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. |
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. |
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. |
Nature Domain |
Clerics of the nature domain are champions who take an active role in advancing the interests of nature. |
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. |
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. |
Tempest Domain |
Clerics of the tempest domain govern storms, sea, and sky. |
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. |
Wind Domain |
Wind domain clerics channel the primordial power of the air itself, from gentle breezes to raging storms. |
Name |
Description |
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. |