Classes (Warcaester Setting)

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Classes[edit]

Common Classes[edit]

Classes considered common can be found in both of Warcaester continents throughout the nations and appear more often than other classes.

Barbarian[edit]

Barbarians are warriors, berserkers, and powerhouses of Warcaester. With great strength and vitality, Barbarians' abilities are greatly related to battle. From the feral forests of Warcaester's wilds to the booming cityscape of Guodalir, Barbarians find themselves homes. Most Barbarians take to work that relies on their physical capabilities. Be it laborer, hunter, bodyguard, or soldier, Barbarians can find work almost anywhere.

Mad-Dog called Mad-Dog for a reason... Mad-Dog barbaric...
—Mad-Dog, Goliath Barbarian

Bard[edit]

Bards are seen far and wide in Warcaester, swindling simpletons, performing for patrons, and wandering the world. Bards rely on their suave charisma and swift alacrity. As masters of deception and the performing arts, Bards use their talents to find work often around central hubs of people. As towns often have high populations, Bards often gravitate towards urban areas in which they can find work, but it is not uncommon to find a Bard constantly wandering the roads in search of adventure. Musician, Charlatan, Thief, Bards rarely have trouble keeping themselves busy.

It's as if I've been cursed with an air of charisma that attracts others to me.
—Angeles Nona, Human Bard

Druid[edit]

Druids are naturalists, survivalists, and masters of the wilds. Known for their wisdom and swift dexterous movement, Druids find themselves most at home in nature. For that reason, Druids are much more common distanced from towns and villages, with the exception of the odd Druid grove. With the company of a totem animal companion and their complex healing and natural related magic, Druids rarely struggle to survive on their own. As Druids have little to no need for society and civilization, Druids find themselves becoming survivalists, hunters, and gatherers.

Nature is Life and Death. All things come naturally, and nature washes away everything.
—Karroch, Human Druid

Fighter[edit]

Fighters are considered the warriors, guardians, and soldiers of Warcaester. Often considered the backbone of a nation, each Fighter finds himself a place to brandish his versatile skills. Strong and tough, warriors rely on power and brawn to best their opponents. Fighters come from all walks of life, for a fighter is needed anywhere and everywhere. Be it rural or urban, Fighters can be seen guarding towns as parts of large militaries or protecting villages as a small militia. No two fighters choose the same route of their art. With such versatility a fighter makes a good baseline for specialization in any sort of combat art.

All nations need someone to step up and fight. We are those brave ones who go forth into the fray willingly and come back as greater men.
—Hisashi, Dragonborn Fighter

Ranger[edit]

Rangers find themselves filling the role of hunters, soldiers, and marksmen of Warcaester. Rangers are known as speedy and agile warriors, relying on dexterous blows rather than brute force while also dabbling in a bit of magic. Rangers, like Druids, hold animals in close content. This causes almost all Rangers to keep a companion at their side. Rangers are known for being found both in urban cities and rural wilds, certain Rangers specializing in either. With a wide variety of abilities, Rangers tend to sustain themselves by hunting and relying on themselves.

Nature is a thing of glory, and to have walking freaks of nature like them alive is a blight that must be cleaned. We are those who are willing to cleanse.
—Diana Cadeva, Human Ranger

Rogue[edit]

Rogues are thieves, scoundrels, and urchins of Warcaester, always finding a way around the rules. Be it a sneak or a swindler, Rogues rely on their dexterous agility to weave themselves in and out of sticky situations. Rogues also find intellect very important as they are also great at performing a variety of skillful tasks. Striking from the shadows is where a Rogue finds himself most effective. As their sly nature and scandalous activities favor urban areas more than secluded rural ones, Rogues often find themselves anonymously slipping in and out of large cities and towns. Rogues are very skilled individuals. They tend to have little difficulty finding their share of gold with ease by taking the shortcomings of thievery or burglary.

