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{{#description2:Concepts are the ideas behind what makes a character unique outside of the species they choose to play as. Also known as a class, profession, archetype, package, job, or guild.}}
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Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!
Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!


= Melee Combatants =
= Melee Combatants =
 
    <ul style="list-style:none" data-category="Melee Combatants">
* Warrior Anyone can pick up a weapon and fight, but not everyone can be a true fighter. The Warrior is a basic combatant, but that gives them a lot of potential for growth.
    <li class="conceptContent">
* [[Weaponmaster]] — Variety is the spice of life, and for the Weaponmaster that applies to their preferred method of fighting. Instead of specializing, they prefer to be knowledgeable in many weapon types.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-beastmaster.svg" width="48"
* Soldier — Soldiers are generally trained in a specific fighting style with a particular weapon; their culture typically determines their training and weapon selection. Their training includes other skills as well.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Beastmaster''' Beastmasters fight beside loyal creatures that answer to their command. The bond between master and beast is both practical and supernatural, granting them a wide range of strengths in battle. Few combatants are as versatile or as dangerous in tandem.
* Knight A warrior aristocrat, skilled in war and steeped in social grace. Most come from powerful noble families, while others are minor nobles or even commoners who evince some skill at arms.
    </li>
* Martial Artist — Specializing in a variety of hand-to-hand combat styles, the martial artist combines skill and tradition and fights either with their fists or other weapons.
    <li class="conceptContent">
* [[Bushi]] — Skilled warriors trained in a particular fighting style known either as Iaido or Battojutsu. Capable of quickly drawing their weapons and dealing damage in a lightning strike.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-berserker.svg" width="48"
* Marshal A trained warrior skilled in leadership and getting the most out of his fellow men, raising morale and inspiring courage on the battlefield.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Berserker''' Berserkers enter a rage-trance that drives them beyond ordinary mortal limits. Pain, fear, and restraint all fall away as they tear through foes with terrifying force. The greatest among them verge on legend, becoming living storms of violence.
* Berserker By entering a rage-trance state, these warriors push their bodies to the limit and find themselves capable of cleaving through foes and ignoring pain. Some even attain the legendary state of Riastrad.
    </li>
* Gladiator — Whether for sport, money, fame or for no other choice being available, some people take up arms for the sake of entertainment. To a Gladiator, the performance is just as important as the battle prowess.
    <li class="conceptContent">
* Cavalier Cavaliers are skilled at fighting whilst mounted, and are often found charging across a battlefield and decimating their enemies. Their mounts are an extension of themselves, a tool and a weapon.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-bushi.svg" width="48"
* Crusader These warriors dedicate themselves to a cause, the symbol of their order trailing on a long, fluttering banner. Their power comes from conviction, oaths, and challenges of their cause.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Bushi]]''' Bushi are disciplined warriors trained in refined sword arts such as Iaido and Battojutsu. They specialize in decisive draws, sudden cuts, and strikes delivered with lightning precision. To face one is often to lose before the duel seems to begin.
* Swashbuckler Swashbucklers rely on speed, agility, daring and panache over brute strength. Parries and ripostes make them slippery in combat.
    </li>
* [[Matador]] — Being trained in both speechcraft and weaponry, the matador is as graceful an actor as they are a combatant. Their words can bite as much as their weapons.
    <li class="conceptContent">
* [[Rikishi]] — Large, bulky warriors that specialize in grappling and throwing their weight around the battlefield. Their bodies are capable of taking quite a bit of punishment.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-cavalier.svg" width="48"
* Shieldwall — Though to many a shield is a defensive tool, these warriors excel and master its use in many forms. Even in the midst of combat, they tend to focus more on defense.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Cavalier''' — Cavaliers are masters of mounted warfare, fighting as one with their steeds. Speed, momentum, and battlefield positioning turn every charge into a devastating weapon. Mount and rider together become a single force of elegant destruction.
* Descendent — In your body lies a hidden heritage that you can make manifest and potentially embrace and master. Drawing upon it gives you unique powers and capabilities.
    </li>
* Paramander Whether it's through blood or training, these combatants specialize in disrupting phenomena and the supernatural. Whether it's the arcane, divine, psionic or something else, they have no fear.
    <li class="conceptContent">
* Wukong Given abilities and training from Primordial Monkeys, these combatants specialize in mobility, trickery, and uncertainty in combat to keep their edge.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-crusader.svg" width="48"
* Beastmaster Not only do you run and fight with beasts, but you can also command them to aid you in battle. Graced with their gifts, you are a capable combatant with many different abilities available to you.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Crusader''' Crusaders bind themselves to causes greater than their own lives. Their strength comes from conviction, sacred vows, and the visible symbols of their devotion. They do not merely fight enemies, they challenge them in the name of an ideal.
* Kensai Dedicated to the mastery of a specific type of weapon, their training and skill allows the weapon to almost become like an extension of their body. Like a painter's brush, their weapon is a tool of expression.
    </li>
* Kopiatze Either through training or skill, the Kopiatze is capable of eidetic kinesthesia and thus can mimic techniques and styles used by others through simple observation. Kopiatze are not to be underestimated.
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-descendent.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Descendent''' Descendents carry a dormant legacy in their blood, soul, or flesh. Through will, training, or circumstance, they learn to awaken that inheritance and bring it into the world. What they become depends on whether they master that heritage or let it master them.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-duelist.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Duelist''' — Duelists live for the purity of one-on-one combat. Finesse, timing, and technical excellence matter more to them than brute force ever could. In a proper duel, they are among the deadliest fighters alive.
    </li>
    <!-- https://www.dandwiki.com/wiki/Duelist_(3.5e_Class) -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-gladiator.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Gladiator''' Gladiators are warriors shaped as much by spectacle as by bloodshed. They know that a fight is not only won by strength, but by presence, nerve, and the eyes of the crowd. Every battle is a performance, and every performance can kill.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-kensai.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Kensai''' — Kensai devote themselves to the mastery of a chosen weapon until it becomes part of who they are. In their hands, a blade, spear, or hammer becomes not just a tool but a form of expression. Their art is martial, but it is art all the same.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-knight.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Knight''' — Knights are aristocratic warriors trained in both battle and bearing. They move through war and society alike with discipline, expectation, and inherited duty. Whether noble by blood or by deed, they are marked by station as much as skill.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-kopiatze.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Kopiatze''' Kopiatze possess an uncanny ability to learn through observation. By watching others move, fight, and perform, they can mirror techniques with frightening speed. They are reminders that talent can be as dangerous as training.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-kraftkarl.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Kraftkarl''' — Kraftkarls pursue raw physical power as a virtue in itself. Their bodies are honed toward impossible feats of lifting, breaking, carrying, and striking. They are what happens when sheer strength becomes a calling.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-marshal.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Marshal''' Marshals are warriors who amplify the people around them. Through command, poise, and battlefield awareness, they turn groups into disciplined fighting forces. Their greatest weapon is often the courage they awaken in others.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-martialartist.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Martial Artist''' Martial Artists train body, technique, and tradition into a single discipline. Whether empty-handed or armed, they fight with precision born of repetition and philosophy. Their strength lies not only in force, but in control.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-matador.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Matador]]''' Matadors are graceful combatants whose speech and style are as sharp as their weapons. They know how to provoke, distract, and humiliate while keeping perfect command of a fight. Their words wound first, and steel often follows.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-paramander.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Paramander''' — Paramanders are specialists in defying the supernatural. Arcane force, divine miracles, psionics, and stranger powers all alike meet their resistance without mercy. They are the sort of foolhardy heroes who look at magic and decide to punch it in the teeth.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-rikishi.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Rikishi]]''' Rikishi are massive combatants built for leverage, punishment, and control. They dominate close quarters through grapples, throws, and overwhelming bodily force. Moving one is difficult, surviving one is worse.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-shieldwall.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Shieldwall''' Shieldwalls turn defense into a fully realized martial art. They use shields not merely to endure attacks, but to control space, protect allies, and break enemy momentum. Where others see caution, they see mastery.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-soldier.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Soldier''' Soldiers are products of drilled combat traditions and practical training. Their style depends heavily on culture, discipline, and the weapons of their people. They may lack flash, but they possess the deadly reliability of tested warcraft.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-swashbuckler.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Swashbuckler''' Swashbucklers thrive on speed, daring, and panache. They dance through danger on parries, ripostes, and sheer audacity. Style is not separate from survival to them, it is survival.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-warrior.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Warrior''' Warriors are the broad foundation of martial combat. Their strength lies in adaptability, growth, and the simple truth that skill with arms can take many forms. They begin with fundamentals and can become nearly anything.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-weaponmaster.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Weaponmaster]]''' Weaponmasters reject narrow specialization in favor of broad competence. They study many arms and learn how each changes the shape of a fight. Versatility is their philosophy, and preparedness their great advantage.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/m-wukong.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wukong''' Wukongs draw on gifts and teachings tied to the Primordial Monkeys. They excel through mobility, mischief, and techniques that keep enemies uncertain and off-balance. To fight one is to fight somebody who refuses to behave sensibly, which is very rude and very effective.
    </li>
    <!-- https://www.dandwiki.com/wiki/Heir_of_the_Monkey_King_(3.5e_Class) -->
    </ul>


= Ranged Combatants =
= Ranged Combatants =
 
    <ul style="list-style:none" data-category="Ranged Combatants">
* Harrier Focusing on smaller ranged weapons, these combatants specialize on mobility, skirmishing, and hit-and-run tactics. They are also generally trained at being able to fire whilst moving.
    <li class="conceptContent">
* Marksman — Masters of ranged weapons, Marksmen are the pinnacle of training and skill with their weapons. Capable of using all but the heaviest of weapons and capable of long ranges.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-bowcaster.svg" width="48"
* Bowcaster — Treating their bows almost like a wand, Bowcasters temporarily enchant their ammunition to achieve a wide array of effects making them effective in numerous situations.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Bowcaster''' Bowcasters treat the bow almost like an arcane focus. By enchanting their ammunition on the fly, they adapt each shot to suit the moment. They are flexible ranged specialists whose arrows rarely do only one thing.
* [[Tracker]] Trained to raise and fight with their hound, Trackers make capable bounty hunters and are able to rely on their hounds to have their back. Some worlds have hounds with supernatural abilities!
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-gandiva.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Gandiva''' — Gandiva excel at overwhelming ranged assault. Volleys, rapid fire, and punishing barrages allow them to dominate wide stretches of the battlefield through relentless pressure. Where precision is optional and saturation is king, they are in their element.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-harrier.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Harrier''' — Harrier favor lighter ranged weapons and constant movement. They skirmish, reposition, and strike without letting themselves become easy targets. Their style is less about standing firm and more about never being where the enemy wants them.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-marksman.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Marksman''' — Marksmen represent the pinnacle of ranged weapon training. Their skill allows them to use nearly any ranged armament with confidence, accuracy, and discipline. At long distance, few can rival their calm lethality.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-riikiranga.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Riikiranga''' — Riikiranga specialize in thrown weapons, especially those that return, rebound, or strike from strange angles. They turn ricochets and impossible trajectories into a deliberate martial craft. Cover is only comforting until one of their weapons bends the rules of comfort.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/r-tracker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Tracker''' Trackers are hunters who fight beside trained hounds. Their talents make them natural bounty hunters, scouts, and relentless pursuers who are rarely alone for long. On some worlds, their companions carry supernatural gifts of their own.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-zarabatana.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Zarabatana''' — Zarabatana practice the blowgun as an art guided by pneuma, the breath of life and spirit. Each shot is shaped by control, precision, and the power carried in a measured exhalation. Their craft is quiet, disciplined, and far deadlier than it first appears.
    </li>
    </ul>


