Classes (Super Mario Supplement)

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Barbarian[edit]

(Player's Handbook pg. 46)

Barbarians are largely savage brutes, using their raw strength and intense rage to tear apart anything they see as an enemy. They don't fit well in organized society, and tend to isolate themselves in the wild edges of civilization. Usually, they will jump from setting to setting, hunting for all of their food and resources. Barbarians are fiercely territorial, but it's a 50/50 whether they'll try taking others' territories as their own. For this reason, they are less often found as adventurers and more often enemies that they fight.

However, there are plenty of these who guide their rage at those deserving, and they'll team up with any adventurer who would help them do this. They rarely partake in the politics and intrigue of other heroes, but they are powerful frontline combatants, and any hero team can appreciate a meaty wall to send barreling toward opponents.

Bard[edit]

(Player's Handbook pg. 51)

Bards are quite common within the wondrous Super Mario universe, though they rarely know more than the basic magic. Bardic colleges are usually not very intense, so that all can learn from the studies of history, magic, and song. There are also quite a few individuals with bardic musical magic that have not gone to colleges.

Most of the time, bards have simple lives in civilized towns and cities. However, when they do decide to explore the wild, they usually group in caravans, more as assistants and moral support to adventurers rather than actual members of a party. For any bard that does desire for true adventuring life, the bardic colleges have advanced courses that specialize in forming their music into a deadly weapon. A bard can have almost any specialty, but they'll be sure to be a lively addition to a party regardless.

Cleric[edit]

(Player's Handbook pg. 56)

While the gods and cosmic beings within the Super Mario Universe do not demand worship, they will often receive it. Most of the time, this is simply a passing respect, and perhaps prayer if the god's domain pertains to the mortal's situation. Devoted worship to one deity or domain in particular is rare, but very powerful, as gods appreciate true faith and obedience. If a mortal worshipper is devoted enough and suitably compatible with the god's interests, they may choose to grant them a slimmer of their own divine power.

Clerics are rare in most societies, but when they do show their face, people tend to listen. They exhibit unique powers and an aura unlike any other type of warrior or spellcaster. In addition, since they represent a god's will for the world, many will treat their actions as indicative of their god. As gods rarely intervene themselves, this tends to be the most reliable look into the deity's character. Clerics have a big responsibility to keep, and their lives are always extraordinary.

Some clerics devote their life to prayer and studying in isolated communities, but many go out to do the missions of their god. This naturally puts them on the path of the adventurer. They work literal miracles for parties and bring forth divine wrath on any opponents that stand in their way.

Druid[edit]

(Player's Handbook pg. 64)

TBA

Fighter[edit]

(Player's Handbook pg. 70)

TBA

Monk[edit]

(Player's Handbook pg. 76)

TBA

Paladin[edit]

(Player's Handbook pg. 82)

TBA

Ranger[edit]

(Player's Handbook pg. 89)

TBA

Rogue[edit]

(Player's Handbook pg. 94)

TBA

Sorcerer[edit]

(Player's Handbook pg. 99)

TBA

Warlock[edit]

(Player's Handbook pg. 105)

TBA

Wizard[edit]

(Player's Handbook pg. 112)

TBA


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