Name | Description |
---|---|
Path of the Ancestral Guardian | A barbarian who follows this path contacts the spirit world and calls on these guardian spirits for aid. |
Path of the Beast | Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. |
Path of the Berserker | For some barbarians, rage is a means to an end -- that end being violence. |
Path of the Harrier | The Path of the Harrier leads to a place where barbarians can control their rage and focus it in constructive ways. |
Path of the Storm Herald | Barbarians who follow the Path of the Storm Herald learn to transform their rage into a mantle of primal magic, which swirls around them. |
Path of the Zealot | These barbarians are warriors who channel their rage into powerful displays of divine power. |
Path of Wild Fury | These barbarians share an affinity and connection with the most ferocious and cunning animals of the natural world. |
Name | Description |
---|---|
College of Creation | Bards believe the cosmos is a work of art -- a creative work that includes harmonies that continue to resound through existence today, a power known as the Song of Creation. |
College of Eloquence | Adherents of the College of Eloquence master the art of oratory. |
College of Glamour | The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. |
College of Lore | Bards of the College of Lore know something about most things. |
College of Swords | Bards of the College of Swords entertain through daring feats of weapon prowess. |
College of Valor | Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. |
College of Virtue | The College of Virtue is devoted to preserving the universe's harmony against those forces of chaos and destruction that would disrupt it. |
College of Whispers | Bards of the College of Whispers use their knowledge and magic to uncover secrets and turn them against others. |
Name | Description |
---|---|
Air Domain | Wind and the sky are the province of the Air domain. |
Balance Domain | Clerics of balance preserve the delicate equilibrium between cosmic forces to ensure all things work as they should. |
Beauty Domain | Clerics of beauty embody all that is lovely, charming, and beautiful in the world. |
Corruption Domain | The Corruption domain embodies the darkness that lurks in all creatures and the act of giving in to evil impulses. |
Creation Domain | Creation domain clerics channel divine power to manifest objects and solve problems through their mastery over making and unmaking. |
Darkness Domain | Darkness domain clerics wield the protective and concealing aspects of shadow, serving deities who use darkness to shelter the vulnerable and aid those who move in the night. |
Earth Domain | Earth domain clerics wield divine authority over stone, soil, and the underground realms, protecting their communities through their connection to the foundational elements of the world. |
Fire Domain | Fire domain clerics channel the primal force of flame, wielding both its civilization-building potential and its destructive power. |
Forge Domain | Gods of the forge are patrons of artisans who work with metal. |
Grave Domain | Gods of the grave watch over the line between life and death. |
Hunt Domain | Hunt domain clerics serve deities of pursuit and protection, channeling divine power to track dangerous creatures and defend frontier communities. |
Justice Domain | Justice domain clerics serve as divine arbiters who bear the lonely burden of dispensing the gods' absolute justice, which often transcends mortal concepts of mercy. |
Knowledge Domain | Clerics of the knowledge domain value learning and understanding above all. |
Life Domain | Clerics of the life domain focus on the vibrant positive energy that sustains all life. |
Light Domain | Clerics of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty. |
Madness Domain | Madness domain clerics channel chaotic divine power that can both shatter and expand mortal minds, walking the line between enlightenment and insanity. |
Mercy Domain | Mercy domain clerics serve deities who oversee the delicate balance between healing and mercy-killing, wielding divine power to end suffering in all its forms. |
Moon Domain | Moon domain clerics channel the enigmatic powers of the lunar cycle, mastering both subtle illumination and shadow to reveal hidden truths while obscuring their own presence. |
Mountain Domain | Mountain domain clerics embody the enduring strength and harsh wisdom of the peaks, drawing power from both the physical and spiritual heights of the world's greatest mountains. |
Nature Domain | Clerics of the nature domain are champions who take an active role in advancing the interests of nature. |
Ocean Domain | Ocean domain clerics bridge the divide between land and sea, channeling the primal power of the waves and serving as intermediaries between maritime and terrestrial realms. |
Order Domain | The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. |
Peace Domain | Clerics of the Peace Domain inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. |
Prophecy Domain | Prophecy domain clerics perceive threads of possible futures, serving as oracles who can glimpse destiny while gaining the power to subtly influence its course. |
Repose Domain | Repose domain clerics serve as guardians of death's natural cycle, protecting the transition between life and death while standing firmly against the scourge of undeath. |
Shadow Domain | Shadow domain clerics harness the power of darkness and twilight, operating in the liminal spaces between light and dark with subtle and deceptive magic. |
Speed Domain | Speed domain clerics harness divine power to achieve supernatural quickness, eventually learning to manipulate the flow of time itself through their mastery of velocity and motion. |
Tempest Domain | Clerics of the tempest domain govern storms, sea, and sky. |
Time Domain | Time domain clerics channel the power of temporal forces, serving deities who oversee the endless cycles of existence and grant their followers the ability to perceive and manipulate time itself. |
Travel Domain | Travel domain clerics harness divine power to ensure safe passage and swift movement, serving as both guides for peaceful travelers and protectors against those who would waylay them. |
Trickery Domain | Clerics of the trickery domain are mischief-makers and instigators who stand as a constant challenge to the accepted order. |
Twilight Domain | Clerics of the Twilight Domain bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. |
Tyranny Domain | Tyranny domain clerics channel divine power focused on domination and control, serving those who seek to impose their absolute authority over others. |
War Domain | Clerics of the war domain excel in battle, inspiring others to fight the good fight. |