= Those of Guile =
= Those of Guile =
 
    <ul style="list-style:none" data-category="Those of Guile">
* Thief Masters of pure, unbridled stealth and thievery. Being capable of far less than some others means that the Thief is capable of truly shaping their destiny.
    <li class="conceptContent">
* Acrobat Bodies unbound, fluid movement and unmatched grace are the tools of the Acrobat, making them agile combatants and more than capable cat—burglars.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-daredevil.svg" width="48"
* Rogue Sometimes called brutes or thugs, sometimes stealth alone isn't enough to get the job done. The Rogue has enough training to be a deadly nuisance.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Daredevil''' Daredevils rely on freedom of motion, agility, and reckless grace. They slip through danger with the ease of acrobats and the instincts of thieves. Their bodies are their first tools, and often their finest.
* Ranger — When it comes to setting traps and ambush tactics, nobody beats a Ranger. Guile and stealthy in nature, anyone crossing through the wilds wants to be on their good side.
    </li>
* Picaro Some thieves find themselves adventuring not only with their guile, but their wit and social graces. A Picaro tends more towards being carefree than criminality.
    <li class="conceptContent">
* Shinobi — Trained and skilled in ninpo and ninjutsu, they use their stealthy nature to great advantage. Generally broken into different clans or tribes, some with almost mystical training.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-ghost.svg" width="48"
* [[Spindel]] The Primordial Spiders train these already stealthy beings and grant them additional gifts of webcraft and venom while additionally honing their instincts.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Ghost''' Ghosts possess an eerie affinity with shadow and spirit. That bond grants them abilities that feel almost supernatural even when they are not fully understood. They move like something half-present and never entirely ordinary.
* Trickster — Slippery, tricky, sneaky... there's a lot of words that can describe these tricky devils. Tricksters tend to be flamboyant, after all, if nobody sees a trick, what good is it?
    </li>
* Ghost Some individuals have a preternatural connection with shadows and the realm of spirits, as if they are the physical embodiment of a ghost. This grants them an almost magical suite of abilities.
    <li class="conceptContent">
* Revolutionary Anarchists, insurrectionists or rebels, Revolutionaries stand for freedom, the lower strata of social classes and oppose anyone who would use rank or power to control others.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-loreseeker.svg" width="48"
* Loreseeker While some may prefer the wealth of coin, to a Loreseeker there is no greater wealth than knowledge: the more ancient, forgotten or secret the better!
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Loreseeker''' — Loreseekers prize hidden knowledge above wealth or comfort. Ancient truths, lost secrets, and forbidden histories are the treasures they pursue most fiercely. Their adventuring is driven by curiosity sharpened into obsession.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-picaro.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Picaro''' Picaros pair dexterity with wit and social finesse. They are thieves of opportunity as much as property, often surviving by charm as readily as stealth. A Picaro tends to feel more like a rogue wanderer than a hardened criminal.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-ranger.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Ranger''' Rangers rule through ambush, patience, and mastery of the wild. Traps, terrain, stealth, and timing turn nature itself into an ally. Crossing their ground uninvited is usually a very stupid life choice.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-revolutionary.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Revolutionary''' — Revolutionaries fight against hierarchy, oppression, and the abuse of power. Their struggle is ideological as much as physical, and their methods are shaped by resistance. Whether rebel or liberator depends largely on who is writing the history.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-rogue.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Rogue''' Rogues are brutes, enforcers, and practical criminals who know stealth alone is not always enough. They combine underhanded skill with enough violence to stay dangerous when subtlety fails. Their talent lies in getting the job done by whatever means remain.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-shinobi.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Shinobi''' Shinobi are covert operatives trained in stealth, discipline, and secret techniques. Their traditions are often bound to clans, tribes, or hidden lineages with specialized methods of their own. Some approach the mystical, but all thrive in secrecy.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-spindel.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Spindel''' Spindels are stealth specialists shaped further by the gifts of the Primordial Spiders. Webcraft, venom, climbing, and sharpened predatory instinct all become part of their method. They are hunters built for vertical spaces, patient kills, and unnerving precision.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-thief.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Thief''' Thieves are pure specialists in stealth and larceny. Their narrower focus leaves them fewer broad tricks, but it also leaves them room to excel at what they do best. In the right hands, simplicity becomes freedom.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-trickster.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Trickster''' Tricksters live on misdirection, flair, and audacity. They deceive not only to survive, but because style matters to them almost as much as success. A trick unseen is wasted, and they hate waste.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/g-wadjet.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wadjet''' Wadjet are masters of venom, subterfuge, and hypnotic influence. Their gifts descend from the ancient Primordial Serpents, blending charm with quiet lethality. If persuasion fails, they are perfectly capable of becoming a nightmare in close quarters.
    </li>
    </ul>


= Magic Users =
= Magic Users =
 
    <ul style="list-style:none" data-category="Magic Users">
* [[Artificer]] — Skilled in and capable of constructing magical devices, enchantments, and even constructs. Artificers are incapable of casting spells on their own but this gives them a lot of arcane knowledge.
    <li class="conceptContent">
* Wandslinger — While not as capable as a fully dedicated wizard, Wandslingers have access to a far wider variety of spells and abilities that specialists are incapable of matching.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-artificer.svg" width="48"
* Witch — There are powerful beings of eldritch and supernatural power that can be found if you know how to look, though some are less willing to part with their power unless a bargain is made.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Artificer]]''' Artificers shape magic into devices, tools, enchantments, and constructs. Though they cannot cast in the same way true spellcasters do, their knowledge of arcane principles runs deep. They are builders of miracles with screws, sigils, and patience.
* Wizard — Due to the processes required to develop, memorize and practice arcane arts, Wizards are specialized arcane casters capable of powerful feats. Each type of wizard specializes in a different area.
    </li>
** Pyromancer Fire, Heat, and Thermal Energy
    <li class="conceptContent">
** Hydromancer Water, Cold, and the Ocean
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-kahunga.svg" width="48"
** Aeromancer Wind, Sound, and Storms
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Kahunga''' — Kahunga unite two great traditions of sacred magic into a single discipline. Their bodies serve as living grimoires, each tattoo preserving both narrative and power. To read one is to read a history written in spellwork and skin.
** Terramancer Stone, Metal, and Gems
    </li>
** Naturamancer Nature, Plants, and Beasts
    <li class="conceptContent">
** Animancer Life and Death, Spirits and Souls
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-rummage.svg" width="48"
** Dynamancer Electricity, Magnetism, and Gravity
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Rummage''' — Rummages, sometimes called Junk Mages, make arcana function through methods no respectable theorist would bless. Dreams, scraps of true names, stolen principles, and unstable insight all get lashed together into working spellcraft. They are proof that magic can be held together with brilliance, desperation, and probably metaphorical duct tape.
** Mutomancer — Acid, Radiation, and Toxins
    </li>
** Astromancer Suns, Moons, and Stars
    <li class="conceptContent">
** Totamancer — Reality, Time, and Magic
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-wandslinger.svg" width="48"
** Luxomancer Light and Dark, Color, and Illusions
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wandslinger''' Wandslingers lack the raw depth of fully specialized wizards. In exchange, they gain breadth, adaptability, and access to a wider spread of magical tricks. They are arcane generalists who thrive by staying ready for anything.
** Hemomancer Blood, the Body, and Sentience
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-witch.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Witch''' Witches gain power through relationships with eldritch or supernatural beings. Those pacts may be sought, inherited, negotiated, or suffered, but they always come with meaning. Their magic carries the weight of bargain, mystery, and dangerous attention.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-wizard.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wizard''' — Due to the processes required to develop, memorize and practice arcane arts, Wizards are specialized arcane casters capable of powerful feats. Each type of wizard specializes in a different area.
    </li>
    <ul style="list-style:none">
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-aeromancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Aerotheurgist''' Wind, Sound, and Storms
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-animancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Anitheurgist''' Life and Death, Spirits and Souls
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-astromancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Astrotheurgist''' — Space, Moons, and Stars
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-choromancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Chorotheurgist''' Teleportation, Distortion, and Clairsentience
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-dynamancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Dynatheurgist''' Electricity, Magnetism, and Gravity
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-hemomancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Hemotheurgist''' Blood, the Body, and Sentience
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-hydromancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Hydrotheurgist''' Water, Cold, and the Ocean
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-luxomancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Luxotheurgist''' Light and Dark, Color, and Illusions
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-mutomancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mutotheurgist''' — Acid, Radiation, and Toxins
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-naturamancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Naturatheurgist''' — Nature, Plants, and Beasts
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-nihilomancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Nihilotheurgist''' Destruction, the Void, and Ending
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-omnomancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Omnotheurgist''' — Reality, Time, and Magic
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-pyromancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Pyrotheurgist''' Fire, Heat, and Magma
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-terramancer.svg"
                width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Terratheurgist''' — Stone, Metal, and Gems
    </li>
    <li class="conceptContent">
            <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/a-xenomancer.svg" width="48"
                height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Xenotheurgist''' Summoning, Exotic Energies, and Warding
    </li>
        </ul>
    </ul>