In and out of the shadows I slide. Without a trace, I strike and I am gone with the wind.
"The Red Agent", Human Rogue

Swashbuckler[edit]

(As in Complete Warrior)

Swashbucklers are the buccaneers, pirates, and free spirits of Warcaester. Few of those living today are daring enough to brave the inhospitable sea of Warcaester, but this is just one of the daring dangers Swashbucklers have been known to brave. Relying on their speedy and dexterous skill, Swashbucklers are born adventurers, ready to heed the call of any mission in need of a brave soul. Swashbucklers, after no more than personal exhilaration, find themselves all across Warcaester's map. Of course, wherever there is an adventure, Swashbucklers gravitate towards. For work, a Swashbuckler never hesitates to look towards adventurer, bounty hunter, or smuggler.

I go where the wind takes me. I follow the scent of adventure. It was my upbringing and it will be my downfall.
—Jake Steele, Human Swashbuckler

Wizard[edit]

Wizards are unique... One of a kind scholars, experts, and masters of the arcane. Wizards rely on their incredible wits above all else, for the more that a Wizard learns, the stronger he becomes. Many Wizards find themselves being quite dexterous as their devotion to studies leave them rather weak. A Wizard's spells are incredibly versatile, allowing him to fulfill numerous different roles when needed. Wizards scour themselves across the land in search of knowledge and power. They can be found in every corner of Warcaester. With such an extensive amount of different powers, Wizards find themselves in all walks of life. Most find colleges to be their choice of lifestyle while others become apothecaries and alchemists.

With knowledge and some hesitation to think, you can find there is always a better solution to the issue at hand.
—Glittercrystal, Uldra Wizard

Uncommon Classes[edit]

Classes considered uncommon can be found in both continents of Warcaester in all nations, but are much more limited than those in the common category.

Cleric[edit]

Clerics are the devout, the holy, the martyrs of old. Deities hold a tight grasp on Warcaester despite their long dormant activities. Clerics are the followers and conduits for these deities to push forth their energy. Clerics rely on their wisdom to evoke forth the power of their gods and their constitution to prove themselves and survive to bring forth holy light in combat. Clerics, like wizards cast spells to utilize their power, but unlike wizards, Clerics use Divine magic granted to them by their patron deity. A whole new type of magic is brought forth with Clerical power. From healing magic to the power to smite undead, Clerics definitely have a welcome place among every group of travelers. Of course, although some Clerics are seen joining parties of heroes, most Clerics find themselves at work in churches, temples, and shrines, or even crusading to serve their holy lord. Due to the devout lifestyle that is required of a Cleric, they are not as numerous as other classes. Divine magic is one of a kind and something not to be held in contempt.

To devote your life to something greater- to the will of a pious lord. That is how you can tell you live a fulfilled life.
—Kalina, Human Cleric

Hexblade[edit]

(As in Complete Warrior)

Hexblades become the assassins, battle mages, and hunters of man in society. They are definitely a new breed of man. Combining deadly martial prowess with powerful arcane might, Hexblades have created a unique combat style vastly different from a wizard or fighter. Hexblades must utilize both their powerful charismatic skills to cast spells and their brute strength to bring forth might unlike no other to a battle. Many Hexblades learn by self teaching how to utilize their innate powers which come from birth. Hexblades, as very individual people find themselves inhabiting all walks of life, be it city or wilderness. They find themselves occupying roles that fit their unique and unheard of skill set, becoming adventurers, hunters, and champions. Due to Hexblade power coming to them innately, it is not possible for any random man to become a Hexblade, therefore they are far and few in the world of Warcaester.

More cunning than the warrior, quicker and stronger than the mage.
—Kastor Astore, Elven Hexblade

Monk[edit]

Monks are the good men, practitioners, and men of tradition in Warcaester. Typically growing up in a monastery or training with one in some form, Monks have become devout men of tradition. Monks find themselves becoming masters of martial virtue. Using their wisdom as a means of offensive and defensive capabilities in battle, Monks can be quite deadly. It is often that Monks are often known for their dexterous speed which assists them with their unique combat style that turns their mere fists into deadly weapons. Monks follow their brothers, and monasteries can be found far and wide in Warcaester, but it is more often you will find them in more secluded sections of the nations. It is not often one would see a Monk desert his brothers and lifestyle, so Monks are mostly destined to live with their Monastery for their life, but there is always the odd man who leaves to become an adventurer. Considering the vast training and time required to become a fully fledged Monk, they are often highly revered for their prowess as they are one of a kind.