Water Domain | Water domain clerics wield the diverse powers of water in all its forms, from life-giving rain to devastating floods, serving deities who command the seas, storms, and streams. |
Wilderness Domain | Wilderness domain clerics master both the physical skills and spiritual aspects of the hunt, combining martial prowess with divine magic that aids in tracking and survival. |
Wind Domain | Wind domain clerics channel the primordial power of the air itself, from gentle breezes to raging storms. |
Winter Domain | Winter domain clerics draw power from the harshest season, wielding its force either as protectors who shield communities from winter's wrath or as harbingers who unleash its frozen fury. |
Name | Description |
---|---|
Circle of Dreams | Druids of the Circle of Dreams seek to fill the world with dreamy wonder. |
Circle of Spores | Druids of the Circle of Spores find beauty in decay. |
Circle of Stars | The Circle of Stars allows druids to draw on the power of starlight. |
Circle of the Land | The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. |
Circle of the Moon | Druids of the Circle of the Moon are fierce guardians of the wilds. |
Circle of the Shepherd | Druids of the Circle of the Shepherd commune with the spirits of nature and call to those spirits for aid. |
Circle of Wildfire | Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. |
Name | Description |
---|---|
Arcane Archer | An Arcane Archer studies a unique method of archery that weaves magic into attacks to produce supernatural effects. |
Battle Master | To a Battle Master, combat is an academic field, sometimes including subjects beyond battle. |
Cavalier | The archetypal Cavalier excels at mounted combat. |
Champion | The Champion focuses on the development of raw physical power honed to deadly perfection. |
Dragoon | A warrior who harnesses the power of dragons to leap skyward and strike with earth-shattering force, blending aerial mobility with devastating lancework. |
Eldritch Knight | The Eldritch Knight combines martial mastery with a careful study of magic. |
Samurai | The Samurai draws on an implacable fighting spirit to overcome enemies. |
Name | Description |
---|---|
Way of Shadow | Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. |
Way of the Drunken Master | The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. |
Way of the Four Elements | You follow a monastic tradition that teaches you to harness the elements. |
Way of the Kensai | Monks of the Way of the Kensai train relentlessly with their weapons. |
Way of the Open Hand | Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. |
Way of the Sun Soul | Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. |
Name | Description |
---|---|
Oath of Conquest | The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. |
Oath of Devotion | The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. |
Oath of Redemption | The Oath of Redemption paladin uses violence only as a last resort. |
Oath of the Ancients | Paladins who swear the Oath of the Ancients cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world. |
Oath of Vengeance | The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. |
Name | Description |
---|---|
Beast Master | The Beast Master embodies a friendship between the civilized races and the beasts of the wild. |
Gloom Stalker | Gloom Stalkers are at home in the darkest places. |
Horizon Walker | Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. |
Hunter | The Hunter is a bulwark between the people you protect and the terrors of the wilderness. |
Monster Slayer | Monster Slayers have dedicated themselves to hunting down creatures of the night and wielders of grim magic. |
Name | Description |
---|---|
Arcane Trickster | You enhance your fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. |
Assassin | You focus your training on the grim art of death. |
Inquisitive | You excel at rooting out secrets and unraveling mysteries. |
Mastermind | Your focus is on people and on the influence and secrets they have. |
Scout | You are skilled in stealth and surviving far from the streets of a city. |
Swashbuckler | You focus your training on the art of the blade. |
Thief | You hone your skills in the larcenous arts. |
Name | Description |
---|---|
Cold-Blooded | The Cold-Blooded sorcerous origin grants magical powers derived from ancient serpentfolk experiments, leaving bearers to choose between embracing or rejecting their ophidian heritage. |
Divine Soul | Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. |
Draconic Bloodline | Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. |
Eidolon Bloodline | Sorcerers of the Eidolon Bloodline forge a mystical bond with a celestial, elemental, or fey entity, summoning it to fight alongside them and amplify their magic. |
Shadow Magic | You are a creature of shadow. |
Storm Sorcery | Your innate magic comes from the power of elemental air. |
Wild Magic | Your innate magic comes from the forces of chaos that underlie the order of creation. |
Name | Description |
---|---|
Ancient Dragon | Ancient Dragon warlock patrons bestow their pact-bearers with elemental powers and draconic transformations, drawing on the primordial might of dragon-kind. |
The Archfey | Your patron is a lord or lady of the fey. |
The Celestial | Your patron is a powerful being of the Upper Planes. |
The Fiend | You have made a pact with a fiend from the lower planes of existence. |
The Great Old One | Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. |
The Hexblade | You have made your pact with a mysterious entity from the Shadowfell. |
Name | Description |
---|---|
Blue Mage | A scholarly spellcaster who absorbs and masters magical techniques from foes, weaving enemy spells into their own arcane repertoire. |
Cantrip Adept | The Cantrip Adept arcane tradition turns simple spells into sophisticated magical tools, mastering the art of cantrips that others overlook. |
School of Abjuration | This school emphasizes magic that blocks, banishes, or protects. |
School of Conjuration | This school favors spells that produce objects and creatures out of thin air. |
School of Divination | This school strives to part the veils of space, time, and consciousness to see clearly. |
School of Enchantment | This school hones the ability to magically entrance and beguile other people and monsters. |
School of Evocation | This school focuses on magic that creates powerful elemental effects. |
School of Illusion | This school focuses on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. |
School of Necromancy | This school explores the cosmic forces of life, death, and undeath. |
School of Transmutation | This school specializes in spells that modify energy and matter. |
School of War Magic | A variety of arcane colleges specialize in training wizards for war. |
Trindle Spring Lutheran Church RPG Club | Mechanicsburg, PA