= Practitioners of the Divine =
= Practitioners of the Divine =
 
    <ul style="list-style:none" data-category="Practitioners of the Divine">
* [[Prophet|Prophet of [Child]]] Prophets are the messengers of the Divine Children, capable of divine acts of magic and faith and performing phenomena relevant to the purview of their Child's domain.
    <li class="conceptContent">
* Friar — Wandering in the name of the Divine Children, the Friar has a more worldly look and role and is thus more talented in things outside of the divine, including being able to defend themselves.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-accursed.svg" width="48"
* Totemist A special totemic beast guides you, potentially sharing your body and mind and granting you a portion of it's power and skill; this leads to effectively becoming closer to the natural world.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Accursed''' Accursed are marked by divine displeasure after offending one of the Divine Children. The curse they bear is a burden, but also a source of strange power and altered purpose. Some collapse beneath it, while others learn to carry it like a weapon.
* Mystic There are spirits of various things everywhere the world, though they are generally ignored. The Mystic interacts with them, working with them to accomplish their goals.
    </li>
* Incarnation When one of the Divine Children needs to be certain something goes their way, they are known to possess beings and grant them a fraction of their powers, making them nearly demi-gods.
    <li class="conceptContent">
* Godhand Some beings pray and worship for divine favor, others are born into it. A godhand literally reaches out and grabs divine power for themselves. The power they draw can be too much to handle.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-friar.svg" width="48"
* Relicsmith — Like the reliquarians of old, Relicsmiths work with artifacts and objects of divine nature. The difference is that Relicsmiths have found ways to craft new devices imbued with divine power.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Friar''' Friars are wandering servants of the Divine Children who move through the world rather than apart from it. Their calling gives them spiritual authority, but also practical skill beyond strictly religious matters. They are holy people with dirt on their boots and enough sense to defend themselves.
* Oathblade — The Divine Children often have need for tasks to be completed in a more stealthy and focused approach, which is where an Oathblade comes in; the combination of stealth and divine guidance made manifest.
    </li>
<!-- https://old.reddit.com/r/UnearthedArcana/comments/pbrnsh/the_oathblade_a_rogue_archetype_which_harnesses/ -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-godhand.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Godhand''' Godhands seize divine power rather than waiting humbly for it. Whether by birth, destiny, or force of being, they reach directly into sacred might and drag it into mortal hands. Such power is immense, but it is often more than a body was meant to bear.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-incarnation.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Incarnation''' Incarnations are mortals temporarily inhabited by a fraction of divine will. The Divine Children use them when they want certainty, intervention, and unmistakable influence in the world. For a time, they become something closer to a demigod than a person.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-martyr.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Martyr''' — Martyrs are chosen to die in service to a divine cause. Their fate is fixed from the moment they are marked, and power is granted to them within that doomed span. They walk with purpose sharpened by inevitability.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-mystic.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mystic''' — Mystics engage with the small divine fragments scattered throughout existence. Where others ignore them, Mystics bargain, listen, and work with those subtle presences. Their power comes not from one god alone, but from a world quietly full of spirit.
    </li>
    <!-- https://www.gmbinder.com/share/-LG_D9ybUfQ5T0CGmlOc -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-oathblade.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Oathblade''' — Oathblades carry divine purpose into stealth, precision, and covert action. They are agents of sacred will who accomplish what open champions cannot. Their piety is sharp, focused, and often hidden behind a knife.
    </li>
    <!-- https://old.reddit.com/r/UnearthedArcana/comments/pbrnsh/the_oathblade_a_rogue_archetype_which_harnesses/ -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-oracle.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Oracle''' — Oracles are chosen for divine power without consent or full understanding. Providence places strange gifts in their hands and leaves them to live with the consequences. They often revere the powers behind them, even when those powers have made their lives much stranger.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-prophet.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Prophet|Prophet of [Child]]]''' Prophets are the messengers of the Divine Children, capable of divine acts of magic and faith and performing phenomena relevant to the purview of their Child's domain.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-reborn.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Reborn''' The Reborn are those who nearly died and somehow returned altered. The afterlife did not keep them, and now they can force passage back toward the realm that should have claimed them. Death knows their name, but seems to have lost the paperwork.
    </li>
    <!-- Deadwalker from Heart -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-relicsmith.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Relicsmith''' — Relicsmiths work with divine objects, sacred remnants, and artifacts of power. Unlike mere keepers of holy things, they have learned to create new devices touched by the divine. Their craft is reverence fused with invention.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/d-totemist.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Totemist''' — Totemists are bound to a powerful totemic beast that shares its strength, instinct, and nature with them. Through that bond, they take on traits and powers that reflect the creature’s essence in body and spirit. They are warriors of borrowed ferocity, shaped by the beast within as much as by the person they once were.
    </ul>


= Masters of the Mind =
= Masters of the Mind =
    <ul style="list-style:none" data-category="Masters of the Mind">
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-adept.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Adept''' — Adepts turn inward to refine body and mind into a single perfected weapon. Their discipline allows them to enhance themselves beyond ordinary human or mortal limits. They are proof that willpower, when sharpened enough, gets downright unfair.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-avatar.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Avatar''' — Avatars shape psychoplasm into a personal exoskeletal form. This makes them capable in both direct physical combat and psionic confrontation. Their projected form is armor, extension, and identity all at once.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-bancho.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Bancho''' — Banchos blend psychic talent with force of personality and cultivated ego. They read minds, project confidence, and sharpen social dominance into a psionic instrument. Their insight into others is often matched by a dramatic certainty about themselves.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-bladeswarm.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Bladeswarm''' — Bladeswarms use telekinesis to command multiple weapons at once. Rather than merely wielding steel, they animate it into a deadly orbit of thought and motion. Fighting one can feel less like dueling a person and more like being mugged by geometry.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-cerebrugeon.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Cerebrugeon''' — Cerebrugeons combine psionic power with deep knowledge of the mind. Their understanding of psyche, personality, and mental structure lets them operate with unsettling precision. They are equal parts psychic and surgeon, which is a troubling combination.
    </li>
    <!-- https://forums.giantitp.com/showthread.php?301828-The-Psychotherapist-3-5-Base-Class-PEACH -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-deranger.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Deranger''' — Derangers wield psionics through minds fractured by madness. Their instability becomes a source of strange manifestation and dangerous unpredictability. What they create may be horrifying, but it is never boring.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-dreamsmith.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Dreamsmith''' — Dreamsmiths work with the substance of dreaming itself. They shape dreamstuff into temporary realities and pull the unreal into waking life. Their art makes imagination briefly tangible.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-extrascient.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Extrascient''' — Extrascients do not generate psionic power independently. Instead, a greater mind notices them and uses them as a lens or conduit. What they become depends as much on that outside patron as on themselves.
    </li>
    <!-- https://dnd-wiki.org/wiki/Exposcient_(3.5e_Class) -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-gunsage.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Gun-sage''' — Gun-sages fuse firearms with psionic discipline. They treat guns not just as weapons, but as extensions of intent, focus, and mental force. Their shots are guided by more than aim alone.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-imagimage.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Imagimage]]''' — Imagimages create psychoplasmic beings from the contents of their minds. These constructs act where the creator cannot, making thought itself a kind of companion or servant. Their power lies in giving form to imagination and then setting it loose.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-mindthief.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mindthief''' — Mindthieves use psionics to distract, deceive, and rob with terrifying subtlety. They can strip secrets as easily as purses when given the right opening. To them, the mind is simply another place where valuables are kept.
    </li>
    <!-- https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Arcane%20Trickster%20Thought%20Thief & https://dnd-wiki.org/wiki/Slipmind_(3.5e_Class) & Gloomhaven Mindthief -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-nocnitsa.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Nocnitsa''' — Nocnitsas channel nightmares through the influence of a dark passenger. This bond lets them drag fear and dream-horror into the waking world. Their power is vivid, intimate, and rarely kind.
    </li>
    <!-- https://forums.giantitp.com/showsinglepost.php?p=23121746&postcount=2 Sleepwalker class for Nocnitsa -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-psion.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Psion''' — Psions are the broad masters of mental power. Their command of multiple disciplines gives them immense flexibility and immense potential. Where other mentalists specialize, Psions often define the standard.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-thrallherd.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Thrallherd''' — Thrallherds believe weaker minds are waiting to be claimed, directed, and used. Their power centers on gathering followers and bending others into obedience. Whether they guide or exploit, they rarely walk alone for long.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-vector.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Vector''' — Vectors turn telekinesis primarily upon themselves instead of other objects. This gives them a distinctive movement style, letting them dart through combat with strange velocity and control. They fight like gravity has become a personal suggestion.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/p-zenarcher.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Zen Archer''' — Zen Archers unite psionic focus with archery. Their discipline enhances precision, awareness, and the possibilities of the bow far beyond ordinary marksmanship. They are serene right up until the moment they put something impossible through your eye slit.
    </li>
    </ul>


* Psion — The undoubted masters of the mind, Psions are the most capable of all mentalists and have access to numerous disciplines and psionic methods giving them a lot of potential.
= Spiritual Negotiators =
* [[Imagimage]] — Some mentalists specialize in the creation of beings constructed of psychoplasm from their minds and using them to interact with the world in ways the Imagimage couldn't.
    <ul style="list-style:none" data-category="Spiritual Negotiators">
* Adept — Focusing inward allows them to enhance themselves to elevate almost to a state of being a living weapon, honing their bodies and minds. They can truly push themselves beyond normal limits.
    <li class="conceptContent">
* Leaper — Training themselves in mental abilities that accentuate their mobility, Leapers are able to move in and out of combat exhibiting a unique fighting style only they are capable of.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-brandshaper.svg" width="48"
* Zen Archer Using their mental focus and psionic powers to extend the capabilities of their bows, Zen Archers are pinnacle marksmen capable of unique tricks.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Brandshaper''' Brandshapers place spiritual marks on others that linger like stains upon the soul. Through those brands they curse, influence, and manipulate their targets in increasingly creative ways. What begins as malediction can become a full language of control.
* Avatar — Using pyschoplasm to construct what is essentially an armored exoskeleton, Avatars are competent combatants and have no problems engaging in melee or mental combat.
    </li>
* Deranger — Having psionic powers means being able to make your mind manifest, so imagine what can be wrought when the mind in question is riddled with madness and lunacy?
    <!-- https://old.reddit.com/r/shadowheartforge/comments/cbvpvo/final_version_brand_your_enemies_with_the/ -->
* Dreamsmith — Focusing on the mental state of a dreaming mind, Dreamsmiths are able to construct things out of dreamstuff and bring them to the real world for limited amounts of time.
    <li class="conceptContent">
* Nocnitsa — Some individuals are able to channel nightmares into the waking world after attracting the attention of a dark passenger, a powerful nightmare being, that bestows vivid and terrifying powers upon them.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-calavera.svg" width="48"
<!-- https://forums.giantitp.com/showsinglepost.php?p=23121746&postcount=2 Sleepwalker class for Nocnitsa -->
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Calavera''' Calaveras speak with spirits rather than merely fearing or banishing them. Their kindness, patience, or curiosity often earns them unusual blessings and peculiar traits in return. They are diplomats at the border between the living and the dead.
* Cerebrugeon Capable of understanding the way the mind works in tandem with psionic talents, their psychoanalysis gives them mastery of the id, ego, and super-ego.
    </li>
* Gun-sage — While firearms are deadly on their own, some mentalists are capable of using them as an extension of their mind, allowing them to apply their powers in new ways.
    <li class="conceptContent">
* Bancho — Some mentalists specialize in boosting their social prowess, boosting their egos and also being capable telepaths. Concentrating on being able to read other's minds gives them unique insight.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-exorcist.svg" width="48"
* Mindthief With quick hands and wits, a Mindthief is capable of using their mental gifts to keep people distracted, their defenses down and their pockets empty. Some can even steal the deepest of secrets.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Exorcist''' Exorcists defend the physical world from intrusive spirits, psionic entities, and restless remnants. Their calling is protective, practical, and often itinerant. They go where possession, haunting, or spiritual corruption makes ordinary life impossible.
<!-- https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Arcane%20Trickster%20Thought%20Thief & https://dnd-wiki.org/wiki/Slipmind_(3.5e_Class) & Gloomhaven Mindthief -->
    </li>
* Bladeswarm Mastering telekinesis allows a Bladeswarm to fight with multiple weapons at once, becoming a psionic warrior who specializes in bringing their weapons to life in a fight.
    <li class="conceptContent">
* Extrascient — While they may not be capable of psychic abilities on their own, an Extrascient has garnered the attention of a being that uses them as a sort of psionic lens, gifting them with power.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-mariner.svg" width="48"
<!-- https://dnd-wiki.org/wiki/Exposcient_(3.5e_Class) -->
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mariner''' Mariners, or Shantymen, share a spiritual bond with the sea. Song, ritual, and ocean-sense shape their lives as much as seamanship does. They may charm storms, call creatures, or simply know the water too well to be ordinary sailors.
 