The pen is mightier than the sword, but the fist is mightier than the pen.
—Mordecai LeNeo

Paladin[edit]

Paladins are shining examples of the pious, the devout, and the beacons of hope in a crumbling world. Paladins, like Clerics are holy warriors that fight for a god or the greater good. Devoting their lives to help others, Paladins are one of the prime examples of the highest state of piety. Wielding a Divine magic as well as being proficient in traditional combat, Paladins use their charisma and wisdom to wield their heightened divine abilities and magic, while also possessing high amounts of strength to fight physically on par with strong fighters. Paladins often find themselves under the guidance of other Paladins, creating holy orders and crusades in the names of their deities. Wherever duty calls, one may find a Paladin. No particular environment suits a Paladin more than any other, but cities tend to have work. Such causes urban areas to be more popular for Paladins. Paladins find themselves positions as protectors, inquisitors, and crusaders as their work in order to help others as they go about their lives. Due to the devotion and pious intentions required to become and maintain yourself as a Paladin, Paladins are definitely not as numerous as many other classes.

Some must sacrifice so others may live.
"John", Human Paladin

Sorcerer[edit]

Sorcerers are the innate mages, powerful invokers, and magical conduits of Warcaester. Unlike their Wizard counterpart, a Sorcerer's abilities are innate and granted with birth and spontaneously cast their spells with little to no preparation. Born masters of the arcane arts, Sorcerers' abilities are an enigma. Many believe sorcerers to be blessed with the blood of dragons. Relying on their charisma to cast spells and their dexterity to agilely dodge the blows of his enemies, a Sorcerer makes a powerful fighter albeit weak on the defensive. Sorcerers, being the powerhouses of arcane energy they are, find themselves in many different positions. Master mages, powerful soldiers, and terrifying demolitionists are only some of a sorcerer's options. Innately born a cannon of a spell caster, Sorcerers are far and few, but still are seen around all nations of Warcaester.

You really burn me up!
—Henry Gnometoaster, Elven Sorcerer

Unique Classes[edit]

Classes considered unique are classes that are restricted to a certain few. For one reason or another there is a special quality that one might meet to be considered a unique class.

Alchemist[edit]

Alchemists are the chemists, tinkers, and intellectuals hidden among the battle-focused population around them. While the fighters and wizards of Warcaester focus on seeing who can shoot the most holes into each other, an Alchemist hides himself away in a lab, focusing on creation of new, powerful potions and items. Without magic, Alchemists construct extraordinary and wondrous items to accomplish the impossible. Above all else, Alchemists rely on intelligence to create the top of the line potions and items in his arsenal. If an Alchemist chooses to join combat, an Alchemist relies on dexterity to aim his throwing potions for the best effect. Alchemists are more likely to go where their business is needed. This causes them to gravitate to areas with larger population. Apothecaries, herbalists, and merchants are common lines of work for an Alchemist. Alchemy requires an advanced level of intellect that only appears in few. To perfect Alchemical arts, one must have the right knowledge at their disposal. This knowledge has so far been exclusive to the Namuhtpurocian region, for the native villages surrounding the area have been known to produce the best remedies and doctors in all the lands.

Many a spell, you may have, but for each spell, I've five different solutions to counter it and reunite you with the dirt in which you belong in simultaneously.
—Tlatanni, Leechfolk Alchemist

Artificer[edit]

Artificers are one of a kind. The best mechanics, repairmen, and craftsmen in all of Warcaester. Artificers have no sort of combat prowess like a fighter, no amazingly versatile skill set like a rogue, and no powerful spell casting prowess like a wizard. An Artificer's power comes in the form of the items he creates. Artificers are masters of creation and wield the power to craft magically those that others have never seen before. Magical wondrous items or powerful mechanical machines, both just only a small part of an Artificer's arsenal. As Artificers lack most general combat abilities, their intellect is what they rely on to use their crafting abilities. Artificers appear everywhere in society, but gravitate towards areas with high populations for that is where they can get materials and work. Working as craftsmen, factory workers, and tinkerers. Artificers are a type of researcher born and bred in the region of High Rankorr. Since certain technologies and researches Artificers use is exclusive to this region, High Rankorr contains the entire population of Artificers.

