Classes

  • Artificer

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  • Artificer (Preview)

    Inventors, tinkerers, and magical engineers. Artificers turn arcane theory into ingenious devices, infusing mundane objects with magic to solve problems both in and out of combat. Navigation: [Insert class portrait image here — use the Image block, large size] Intro / revision note — briefly describe what’s notable about this version of the class, with a link to a summary of changes if relevant. Delete if not needed. Progression Table Level Proficiency Bonus Features 1st +2 Feature Name Ability Scores Level 1 Artificers When you create a level 1 Artificer, follow these steps to add the following to your character:…

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  • Barbarian

    Barbarian

    Wild berserkers, the cursed, and people with serious anger issues. Barbarians fight recklessly, throwing themselves into a mighty rage which allows them to shrug off grievous wounds.

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  • Bard

    Bard

    Performers, musicians, and explorers. Bards use magic, martial skill, and inspiring performances to support the other members of the party.

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  • Cleric

    Cleric

    Scholars, missionaries, and preachers. Clerics use magic learned through deep devotion and study of a faith. They are commonly, but not always, skilled healers.

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  • Druid

    Druid

    Hermits, shamans, and wild people. Druids learn magic from nature, spirits, and elemental forces. They are often strongly aligned with nature or animals.

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  • Fighter

    Fighter

    Professional warriors, guards, or gladiators. Fighters hone their martial skill above all other classes. They use a variety of weapons and can push their bodies further than others.

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  • Monk

    Monk

    Wise recluses, honed athletes, or the magically awakened. Monks are able to harness magic in the air around them to perform fantastical attacks, move with lightning speed, and strike with powerful martial arts.

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  • Paladin

    Paladin

    Holy warriors, local champions, or obsessed avengers. Paladins draw powerful magic by swearing a magical oath. They heal and deal devastating damage with radiant attacks.

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  • Ranger

    Ranger

    Wanderers, regional wardens, or monster hunters. Rangers easily circumvent obstacles and have magical powers they draw from nature or powerful honed instincts.

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  • Rogue

    Rogue

    Criminals, spies, or secret agents. Rogues are specialized masters of many skills and strike with precision, dealing devastating blows to single targets.

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  • Sorcerer

    Sorcerer

    Firestarters, magical experiments, and magical children. Sorcerers were born with magical abilities they often don’t understand. They can shape spells to be more powerful than other spellcasters.

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  • Warlock

    Warlock

    Devoted servants, desperate heroes, and fools tricked into pacts. Warlocks draw magical power from their connection to supernatural entities. They have a versatile set of gifts from their patrons but have fewer spells than other spellcasters.

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  • Wizard

    Wizard

    Scholars, court mages, and backwater dabblers. Wizards study magical spells from other wizards, employing a massive variety of spells.

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