    </li>
= Spiritual Negotiators =  
    <li class="conceptContent">
 
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-occultist.svg" width="48"
* [[Occultist]] — Ambient spiritual and psionic energies through the world can inhabit both places and things. Some can steal from the legends of the past to enhance themselves.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Occultist]]''' Occultists work with the ambient spiritual and psychic charge that settles into places and objects. By drawing on those residues, they borrow from legends, histories, and haunted significance. They are scavengers of unseen meaning.
* Exorcist A variety of spirits, psionic beings, and remnant souls exist that wish to tamper with the physical realm. Exorcists specializing in protecting individuals from these beings and often ply their trade while wandering.
    </li>
* Tomekeeper There are magnificent works of writing that embody the mind of their creators. Tomekeepers carry these books with them, using them to alter themselves, the battlefield and potentially their foes.
    <li class="conceptContent">
* Calavera While some seek to fight spirits and other beings, the Calavera instead seeks to communicate with them and potentially aid them. Some spirits will repay this kindness, gifting the Calavera with quirks.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-revenant.svg" width="48"
* Sin-Eater The souls and spirits that exist in the world can be powerful. A Sin-Eater knows this and will consume them to gain access to this power. Originally tied to the belief that said spirits would cause others to commit evil.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Revenant''' Revenants stand close to ghosts, often because they have already crossed the boundary once themselves. By embracing that connection, they gain powers and forms reminiscent of the dead. They are living people with one foot still in the graveyard.
* Revenant Beings who have close ties to ghosts and spirits, potentially having died themselves. Embracing this can gain supernatural abilities similar to these beings, potentially taking forms similar to them for their benefit.
    </li>
* Brandshaper — Some individuals are able to leave a sort of mark or brand on others, a direct stain on a spiritual level. Masters of curses and affecting those they have branded, they can use this ability beyond maledictory.
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-shair.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Shayojir''' Shayojir practice a spirit tradition rooted in the natural world. They seek favors, negotiate with unseen beings, and eventually learn to create new spirits housed in paper forms. Their art is part diplomacy, part ritual craft, and part elegant weirdness.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-sineater.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Sin-Eater''' Sin-Eaters consume spirits and souls to claim the power within them. What began as a rite to keep dangerous spiritual influence from harming others becomes, in their hands, a source of personal transformation. Their path is intimate, transgressive, and potent.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-tomekeeper.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Tomekeeper''' Tomekeepers carry books so spiritually charged that they alter the world around them. By invoking the living force within great texts, they can change themselves, reshape battlefields, and influence enemies. For them, literature is not passive, it bites back.
    </li>
    <!-- https://www.dandwiki.com/wiki/Bocere_(5e_Class) -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/s-tzitzimime.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Tzitzimime''' Tzitzimime bear the gifts of the Primordial Moths: chaos, passion, and yearning. Through self-transformation they learn to commune with spirits and eventually exist alongside them more fully. They are strange pilgrims of metamorphosis, desire, and becoming.
    </li>
    </ul>


= Maestros of Music =
= Maestros of Music =
    <ul style="list-style:none" data-category="Maestros of Music">
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/b-bard.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Bard''' — Bards are versatile performers whose music alters minds, moods, and even reality. They may be fools, scholars, wanderers, or virtuosos, but all of them understand the hidden force of art. They are not masters of one trade so much as meddlers in all of them.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/b-battledancer.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Battle-Dancer''' — Battle-Dancers mix combat with movement so fluid it borders on choreography. Their evasiveness, flourish, and grace make them dangerous both as fighters and entertainers. Every step has purpose, and every turn may hide a strike.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/b-fenris.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Fenris]]''' — Fenris musicians follow the howling tradition of the Primordial Wolves. Their songcraft is primal, forceful, and tied to ancient powers said to have shaped worlds. What they sing feels older than culture and closer to creation itself.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/b-songsmith.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Songsmith''' — Songsmiths push musical craft into rarer and more specialized forms. Their talents are stronger, stranger, and more refined than those of more general performers. They do not merely perform songs, they forge them.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/b-warriorpoet.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Warrior Poet''' — Warrior Poets learn heroism from story and then test it in the world. They are equal parts teller and participant, shaping legend even as they live it. For them, battle is both deed and verse.
    </li>
    <!-- https://forums.giantitp.com/showthread.php?235823-Of-the-Dance-of-Swords-and-the-Song-of-Steel-The-Warrior-Poet-(3-5-Base-Class-ToB-) -->
    </ul>


* Bard Fools, musicians, and loremasters - Bards are jacks of all trades, but masters of none. Their music bends minds and reality, taking a simple thing to new heights.
= Tinkerers of Technology =
* Battle-Dancer Combining dancing-like movement with fighting prowess gives them an evasive edge in combat, all the while still being capable entertainers. They excel in flourishing combat maneuvers.
    <ul style="list-style:none" data-category="Tinkerers of Technology">
* Songsmith Taking songcraft to new levels, the Songsmith specializes in the musical arts and has much more potent abilities at their disposal. They are additionally talented in designing new songs.  
    <li class="conceptContent">
* [[Howler]] — The Primordial Wolves' howls are said to have shaped worlds and moved stars, and they have taught these musicians their way. A more primal form of songcraft, but their howls still ring true.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-aeronaut.svg" width="48"
* Warrior Poet — Master storytellers, they learn the way of the hero by listening to stories while practicing the way of the hero by being a part of new stories still being written.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Aeronaut''' Aeronauts build devices that grant them flight. This mobility changes how they explore, scout, and fight, opening angles other adventurers can barely imagine. The sky becomes a workspace, battlefield, and invitation.
 
    </li>
= Tinkers of Technology =
    <li class="conceptContent">
 
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-demolitionist.svg" width="48"
* Tinker As a wizard experiments with arcane energies, so does the Tinker with technology. Gifted in the invention, design, and construction of various technological outlandish gadgets.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Demolitionist''' Demolitionists specialize in destruction through technology. While others tinker broadly, they focus their expertise toward controlled ruin and explosive results. Their answer to many problems is to make the problem become several smaller problems.
* Pistolero — Quick of foot and trigger-finger, a Pistolero is an effective gunfighter that specializes in trick-shots. Capable of maintaining, repairing and upgrading their weapons.
    </li>
* Rifleman — Specializing in weapons that are long ranged, the Rifleman finds itself often in roles of combat support, aiding their allies and hindering enemies from afar.
    <li class="conceptContent">
* Saboteur — Explosives are the Saboteur's specialty, capable of designing bombs, charges, grenades, and mortars that allow them to control the battlefield with hazardous glee.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-fumigant.svg" width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0"></htmltag>'''Fumigant''' Fumigants focus on the use of dangerous substances delivered through specialized gear. Their work is narrower than that of other technologists, but no less deadly for it. A Fumigant often knows the world through poison, pressure, and unpleasant chemistry.
* [[Mechworker]] — Losing limbs and failing health is an unwelcomed but accepted part of life, but the Mechworker's specific skills allow it to construct mechanical replacements and upgrades.
    </li>
* Spellshooter — Arcane magic and technology are not mutually exclusive, and the Spellshooters are those crazed enough to design devices around that concept - though their ideas usually involve firearms.  
    <li class="conceptContent">
* Aeronaut You've designed some sort of device that allows you to fly, which opens a new dimension of maneuverability to operate in and opens new possibilities in exploration, reconnaissance, and combat.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-gearbreaker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Gearbreaker''' — Gearbreakers understand machines so thoroughly because they are experts at ruining them. They dismantle, sabotage, salvage, and counter technological devices and beings with ruthless efficiency. On highly industrial worlds, that makes them very popular with exactly the wrong people.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-mechworker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Mechworker]]''' Mechworkers create mechanical replacements and augmentations for damaged bodies. Their expertise turns loss into adaptation and survival into reinvention. Where others see mutilation, they see engineering challenges.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-mekgineer.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mekgineer''' Mekgineers specialize in constructing and improving automata. Their signature achievement is often a mechanical companion built to grow alongside them. They are inventors who bring their creations with them into danger and discovery.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-pistolero.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Pistolero''' Pistoleros are agile gunfighters with a flair for trick-shots and speed. They maintain, repair, and improve their own weapons as naturally as they draw them. Style and lethality go hand in hand in their craft.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-rifleman.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Rifleman''' Riflemen are long-range specialists who provide lethal support from afar. They aid their allies by eliminating high-value targets and suppressing enemy movement. Their presence makes the open battlefield a much more dangerous place.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-saboteur.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Saboteur''' Saboteurs are demolition experts who control the field through explosive devices. Bombs, charges, and mortars are their primary tools for reshaping topography and enemy morale. They don't just solve problems; they erase them from existence.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-spellshooter.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Spellshooter''' Spellshooters reject the idea that magic and machinery must be separate. They design devices that channel arcane force through technological frames, usually revolving around firearms. For them, a gun is just a very efficient way to deliver a spell.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/t-tinker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Tinkerer''' Tinkerers are experimental technologists who live to invent, design, and build. Their curiosity drives them to create outlandish gadgets and innovative tools that push the boundaries of what machinery can do. They are the primary reason why things occasionally go "clunk" and then "magic."
    </li>
    </ul>