Through our minds, we can overcome anything. Magic has always been viewed as superior to the mettle of man. I am here on these continents to prove that idea wrong.
—Chip Ontriki, Human Artificer

Gypsy[edit]

With guile and grace, Gypsies are entertainers, charlatans, and swindlers bequeathing the continents with their wondrous charm. Wielding both the ability to spontaneously cast spells and exceptional skill and agility with weaponry, Gypsies make quite the threat on the battlefield and in the heat of a city. Relying on their dexterity, Gypsies flow across the battlefield as elegant as dancers, but Gypsies also rely on charisma to assist them in their spell casting. Such an art like that of a Gypsy is one that is rare to perfect. In fact, it is rarely perfected by any other than the Troubadours of Mandisa and those trained by other Gypsies. Be it traveling carnivals, groups of highwaymen, or desert bandits, Gypsies can always find a place in the deserts of Mandisa.

The ladies call me a charmer. Perhaps it's the way my feet move rhythmically and magically across the sand.
—Laslow, Human Gypsy

Knight[edit]

(As in Player's Handbook 2)

Knights are the noblest warriors, most pious barons, and the strongest commanders. Knights are born and raised as noble fighters hailing from Steelwall in the Namuhtpurocian empire. Heavily focusing on their abilities and their fortitude, Knights rely on their high charismatic skills and high constitution. Knights fight dauntlessly in close combat while also controlling the battlefield with their noble charisma. Knights are almost always found in urban areas rather than rural ones for to become a Knight, one must be of a very noble family in the empire. Knights often find themselves leading houses, commanding baronies, or working under Darion himself. Becoming a Knight is a dream of many boys in the Namuhtpurocian empire. Competition is stiff and Darion only Knights very few men each year.

Every year more men join the ranks of Darion's noble Knights, for every year more men fall victim to their own sense of honor.
—Rickard Pyne

[[Ninja (3.5e Class)|Ninja]][edit]

The Ninja are masters of stealth, masters of combat, and masters of ki. Raised to adapt and perfect their art, Ninjas have far surpassed rogues in the art of stealth and infiltration. Relying on masterful dexterity, a Ninja strikes quickly and agilely. Additionally, A Ninja relies on their wisdom to utilize their ki abilities that are like no other. With the abilities to completely hide themselves from view, a Ninja requires immense training and schooling in their art. This requires a special place to learn. Special dojos, originally created for the Empire of Saratos's elite military force, Ninjas have remained a sacred warrior of Saratos and their secrets seem to stay locked in the small desert.

Some people wonder where I came from. I tell 'em it's a secret and they think nothing of it. No one truly knows about people like me.
—Gage, Human Ninja

Psion[edit]

Psions are conduits, power users, and masters of a new form of magic. Psions wield a special type of power far different from any sort of magic. Through great training Psions master special abilities, be it Precognition, Psychokinesis, or Telepathy, Psions are endowed with a great gift. Psions rely on their high intellect to acquire more and more powers to add to their arsenal to become versatile warriors, albeit strange ones, on the battlefield. Psions appear anywhere and everywhere as their environment has no sway on their abilities. Psions, being quite different than any other class can find themselves filling many different positions depending on the powers they possess. As Psionic abilities are rare and innate, Psions are not seen as often as their normal arcane mage counterpart. Psions, exhibiting such strange traits, do not appear just anywhere on the continents. It seems that all Psions have originated from the Wastes of Hakorr. It is not atypical for oddities to arise from the Wastes, so it has raised no alarms.

I'm different... They control others, but they don't control me. I'm special and I use this power to rid the Wastes of Them...
—An Unnamed Abolisher, Human Psion

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