Why no Wizard? Druid?
Simple answer: I don’t think new players would enjoy them.
If you really want a wizard, druid, or cleric, I urge you to consider your concept and think if one of these classes would suit your character better. But if you’re willing to put in the work to prepare your spells, go for it.
The long reason involves the baseline assumptions placed on D&D by chance, such as a “holy cleric who fights undeath”, and a “wizard who can cast nearly any spell”. Instead, this campaign imagines a world where there was no solitary “Wizard” or “Mage”, but a diversifying and outcropping similar to fighter kits (Paladin, Ranger, Barbarian) becoming their own unique classes – Beguiler, Warmage, Necromancer, and Healer. These classes also have features more akin to their fifth edition counterparts.
Fixed List Casters
These classes are spellcasters with access to all 9 levels of spells (a ‘full caster’), but give a simple spell list and relevant powerful features. If you’re looking for a traditional mage archetype, you’ll find it here.
[Advanced builds with these classes focus on expanding your list of spells through prestige classes and feats.]
| Beguiler | Int | Full Arcane | Illusion and enchantment specialist, able to ‘sneak attack’ with spells |
| Warmage | Any | Full Arcane | Evocation specialist. One might call them an explosion mage. |
| Necromancer | Cha | Full Divine | Conjure, create and control a small army of undead. |
| Healer | Wis | Full Divine | Blessed by celestial beings, these battlefield medics do not need gods |
Traditional Spontaneous Casters:
Selecting their repertoire of spells carefully, versatility is key with these casters. Some spells have far more uses than others – or are just too good to pass up.
Some players gain access to a rare form of magic called “Bloodline Sorcery”. They say that sorcerers rival the ancient wizards in power, or are descendants of dragons. Little is known of them.
Most of these classes have 2/3 casting, which means they will only gain the ability to cast 6th level spells at maximum level. See their class tables for more information.
[Advanced builds focus on specialized skillsets and spells through Spell Focus and Metamagic.]
| Duskblade | Int | 2/3 Arcane | In accordance with ancient Elven tradition, cast arcane spells through your melee attacks! |
| Bard | Cha | 2/3 Arcane | Share the deep lore of the game through Knowledge and Performance! |
| Shugenja | Any | Full Divine | Elementalists who can choose to focus on one of four elemental playstyles |
| Spellthief | Any | 2/3 Arcane | Steal arcane power, or borrow it from your friends! [Uses Bard spellcasting] |
Book of Nine Swords
These martial arts classes adopt caster-like progression, helping them stand besides mages of all stripes.
Their incredible martial abilities include Strikes, Stances, and Counters, and unlike spellcasters a practitioner can recover their abilities with just a moment’s focus.
However, almost all of their abilities have effects in melee, forcing these players to the front lines of combat. Their armor proficiency is raised to match.
[Advanced builds reach martial mastery in their discipline, perhaps branching out into other paths to power like spells and psionics.]
| Crusader | Cha | Tank specialist which absorbs damage and spits it back out. Uses a ‘delayed damage pool’. |
| Swordsage | Wis | Mobile fighters who use every advantage and angle, and access to occult styles. |
| Warblade | Int | Strategist who controls the battlefield from the frontlines. Can apply their raw intellect to battle. |
Psionics
Use a pool of energy to cast and augment ‘powers’, abilities drawn from both the Far Realms and the user’s force of will, to manipulate the game world.
These psionic powers are NOT considered magical, though magical effects may interact with them as if they were ordinary abilities. Ectoplasm, though associated with the astral and ethereal planes, is not inherently incorporeal unless otherwise stated.
Many players refer to these classes after the Githyanki title of warrior/mage – a “Gish”. Note the lack of a high charisma investment for most psionic classes – Gith agents are rarely diplomats.
[Advanced builds gain unique features from item creation and metapsionic feats. Usually they fill the role of specialists.]
| Ardent | Wis | Full Manifester | Uses Psionic Mantles, similar to Cleric Domains, to gather unique Powers |
| Lurk | Int | 2/3 Manifester | Gains Augments on their strikes in addition to rogue-like features |
| Psychic Rogue | Int | 2/3 Manifester | Gains more sneak attack and special rogue abilities than Lurk, fewer powers |
| Psychic Warrior | Wis | 2/3 Manifester | Gains bonus feats from their martial training, and a small list of powers. |
Meldshapers
Bind raw positive energy into your magic item slots, or ‘chakra’. Use essentia to grow extra hands and summon swords!
| Incarnate | Wis | Full Arcane | Strongly aligned philosophers who have versatile magical abilities, and can control the battlefield. |
| Totemist | Con | Full Arcane | A natural warrior whose unique Totem chakra grants them personalized buffs similar to Rage. |
Pactmakers
Use Diplomancy, the power of high skill checks, to convince major NPCs to give you some of their power. It usually works!
| Binder | Cha | Convince many outsiders lost between dimensions to give you power, spell-like abilities, feats and more |
| Warlock | Cha | Make a pact with a singular outsider to gain invocations, at-will spell-like abilities, and ELDRITCH BLAST! |