= Education and Acumen =
= Education and Acumen =
 
    <ul style="list-style:none" data-category="Education and Acumen">
* [[Alchemist]] — Utilizing the natural components of the world around them, Alchemists are capable of creating various elixirs, potions, salves, decoctions, philters, stimulants and other things for various effects.
    <li class="conceptContent">
* Fumigant With a narrower focus, Fumigants focus on the direct application of more dangerous concoctions through specialized devices. This tends to lead to more worldly experience as well.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-akashic.svg" width="48"
* Slayer Through training or natural skill, Slayers have fundamental understandings of biology and anatomy which leads them to excel in exterminate a variety of creatures more easily.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Akashic''' — Akashics access the records of thoughts, emotions, and memories that settle beneath reality. By tapping into that collective history, they alter their own knowledge and skills with preternatural speed. They are scholars who learn from the memory of the universe itself.
* [[Inkscribe]] — There is power in the ink, some say. Especially if you can control it. Through a combination of skill and arcane power, Inkscribes are capable of bringing their art to life.
    </li>
* Truewriter At the abstract bottom of the universe, one can find concepts of a language used to describe and define things. Truewriters study these words in hopes of accessing their power.
    <li class="conceptContent">
* Wordspeaker Similar to those who practice Truewriting, Wordspeakers instead learn utterances of the language that makes up reality, allowing them to reshape the world with but a whisper.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-alchemist.svg" width="48"
* Akashic Across all worlds, there exists the records which are a compendium of thoughts, events, emotions, and memories. Trained Akashics you can access these to alter their knowledge and skills.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Alchemist]]''' Alchemists use nature's components to forge potions, elixirs, and decoctions with profound effects. Their work transforms base materials into miracles of chemistry and essence. They are bridge-builders between the material world and its hidden potential.
* Annelidist Symbiotes capable of a diverse number of things exist across the worlds and Annelidists share their bodies with them. Due to this, they are qualified healers and combatants.
    </li>
* [[Wander-Chef]] — Taking the quest for the perfect dish literally, the Wander-Chef is a traveler capable of creating amazing dishes with effects that near border on magical enchantment.
    <li class="conceptContent">
* Brewmaster — Alcohol is universal and Brewmasters make it an art, their beverages inspiring courage and other effects carried within their magical brews. Unsurprisingly they are adept drunken brawlers.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-annelidist.svg" width="48"
* Sawbones With training as surgeons and apothecaries, many lives have been saved by a wandering Sawbones. Exceptional healers, their physical finesse doesn't leave them defenseless, however.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Annelidist''' Annelidists house symbiotes within their bodies, forming a relationship that yields diverse benefits. Through that partnership they become capable healers and resilient combatants. They are never truly alone, carrying their purpose and their allies within their own skin.
* Plague Doctor With so many worlds and living things it is only understandable that disease and plague can spread easily. Plague Doctors study pathogens to better understand how to fight them - or make them spread.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-brewmaster.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Brewmaster''' Brewmasters turn the universal craft of brewing into an art of inspiration and effect. Their beverages carry fortitude, courage, and strange insights for those who imbibe. They are also, predictably, terrifyingly efficient in a drunken brawl.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-inkscribe.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Inkscribe]]''' Inkscribes wield living ink, a strange substance that responds to knowledge, artistry, and force of will. Through it, they can animate markings, shape arcane effects, and give form to what was once only drawn or written. Their craft turns ink from a tool of record into a living medium of power.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-juicer.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Juicer''' — Juicers push their bodies beyond ordinary capacities through drugs, potions, and intense chemical consumption. They live on the edge of physiological overload to achieve bursts of immense capability. Their excellence is profound, calculated, and usually quite expensive.
    </li> <!-- https://forums.giantitp.com/showthread.php?490356-The-Juicer-(3-5-Homebrew-Contest-Winner)-PEACH -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-massajist.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Massajist''' Massajists possess deep knowledge of pressure points and physical focal centers. That expertise allows them to heal or harm with equal precision. They are "combat practitioners" who use their hands to restore health or dismantle a body with unnerving ease.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-plaguedoctor.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Plague Doctor''' Plague Doctors study pathogens to understand how life breaks down. They are experts in fighting disease, but that same knowledge allows them to weaponize it when necessary. They walk where others perish, finding wisdom in the midst of decay.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-sawbones.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Sawbones''' Sawbones are surgeons and apothecaries of the road. Their physical finesse and medical training save lives where more formal hospitals are nowhere to be found. They are capable healers who are perfectly comfortable defending their patients with a blade.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-slayer.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Slayer''' Slayers possess an exhaustive understanding of biology and anatomy, used exclusively for the purpose of killing. They know exactly where a creature is weakest and how to exploit it with maximum efficiency. To them, a monster is just a set of biological vulnerabilities waiting for an answer.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-truewriter.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Truewriter''' — Truewriters study the abstract language used to define reality itself. By writing with the root-words of existence, they access power that is as old as the universe. Their path is one of deep scholarship and immense, quiet consequence.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-wanderchef.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Wander-Chef]]''' Wander-Chefs treat the pursuit of the perfect meal as a spiritual quest. Their dishes go beyond nutrition, offering effects that are almost indistinguishable from magic. They find ingredients in the most dangerous places because flavor is worth the risk.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-wilderwych.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wilderwych''' Wilderwyches are masters of herbalism and survival who thrive in the world's most untamed places. They navigate, hunt, and handle animals with instinctual ease. To them, "the wild" is simply home with better ingredients and fewer walls.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/e-wordspeaker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wordspeaker''' Wordspeakers learn the spoken utterances of the primary language of reality. By speaking those words aloud, they reshape the world through sound and intent. Their power is as direct as a shout and as subtle as a whisper.
    </li>
    </ul>


= Damned by Daemons =
= Damned by Daemons =
 
    <ul style="list-style:none" data-category="Damned by Daemons">
* [[Cabalist]] — Though not fully understood, some have attempted some mastery and understanding over what exactly Daemons are so that they can use their own powers against them.
    <li class="conceptContent">
* Mountebank — Daemons increasingly try to tempt beings with promises of power. Mountebanks find themselves in this position, but try to use their new capabilities to wriggle free from the contract.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-cabalist.svg" width="48"
* Daemonhost — Sometimes a daemon will decide to try and influence the world directly, attempting to control a being personally. Sometimes they fight back, however, gaining access to daemonic powers.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Cabalist]]''' Cabalists study Daemons to understand and eventually master their influence. By learning what these beings are, they seek to turn daemonic power against itself. It is a path of dangerous insight and constant, lethal risk.
<!-- https://forums.giantitp.com/showthread.php?424829-Ozodrin-(5E-Conversion-PEACH) -->
    </li>
* Worldrender Influenced by the beings outside of the world, Worldrenders find they are able to temporarily rend abstract concepts of the universe which grants them unique talents and aptitude.
    <li class="conceptContent">
* Remnant  Sometimes daemons or daemonic energy forces itself into reality where someone else happens to be. That person is trapped in a daemonic shell they can learn to control and harness.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-daemonhost.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Daemonhost''' Daemonhosts exist as vessels for daemonic influence, but they are those who survived the experience with their will intact. By resisting the entity within, they gain access to its terrifying power. They are living battlegrounds where a person and a daemon are locked in perpetual struggle.
    </li>
    <!-- https://forums.giantitp.com/showthread.php?424829-Ozodrin-(5E-Conversion-PEACH) -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-mountebank.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Mountebank''' Mountebanks have entered into daemonic contracts for power and now spend their lives trying to wriggle free of the terms. They use their ill-gotten capabilities to evade their patrons and outmaneuver their fate. They are the ultimate cosmic gamblers, and the stakes are their own souls.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-osteoth.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Osteoth''' Osteoths are infested by daemonic influence that warps their physical forms while leaving their minds relatively intact. They can reshape their own skeletons into weapons or armor on a whim. It is a gruesome, efficient, and thoroughly unsettling survival strategy.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-remnant.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Remnant''' — Remnants are people trapped within a daemonic shell they have learned to harness. They are the survivors of reality-warping events where daemonic energy claimed their space. Power is their consolation prize for no longer being entirely human.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/x-worldrender.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Worldrender''' — Worldrenders are touched by daemonic influence in ways that let them tear at abstract principles of existence. These rents grant bizarre talents and altered understandings of the world. Their powers feel less like spells and more like temporary violations of how things are supposed to work.
    </li>
    </ul>


