity or pantheon they worship and their chosen archetype (and perhaps a discussion with the Narrator). An oracle may be bound to travel the world and distribute word of things to come, whereas a healer may wade into the chaos of battle to rescue the wounded. Whatever their mission, adventure is central to the life of clerics as they perform the extraordinary to fulfill their duty.
Diabolists are not typical mages or priests, devoting themselves not to study or prayer, only to finding and taking the fastest pursuits to power—through dark pacts with evil creatures hungering for the foolish souls of bargainers. These greedy and despicable individuals wager their very souls to make bargains with not just one creature from beyond the Material Plane but many entities, calling on the malevolent powers to do their bidding. Any and all dark arts are the purview of diabolists and there is no depth to which they will not sink as they seek to conjure ever more powerful allies. The deals one must strike in order to summon evil entities with a whim are dire indeed however, and the further along the corrupted path one travels the greater one finds the demands of their otherworldly partners.
The path of the diabolist is rarely lauded or promoted within society and the very nature of their art requires one to have a taste for taboo. Only the strong of will and spirit can endure the trials required to learn the secrets of diabolism, and though master summoners frequently take on many apprentices most of these deluded fools are merely pawns used for sacrifice. Devious, foul, and wily as they might be, diabolists are always keen to acquire relics, tokens of power, or forbidden lore whenever the opportunity arises and they can be trusted to do whatever they must in their relentless pursuits.
Greed is what inspires most diabolists to take up the darkest arts of conjuration but they are never sated—the need for more power and wealth drives them ever forward the further they fall toward depravity in a vicious cycle that ends in eternal torment. The aid of demons and devils does not come without a cost however and either divine relics, great treasures, or the souls of the living must be sacrificed in order for diabolists to forge new unholy alliances.
Be they wise hermits, curious souls, or mysterious presences, druids are the advocates of the wilderness and its untapped powers, willing to accommodate all unless one takes more than is permitted.
Living within the rules they impose upon themselves, they embody and represent an ideology that espouses becoming part of nature instead of civilization. Wielding magic drawn from all that is around them, druids are capable of shaping the environment or themselves to accomplish their goals.
While anyone might come to understand how nature works, only druids can express how nature feels as they are, to an extent, an extension of the wilderness itself.
Most druids come from orders and families known as circles that define the powers and philosophies that they hold. Circle druids are particularly secretive due to historical anecdotes of exploitation that caused harm to both humanity and nature. For these druids the decades spent under their elders is not just for the sake of mastery, but also to learn the restraint and ethics necessary for one to responsibly wield the powers of nature.
There are druids that do not learn their magic from circles but rather from nature itself, often stumbling upon their gifts by accident or through the instruction of creatures of nature (such as the fey). While they operate much more openly, these hedge druids often lack the language to describe how their magic works. Most ultimately seek out a circle to join while some continue to develop their understanding independently until they take on apprentices to form a new circle of their own. All druids, regardless of origin, are welcome at cyclical congregations where tips on magic and shapeshifting are shared and matters of importance discussed.
With secrecy being so important to druids many would wonder why they’d embark on an adventuring career—to most adventuring is seen as both a way to master their skills and as the ultimate test of character. Some circles even require their members to have a certain number of years adventuring experience before they can officially become druids. There are also occasions when adventuring is used as a cover for a druid to pursue another mission, often related to the restoration of nature to an area or to seek out the root of an issue plaguing a druid circle.
The elements infuse all things. While spellcasters shape this magical energy into codified spells through incantations, gestures, focuses, and ingredients, an elementalist simply wields raw elemental energy offensively and defensively. To the untrained, it is magic like any other, but an elementalist’s power is unrefined, adaptable, and almost always at the ready. Most elementalists remain focused upon a single element through their whole lives, taking on that element’s characteristics in both action and personality, while others are contradictions. Some elementalists learn to broaden their elemental control, gaining access to new elements as they grow in power. For some elementalists, their power is their birthright, while others have learned and developed the skill; however they have come to it, an elementalist’s power is their own, and they wield it in a myriad of ways.tural abilities that set them apart from common warriors.
Elementalists wield the power of the elements like a warrior wields a blade. But where weapons and armor have distinct boundaries, an elementalist’s weapons are mutable and adaptable. Their power is barely contained, bursting forth at first randomly and destructively until a new elementalist gains control. Even after learning to wield their power, an elementalist’s magic is best expressed raw and untamed.
An elementalists power begins with destructive blasts of elemental energy or material, pure and ephemeral; while the effects of an elemental attack are lasting, the energy or material quickly dissipates back into the ether, so elemental water or earth does not linger, but elemental fire can ignite natural fires and elemental water can quench them. Elementalists also learn to command their element, making naturally occurring material move or bend to their will. Powerful elementalists learn to do amazing feats, such as raising walls of stone from the earth, parting lakes, calling down storms, or even awakening volcanoes.
Scholars speculate on the nature of the material world, and many traditions speak of the world being formed originally by primordial elemental beings. The sheer strength of beings like djinn, dragons, giants, and other beings infused with elemental power gives credence to these theories, and it is this power that lies within an elementalist’s reach. The base four elements (Air, Earth, Fire, and Water) are the purest form of elemental power, and an elementalist wields them as easily as a warrior wields a sword or an expert wields their tools.
Elementalists are as diverse and varied as the people of the world. Most elementalists learn to master one particular element, growing into a power that rivals the forces of nature. Some elementalists grow to focus on two elements, marrying them together into a unique expression of power. Rare elementalists stretch their talents broadly and learn all four elements, but they can prove to be exceptionally adaptable. On the surface, it is easy to define an elementalist by the element they first wield. But different elementalists vary wildly from one to the next.
Daring outlaw or noble hero, dutiful soldier or self-serving mercenary, a fighter faces their destiny with a weapon in hand and few peers in the bloody art of violence.
Their skills and approaches differ, and they employ a dazzling array of fighting styles and special tricks, yet in the end they are defined by their skill in battle, and the true difference between them is not how they fight but when and why.
Fighters are masters of combat, passing beyond basic proficiency to become experts in their chosen style of combat. Each fighter learns a set of techniques that mark them as something special, regardless of whether they are self-taught or guided by a mentor: honing their senses to a razor’s edge and flowing just out of harm’s way while seizing every opening, harmonizing with allies and knowing how to coordinate with them without sharing a word, or harnessing incredible strength to weather enemy blows before crushing them with a single strike.
More than skill sets a fighter apart from other combatants: a fighter has gone through a crucible and come out the other side hard as steel. A fighter might be a veteran scarred by the wars they have fought, a knight dedicated body and soul to their oaths, or a student of the sword who spent years in the tutelage of a demanding master. Even the most inexperienced and gentle fighter has a strength within them that makes them unique.