= The Odd Ones Out =
= The Odd Ones Out =
 
    <ul style="list-style:none" data-category="The Odd Ones Out">
* [[Fright]] — Masters of maskcraft, they create and utilize different masks to change their forms in a multitude of ways, granting them access to various forms and abilities.
    <li class="conceptContent">
* Tarene — Adapted from a form of cardcraft, the Tarene is capable of using a deck of cards to draw power from. Given the random nature of their abilities, they tend to be inexorably tied to fate and destiny.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-champion.svg" width="48"
* Shifter — Therianthropy tends to be a death sentence to many people, however, Shifters accept their fate and try to master it, getting all they can from their unique condition.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Champion''' — Champions forge a bond with an animatra, a powerful being that trains and empowers them in turn. Through that connection, they learn to draw upon its strength and summon it to fight beside them. They are never truly alone in battle, because their greatest power arrives as a partner.
* [[Mutagenist]] — Undergoing rituals to turn themselves into a form of mutant, Mutagenists are able to imbibe concoctions to alter themselves and push their minds, bodies, and souls to their limits.
    </li>
* Champion — Through some method, a Champion makes a connection to what is known as an animatra. Training with this being and drawing power, they can summon their animat to fight alongside them.
    <li class="conceptContent">
* Wilderwych — Masters of wortcraft and herbalism, Wilderwyches are extremely capable of living off the land and are master survivalists and navigators. They are also skilled at animal handling.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-fright.svg" width="48"
* Outsider — It is known that there are greater intelligences beyond the known borders of reality, and sometimes they decide to "bless" certain beings. Of course, the term "bless" is oft relative.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Fright]]''' Frights are masters of maskcraft, using crafted faces to alter their forms and abilities. Each mask opens a different path, allowing them to become something new depending on what the moment demands. Their art is transformation made ritual, identity worn like a weapon.
* Stitchmaster — Many societies take trophies from the bodies of hunted beings, but some have delved into anatomy, biology, and surgery to graft parts of foreign creatures to themselves.
    </li>
* Protean — Often thought as a hurricane in a bottle, they point themselves at a problem and uncork the stopper... sometimes even managing to rid of the problem. Shapeshifters at the extreme.
    <li class="conceptContent">
<!-- https://forums.giantitp.com/showthread.php?312741-We-Knew-the-World-Would-Not-be-the-Same-PEACH -->
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-getimian.svg" width="48"
* Swarmlord Primal Insects sometimes infest beings in an attempt to have them feed their swarm, but sometimes the infested beings are able to wrest control for themselves, creating their own swarm.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Getimian''' — Getimians seem blessed by impossible luck, though whether that means they are fortunate or everyone else is cursed remains an open cosmic joke. They can bend chance, twist probability, and make outcomes slide in their favor with unnerving regularity. Around them, coincidence starts acting like a trained animal.
<!-- https://forums.giantitp.com/showthread.php?635614-PEACH-Hive-Host -->
    </li>
* Scion Whether from a forgotten age or crafted directly for you, your fate and destiny are bound to that of a particular artifact of exceptional power. Through it, you can master its own power and your own.
    <!-- Originally called a Luckbender -->
* Wyrmic — Dragonkind is one of the most common types of magical creatures across the planes, referenced in almost every culture in some way. Wyrmics are those who try to adopt their powers for themselves.
    <li class="conceptContent">
* Simulacrum — There are some who can learn the odd abilities of monsters and beasts and use them as they wish. Some take this a step further and eat these beings to go even further in gaining these powers.
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-mutagenist.svg" width="48"
* Luckbender — Some beings never develop any skills or abilities, they just seem incredibly lucky. Or maybe everyone else is unlucky? A Luckbender can tap into this and modify luck and probabilities.
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[[Mutagenist]]''' Mutagenists undergo rituals that make them something more and less than ordinary mortals. By drinking specialized concoctions, they push their bodies, minds, and souls into altered states that grant extreme power. Their path is one of controlled instability, where transformation itself becomes a discipline.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-outsider.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Outsider''' Outsiders are touched by intelligences that exist beyond the known borders of reality. These entities grant strange gifts that may be called blessings, though the word is doing some suspiciously heavy lifting. Their powers carry the mark of something vast, alien, and not especially concerned with mortal comfort.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-protean.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Protean''' Proteans are shapeshifters taken to a wild and dangerous extreme. Once unleashed, they become torrents of mutable flesh, force, and instinct that crash through problems like storms in a bottle. Control is part of their craft, but so is knowing when to uncork catastrophe.
    </li>
    <!-- https://forums.giantitp.com/showthread.php?312741-We-Knew-the-World-Would-Not-be-the-Same-PEACH -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-pseudohistorian.svg"
            width="48" height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Pseudohistorian''' Pseudohistorians claim origins in secret histories, erased timelines, or realities adjacent to this one. Whether or not their stories are fully true, the knowledge they carry is often bizarrely useful and alarmingly potent. They are walking contradictions, armed with memories the world insists should not exist.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-scion.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Scion''' — Scions are bound by fate to a singular artifact of immense power. Whether inherited, discovered, or made for them by strange design, that object becomes inseparable from their destiny. As they master it, they also uncover deeper truths about themselves and the force that chose them.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-shifter.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Shifter''' — Shifters are those who have embraced therianthropy rather than being destroyed by it. Instead of fleeing their condition, they learn to master its forms, instincts, and strengths. What others would call a curse, they turn into a hard-won source of power.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-simulacrum.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Simulacrum''' — Simulacrums learn to imitate the strange abilities of beasts and monsters. Some go further still, consuming such creatures in order to claim even more of their gifts for themselves. They are students of predation, adaptation, and the dangerous art of becoming what they hunt.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-stitchmaster.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Stitchmaster''' — Stitchmasters go beyond taking trophies and instead remake themselves with the parts of other creatures. Through anatomy, surgery, and biological experimentation, they graft foreign abilities directly onto their own bodies. They are living patchworks of conquest, craft, and unnerving practicality.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-swarmlord.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Swarmlord''' — Swarmlords are born from infestation, when primal insects attempt to turn a being into a servant of the swarm. The difference is that a Swarmlord seizes control back and makes the swarm their own. They become a walking hive, directing countless tiny lives as extensions of a single terrible will.
    </li>
    <!-- https://forums.giantitp.com/showthread.php?635614-PEACH-Hive-Host -->
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-tarene.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Tarene''' Tarene draw power through cardcraft, using a deck as both focus and fate-engine. Because their abilities emerge through chance, they are deeply tied to destiny, fortune, and the strange patterns that govern both. Their power feels like gambling with the universe, except the universe is somehow also part of the deck.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/o-wyrmic.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Wyrmic''' Wyrmics seek to claim the might of dragonkind for themselves. Inspired by one of the most widespread and revered forms of magical creature across the planes, they cultivate draconic power through study, transformation, or inheritance. They are mortals reaching toward the majesty and terror of dragons.
    </li>
    </ul>


= Hybrids =
= Hybrids =
    <ul style="list-style:none" data-category="Hybrids">
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-agent.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Agent of [Child]''' — Agents serve the Divine Children through stealth, deception, and necessary wrongdoing. They handle the hidden work that must be done in service of a sacred cause, especially when open holiness would only get in the way. Their devotion is real, even when it wears a thief’s smile.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-celebrant.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Celebrant of [Child]''' — Celebrants spread the message of a Divine Child through performance, music, and communal inspiration. Their songs strengthen the faithful, stir emotion, and carry sacred meaning into the hearts of crowds. They are missionaries of rhythm and charisma, turning devotion into living celebration.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-magus.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[Color] Magus''' — Magi unite spellcraft with martial prowess in a single disciplined path. They wield blade and magic together, shifting between physical violence and arcane force as the situation demands. Their strength lies in refusing to choose between sword and spell when both can be brought to bear.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-mind.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[Color] Mind''' — Minds combine arcane talent with psionic power to shape both thought and reality. This union gives them an especially potent command over influence, control, and the manipulation of the world around them. Their desires rarely remain internal for long, because they possess too many ways to make them real.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-paladin.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Paladin of [Child]''' — Paladins serve a Divine Child through martial strength, courage, and visible action. They enforce the will of their patron, defend the faithful, and stand as sacred champions in open conflict. Where subtle servants work in shadow, Paladins are the armored answer that arrives in daylight.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-prelate.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''Prelate of [Child]''' — Prelates serve the Divine Children through psionic gifts and spiritual insight. They guide fellow believers, awaken understanding, and spread their patron’s message through mind as much as word. Their authority is part revelation and part mental force, which makes ignoring them rather difficult.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-singer.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[Color] Singer''' — Singers blend magical talent with the transformative power of bardic music. Their art can sway hearts, inspire crowds, and shape reality in ways ordinary performers can scarcely imagine. They do not merely perform for an audience, they enchant the world into listening.
    </li>
    <li class="conceptContent">
        <htmltag tagname="img" src="https://www.zd10.net/images/mediawiki/concept_icons/h-stalker.svg" width="48"
            height="48" style="margin: 0.5em 0.5em 0.5em 0" />'''[Color] Stalker''' — Stalkers unite arcane ability with stealth, infiltration, and thievery. Magic makes them more elusive, more adaptable, and more dangerous than even highly skilled rogues. They are specialists in going where they should not, taking what they must, and leaving behind only bafflement.
    </li>
    </ul>


* [Color] Magus — Combining magical talent with martial combat prowess, a Magus is able to bring the might of both spell and sword to bear. Utilizing both allows them to approach problems in either way.
<hr>
* [Color] Stalker — Combining magical talent with skills of thievery and stealth, a Stalker is masterful in their craft and excels at getting in and out of places that regular thieves may have difficulty with.
* [Color] Mind — Combining magical talent with psionic capabilities, Minds are capable of purely controlling the world around them to ensure that their wishes and desires come to fruition.
* [Color] Singer — Combing magical talent with the skills of bardic music, Singers can sway the hearts and minds of crows and shape the world around them in ways regular musicians only dream of.
* Paladin of [Child] — Representing one of the Divine Children, a paladin services them through martial might and combat prowess, enforcing the goals of the Child they represent and protecting their followers.
* Prelate of [Child] — Representing one of the Divine Children, a prelate services them through psionic talent, often enlightening their fellow followers and truly spreading the message their Child wishes.
* Agent of [Child] — Representing one of the Divine Children, an agent services them through roguish trickery and stealth, often doing things that are necessary but should not see the light of day.
* Celebrant of [Child] — Representing one of the Divine Children, a celebrant services them through bardic song, bringing the message of their Child to the masses and reinvigorating their Child's followers.


</div> <!--class="panel" Content Panel-->
= Planar Concepts =
</div> <!--class="medium-12 columns"-->
</div> <!--class="row"-->


__TOC__
Though the concepts above can apply to any type of character, there are many hyper-specific or regional concepts that
exist in a cultural context across the planes. They exist in much smaller numbers than the ones listed above.
    <ul style="list-style: square">
    <li class="conceptContent">'''Akumukurai''' of ''Verdavent'' — Akumukurai are special warriors that excel in hunting down beings, monstrous or not, from the waking nightmare. Capable of traveling through dreams as well as divining them. A combination of martial prowess, psionics, and communication, divination, and navigation skills.
    </li>
    <li class="conceptContent">'''Kahukai''' of ''Kohola'Ohu'' — Kahukai, one type of Kahuna, are magicians with an almost religious role that are called upon to speak with water. The greatest of them can summon and dismiss storms, as well as survive on water alone. A combination of Hydrotheurgy, Aerotheurgy, and religious, survival, and crafting skills.
    </li>
    <li class="conceptContent">'''Kunuwotalo''' of ''Calinago'' — Kunuwotalo, commonly known as Tidehunters, are the wandering fishers tasked with taking down the larger creatures of the seas. Known for their skills with a harpoon, and some can shapeshift into sharks. A combination of martial prowess, Hydrotheurgy, and cooking, navigational, and tracking skills.
    </li>
    <li class="conceptContent">'''Mahōrigamist''' of ''Gajettokame'' — Mahōrigamists are magicians who use a unique and complex form of magic based on folding paper into complex shapes. They can either bring these creations to life or use them in a fashion similar to a scroll. A combination of Anitheurgy, Hemotheurgy, and crafting skills.
    </li>
    <li class="conceptContent">'''Pogrebalny''' of ''Koronuved'' — Pogrebalny are a type of exorcist that specializes in dispatching the undead through the use of a collection of bells as the tool of their craft. Each bell has a specific use, and some can affect the living as well. A combination of exorcism, Anitheurgy, Bardic talent, and navigational, ritual, and communication skills.
    </li>
    <!-- https://oldkingdomwiki.fandom.com/wiki/Bells -->
    <li class="conceptContent">'''Vampiir''' of ''Taş'' — Vampiir are individuals who receive characteristics and abilities from vampires, and thus run the gamut in capability. As they still maintain their mortality, the weaknesses of their masters don’t affect them. A combination of Hemotheurgy, psionics, shapeshifting, and thievery and communication skills.
    </li>
    <!-- https://www.dandwiki.com/wiki/Vampire_(5e_Class) -->
</ul>


[[Category:Trigate]] [[Category:Concept]]
[[Category:Trigate]] [[Category:Concept]]
<div class="hide">
Concept, Trigate Concept, Class, Profession, Archetype, Package, Job
</div>

Latest revision as of 09:27, 14 March 2026

Here you can find a list of sample skill packages, but as you can technically combine any skills you wish, you can create your own!

Melee Combatants

  • Beastmaster — Beastmasters fight beside loyal creatures that answer to their command. The bond between master and beast is both practical and supernatural, granting them a wide range of strengths in battle. Few combatants are as versatile or as dangerous in tandem.
  • Berserker — Berserkers enter a rage-trance that drives them beyond ordinary mortal limits. Pain, fear, and restraint all fall away as they tear through foes with terrifying force. The greatest among them verge on legend, becoming living storms of violence.
  • Bushi — Bushi are disciplined warriors trained in refined sword arts such as Iaido and Battojutsu. They specialize in decisive draws, sudden cuts, and strikes delivered with lightning precision. To face one is often to lose before the duel seems to begin.
  • Cavalier — Cavaliers are masters of mounted warfare, fighting as one with their steeds. Speed, momentum, and battlefield positioning turn every charge into a devastating weapon. Mount and rider together become a single force of elegant destruction.
  • Crusader — Crusaders bind themselves to causes greater than their own lives. Their strength comes from conviction, sacred vows, and the visible symbols of their devotion. They do not merely fight enemies, they challenge them in the name of an ideal.
  • Descendent — Descendents carry a dormant legacy in their blood, soul, or flesh. Through will, training, or circumstance, they learn to awaken that inheritance and bring it into the world. What they become depends on whether they master that heritage or let it master them.
  • Duelist — Duelists live for the purity of one-on-one combat. Finesse, timing, and technical excellence matter more to them than brute force ever could. In a proper duel, they are among the deadliest fighters alive.
  • Gladiator — Gladiators are warriors shaped as much by spectacle as by bloodshed. They know that a fight is not only won by strength, but by presence, nerve, and the eyes of the crowd. Every battle is a performance, and every performance can kill.
  • Kensai — Kensai devote themselves to the mastery of a chosen weapon until it becomes part of who they are. In their hands, a blade, spear, or hammer becomes not just a tool but a form of expression. Their art is martial, but it is art all the same.
  • Knight — Knights are aristocratic warriors trained in both battle and bearing. They move through war and society alike with discipline, expectation, and inherited duty. Whether noble by blood or by deed, they are marked by station as much as skill.
  • Kopiatze — Kopiatze possess an uncanny ability to learn through observation. By watching others move, fight, and perform, they can mirror techniques with frightening speed. They are reminders that talent can be as dangerous as training.
  • Kraftkarl — Kraftkarls pursue raw physical power as a virtue in itself. Their bodies are honed toward impossible feats of lifting, breaking, carrying, and striking. They are what happens when sheer strength becomes a calling.
  • Marshal — Marshals are warriors who amplify the people around them. Through command, poise, and battlefield awareness, they turn groups into disciplined fighting forces. Their greatest weapon is often the courage they awaken in others.
  • Martial Artist — Martial Artists train body, technique, and tradition into a single discipline. Whether empty-handed or armed, they fight with precision born of repetition and philosophy. Their strength lies not only in force, but in control.
  • Matador — Matadors are graceful combatants whose speech and style are as sharp as their weapons. They know how to provoke, distract, and humiliate while keeping perfect command of a fight. Their words wound first, and steel often follows.
  • Paramander — Paramanders are specialists in defying the supernatural. Arcane force, divine miracles, psionics, and stranger powers all alike meet their resistance without mercy. They are the sort of foolhardy heroes who look at magic and decide to punch it in the teeth.
  • Rikishi — Rikishi are massive combatants built for leverage, punishment, and control. They dominate close quarters through grapples, throws, and overwhelming bodily force. Moving one is difficult, surviving one is worse.
  • Shieldwall — Shieldwalls turn defense into a fully realized martial art. They use shields not merely to endure attacks, but to control space, protect allies, and break enemy momentum. Where others see caution, they see mastery.
  • Soldier — Soldiers are products of drilled combat traditions and practical training. Their style depends heavily on culture, discipline, and the weapons of their people. They may lack flash, but they possess the deadly reliability of tested warcraft.
  • Swashbuckler — Swashbucklers thrive on speed, daring, and panache. They dance through danger on parries, ripostes, and sheer audacity. Style is not separate from survival to them, it is survival.
  • Warrior — Warriors are the broad foundation of martial combat. Their strength lies in adaptability, growth, and the simple truth that skill with arms can take many forms. They begin with fundamentals and can become nearly anything.
  • Weaponmaster — Weaponmasters reject narrow specialization in favor of broad competence. They study many arms and learn how each changes the shape of a fight. Versatility is their philosophy, and preparedness their great advantage.
  • Wukong — Wukongs draw on gifts and teachings tied to the Primordial Monkeys. They excel through mobility, mischief, and techniques that keep enemies uncertain and off-balance. To fight one is to fight somebody who refuses to behave sensibly, which is very rude and very effective.

Ranged Combatants

  • Bowcaster — Bowcasters treat the bow almost like an arcane focus. By enchanting their ammunition on the fly, they adapt each shot to suit the moment. They are flexible ranged specialists whose arrows rarely do only one thing.
  • Gandiva — Gandiva excel at overwhelming ranged assault. Volleys, rapid fire, and punishing barrages allow them to dominate wide stretches of the battlefield through relentless pressure. Where precision is optional and saturation is king, they are in their element.
  • Harrier — Harrier favor lighter ranged weapons and constant movement. They skirmish, reposition, and strike without letting themselves become easy targets. Their style is less about standing firm and more about never being where the enemy wants them.
  • Marksman — Marksmen represent the pinnacle of ranged weapon training. Their skill allows them to use nearly any ranged armament with confidence, accuracy, and discipline. At long distance, few can rival their calm lethality.
  • Riikiranga — Riikiranga specialize in thrown weapons, especially those that return, rebound, or strike from strange angles. They turn ricochets and impossible trajectories into a deliberate martial craft. Cover is only comforting until one of their weapons bends the rules of comfort.
  • Tracker — Trackers are hunters who fight beside trained hounds. Their talents make them natural bounty hunters, scouts, and relentless pursuers who are rarely alone for long. On some worlds, their companions carry supernatural gifts of their own.
  • Zarabatana — Zarabatana practice the blowgun as an art guided by pneuma, the breath of life and spirit. Each shot is shaped by control, precision, and the power carried in a measured exhalation. Their craft is quiet, disciplined, and far deadlier than it first appears.

Those of Guile

  • Daredevil — Daredevils rely on freedom of motion, agility, and reckless grace. They slip through danger with the ease of acrobats and the instincts of thieves. Their bodies are their first tools, and often their finest.
  • Ghost — Ghosts possess an eerie affinity with shadow and spirit. That bond grants them abilities that feel almost supernatural even when they are not fully understood. They move like something half-present and never entirely ordinary.
  • Loreseeker — Loreseekers prize hidden knowledge above wealth or comfort. Ancient truths, lost secrets, and forbidden histories are the treasures they pursue most fiercely. Their adventuring is driven by curiosity sharpened into obsession.
  • Picaro — Picaros pair dexterity with wit and social finesse. They are thieves of opportunity as much as property, often surviving by charm as readily as stealth. A Picaro tends to feel more like a rogue wanderer than a hardened criminal.
  • Ranger — Rangers rule through ambush, patience, and mastery of the wild. Traps, terrain, stealth, and timing turn nature itself into an ally. Crossing their ground uninvited is usually a very stupid life choice.
  • Revolutionary — Revolutionaries fight against hierarchy, oppression, and the abuse of power. Their struggle is ideological as much as physical, and their methods are shaped by resistance. Whether rebel or liberator depends largely on who is writing the history.
  • Rogue — Rogues are brutes, enforcers, and practical criminals who know stealth alone is not always enough. They combine underhanded skill with enough violence to stay dangerous when subtlety fails. Their talent lies in getting the job done by whatever means remain.
  • Shinobi — Shinobi are covert operatives trained in stealth, discipline, and secret techniques. Their traditions are often bound to clans, tribes, or hidden lineages with specialized methods of their own. Some approach the mystical, but all thrive in secrecy.
  • Spindel — Spindels are stealth specialists shaped further by the gifts of the Primordial Spiders. Webcraft, venom, climbing, and sharpened predatory instinct all become part of their method. They are hunters built for vertical spaces, patient kills, and unnerving precision.
  • Thief — Thieves are pure specialists in stealth and larceny. Their narrower focus leaves them fewer broad tricks, but it also leaves them room to excel at what they do best. In the right hands, simplicity becomes freedom.
  • Trickster — Tricksters live on misdirection, flair, and audacity. They deceive not only to survive, but because style matters to them almost as much as success. A trick unseen is wasted, and they hate waste.
  • Wadjet — Wadjet are masters of venom, subterfuge, and hypnotic influence. Their gifts descend from the ancient Primordial Serpents, blending charm with quiet lethality. If persuasion fails, they are perfectly capable of becoming a nightmare in close quarters.

Magic Users

  • Artificer — Artificers shape magic into devices, tools, enchantments, and constructs. Though they cannot cast in the same way true spellcasters do, their knowledge of arcane principles runs deep. They are builders of miracles with screws, sigils, and patience.
  • Kahunga — Kahunga unite two great traditions of sacred magic into a single discipline. Their bodies serve as living grimoires, each tattoo preserving both narrative and power. To read one is to read a history written in spellwork and skin.
  • Rummage — Rummages, sometimes called Junk Mages, make arcana function through methods no respectable theorist would bless. Dreams, scraps of true names, stolen principles, and unstable insight all get lashed together into working spellcraft. They are proof that magic can be held together with brilliance, desperation, and probably metaphorical duct tape.
  • Wandslinger — Wandslingers lack the raw depth of fully specialized wizards. In exchange, they gain breadth, adaptability, and access to a wider spread of magical tricks. They are arcane generalists who thrive by staying ready for anything.
  • Witch — Witches gain power through relationships with eldritch or supernatural beings. Those pacts may be sought, inherited, negotiated, or suffered, but they always come with meaning. Their magic carries the weight of bargain, mystery, and dangerous attention.
  • Wizard — Due to the processes required to develop, memorize and practice arcane arts, Wizards are specialized arcane casters capable of powerful feats. Each type of wizard specializes in a different area.
    • Aerotheurgist — Wind, Sound, and Storms
    • Anitheurgist — Life and Death, Spirits and Souls
    • Astrotheurgist — Space, Moons, and Stars
    • Chorotheurgist — Teleportation, Distortion, and Clairsentience
    • Dynatheurgist — Electricity, Magnetism, and Gravity
    • Hemotheurgist — Blood, the Body, and Sentience
    • Hydrotheurgist — Water, Cold, and the Ocean
    • Luxotheurgist — Light and Dark, Color, and Illusions
    • Mutotheurgist — Acid, Radiation, and Toxins
    • Naturatheurgist — Nature, Plants, and Beasts
    • Nihilotheurgist — Destruction, the Void, and Ending
    • Omnotheurgist — Reality, Time, and Magic
    • Pyrotheurgist — Fire, Heat, and Magma
    • Terratheurgist — Stone, Metal, and Gems
    • Xenotheurgist — Summoning, Exotic Energies, and Warding

Practitioners of the Divine

  • Accursed — Accursed are marked by divine displeasure after offending one of the Divine Children. The curse they bear is a burden, but also a source of strange power and altered purpose. Some collapse beneath it, while others learn to carry it like a weapon.
  • Friar — Friars are wandering servants of the Divine Children who move through the world rather than apart from it. Their calling gives them spiritual authority, but also practical skill beyond strictly religious matters. They are holy people with dirt on their boots and enough sense to defend themselves.
  • Godhand — Godhands seize divine power rather than waiting humbly for it. Whether by birth, destiny, or force of being, they reach directly into sacred might and drag it into mortal hands. Such power is immense, but it is often more than a body was meant to bear.
  • Incarnation — Incarnations are mortals temporarily inhabited by a fraction of divine will. The Divine Children use them when they want certainty, intervention, and unmistakable influence in the world. For a time, they become something closer to a demigod than a person.
  • Martyr — Martyrs are chosen to die in service to a divine cause. Their fate is fixed from the moment they are marked, and power is granted to them within that doomed span. They walk with purpose sharpened by inevitability.
  • Mystic — Mystics engage with the small divine fragments scattered throughout existence. Where others ignore them, Mystics bargain, listen, and work with those subtle presences. Their power comes not from one god alone, but from a world quietly full of spirit.
  • Oathblade — Oathblades carry divine purpose into stealth, precision, and covert action. They are agents of sacred will who accomplish what open champions cannot. Their piety is sharp, focused, and often hidden behind a knife.
  • Oracle — Oracles are chosen for divine power without consent or full understanding. Providence places strange gifts in their hands and leaves them to live with the consequences. They often revere the powers behind them, even when those powers have made their lives much stranger.
  • Prophet of [Child] — Prophets are the messengers of the Divine Children, capable of divine acts of magic and faith and performing phenomena relevant to the purview of their Child's domain.
  • Reborn — The Reborn are those who nearly died and somehow returned altered. The afterlife did not keep them, and now they can force passage back toward the realm that should have claimed them. Death knows their name, but seems to have lost the paperwork.
  • Relicsmith — Relicsmiths work with divine objects, sacred remnants, and artifacts of power. Unlike mere keepers of holy things, they have learned to create new devices touched by the divine. Their craft is reverence fused with invention.
  • Totemist — Totemists are bound to a powerful totemic beast that shares its strength, instinct, and nature with them. Through that bond, they take on traits and powers that reflect the creature’s essence in body and spirit. They are warriors of borrowed ferocity, shaped by the beast within as much as by the person they once were.

Masters of the Mind

  • Adept — Adepts turn inward to refine body and mind into a single perfected weapon. Their discipline allows them to enhance themselves beyond ordinary human or mortal limits. They are proof that willpower, when sharpened enough, gets downright unfair.
  • Avatar — Avatars shape psychoplasm into a personal exoskeletal form. This makes them capable in both direct physical combat and psionic confrontation. Their projected form is armor, extension, and identity all at once.
  • Bancho — Banchos blend psychic talent with force of personality and cultivated ego. They read minds, project confidence, and sharpen social dominance into a psionic instrument. Their insight into others is often matched by a dramatic certainty about themselves.
  • Bladeswarm — Bladeswarms use telekinesis to command multiple weapons at once. Rather than merely wielding steel, they animate it into a deadly orbit of thought and motion. Fighting one can feel less like dueling a person and more like being mugged by geometry.
  • Cerebrugeon — Cerebrugeons combine psionic power with deep knowledge of the mind. Their understanding of psyche, personality, and mental structure lets them operate with unsettling precision. They are equal parts psychic and surgeon, which is a troubling combination.
  • Deranger — Derangers wield psionics through minds fractured by madness. Their instability becomes a source of strange manifestation and dangerous unpredictability. What they create may be horrifying, but it is never boring.
  • Dreamsmith — Dreamsmiths work with the substance of dreaming itself. They shape dreamstuff into temporary realities and pull the unreal into waking life. Their art makes imagination briefly tangible.
  • Extrascient — Extrascients do not generate psionic power independently. Instead, a greater mind notices them and uses them as a lens or conduit. What they become depends as much on that outside patron as on themselves.
  • Gun-sage — Gun-sages fuse firearms with psionic discipline. They treat guns not just as weapons, but as extensions of intent, focus, and mental force. Their shots are guided by more than aim alone.
  • Imagimage — Imagimages create psychoplasmic beings from the contents of their minds. These constructs act where the creator cannot, making thought itself a kind of companion or servant. Their power lies in giving form to imagination and then setting it loose.
  • Mindthief — Mindthieves use psionics to distract, deceive, and rob with terrifying subtlety. They can strip secrets as easily as purses when given the right opening. To them, the mind is simply another place where valuables are kept.
  • Nocnitsa — Nocnitsas channel nightmares through the influence of a dark passenger. This bond lets them drag fear and dream-horror into the waking world. Their power is vivid, intimate, and rarely kind.
  • Psion — Psions are the broad masters of mental power. Their command of multiple disciplines gives them immense flexibility and immense potential. Where other mentalists specialize, Psions often define the standard.
  • Thrallherd — Thrallherds believe weaker minds are waiting to be claimed, directed, and used. Their power centers on gathering followers and bending others into obedience. Whether they guide or exploit, they rarely walk alone for long.
  • Vector — Vectors turn telekinesis primarily upon themselves instead of other objects. This gives them a distinctive movement style, letting them dart through combat with strange velocity and control. They fight like gravity has become a personal suggestion.
  • Zen Archer — Zen Archers unite psionic focus with archery. Their discipline enhances precision, awareness, and the possibilities of the bow far beyond ordinary marksmanship. They are serene right up until the moment they put something impossible through your eye slit.

Spiritual Negotiators

  • Brandshaper — Brandshapers place spiritual marks on others that linger like stains upon the soul. Through those brands they curse, influence, and manipulate their targets in increasingly creative ways. What begins as malediction can become a full language of control.
  • Calavera — Calaveras speak with spirits rather than merely fearing or banishing them. Their kindness, patience, or curiosity often earns them unusual blessings and peculiar traits in return. They are diplomats at the border between the living and the dead.
  • Exorcist — Exorcists defend the physical world from intrusive spirits, psionic entities, and restless remnants. Their calling is protective, practical, and often itinerant. They go where possession, haunting, or spiritual corruption makes ordinary life impossible.
  • Mariner — Mariners, or Shantymen, share a spiritual bond with the sea. Song, ritual, and ocean-sense shape their lives as much as seamanship does. They may charm storms, call creatures, or simply know the water too well to be ordinary sailors.
  • Occultist — Occultists work with the ambient spiritual and psychic charge that settles into places and objects. By drawing on those residues, they borrow from legends, histories, and haunted significance. They are scavengers of unseen meaning.
  • Revenant — Revenants stand close to ghosts, often because they have already crossed the boundary once themselves. By embracing that connection, they gain powers and forms reminiscent of the dead. They are living people with one foot still in the graveyard.
  • Shayojir — Shayojir practice a spirit tradition rooted in the natural world. They seek favors, negotiate with unseen beings, and eventually learn to create new spirits housed in paper forms. Their art is part diplomacy, part ritual craft, and part elegant weirdness.
  • Sin-Eater — Sin-Eaters consume spirits and souls to claim the power within them. What began as a rite to keep dangerous spiritual influence from harming others becomes, in their hands, a source of personal transformation. Their path is intimate, transgressive, and potent.
  • Tomekeeper — Tomekeepers carry books so spiritually charged that they alter the world around them. By invoking the living force within great texts, they can change themselves, reshape battlefields, and influence enemies. For them, literature is not passive, it bites back.
  • Tzitzimime — Tzitzimime bear the gifts of the Primordial Moths: chaos, passion, and yearning. Through self-transformation they learn to commune with spirits and eventually exist alongside them more fully. They are strange pilgrims of metamorphosis, desire, and becoming.

Maestros of Music

  • Bard — Bards are versatile performers whose music alters minds, moods, and even reality. They may be fools, scholars, wanderers, or virtuosos, but all of them understand the hidden force of art. They are not masters of one trade so much as meddlers in all of them.
  • Battle-Dancer — Battle-Dancers mix combat with movement so fluid it borders on choreography. Their evasiveness, flourish, and grace make them dangerous both as fighters and entertainers. Every step has purpose, and every turn may hide a strike.
  • Fenris — Fenris musicians follow the howling tradition of the Primordial Wolves. Their songcraft is primal, forceful, and tied to ancient powers said to have shaped worlds. What they sing feels older than culture and closer to creation itself.
  • Songsmith — Songsmiths push musical craft into rarer and more specialized forms. Their talents are stronger, stranger, and more refined than those of more general performers. They do not merely perform songs, they forge them.
  • Warrior Poet — Warrior Poets learn heroism from story and then test it in the world. They are equal parts teller and participant, shaping legend even as they live it. For them, battle is both deed and verse.

Tinkerers of Technology

  • Aeronaut — Aeronauts build devices that grant them flight. This mobility changes how they explore, scout, and fight, opening angles other adventurers can barely imagine. The sky becomes a workspace, battlefield, and invitation.
  • Demolitionist — Demolitionists specialize in destruction through technology. While others tinker broadly, they focus their expertise toward controlled ruin and explosive results. Their answer to many problems is to make the problem become several smaller problems.
  • Fumigant — Fumigants focus on the use of dangerous substances delivered through specialized gear. Their work is narrower than that of other technologists, but no less deadly for it. A Fumigant often knows the world through poison, pressure, and unpleasant chemistry.
  • Gearbreaker — Gearbreakers understand machines so thoroughly because they are experts at ruining them. They dismantle, sabotage, salvage, and counter technological devices and beings with ruthless efficiency. On highly industrial worlds, that makes them very popular with exactly the wrong people.
  • Mechworker — Mechworkers create mechanical replacements and augmentations for damaged bodies. Their expertise turns loss into adaptation and survival into reinvention. Where others see mutilation, they see engineering challenges.
  • Mekgineer — Mekgineers specialize in constructing and improving automata. Their signature achievement is often a mechanical companion built to grow alongside them. They are inventors who bring their creations with them into danger and discovery.
  • Pistolero — Pistoleros are agile gunfighters with a flair for trick-shots and speed. They maintain, repair, and improve their own weapons as naturally as they draw them. Style and lethality go hand in hand in their craft.
  • Rifleman — Riflemen are long-range specialists who provide lethal support from afar. They aid their allies by eliminating high-value targets and suppressing enemy movement. Their presence makes the open battlefield a much more dangerous place.
  • Saboteur — Saboteurs are demolition experts who control the field through explosive devices. Bombs, charges, and mortars are their primary tools for reshaping topography and enemy morale. They don't just solve problems; they erase them from existence.
  • Spellshooter — Spellshooters reject the idea that magic and machinery must be separate. They design devices that channel arcane force through technological frames, usually revolving around firearms. For them, a gun is just a very efficient way to deliver a spell.
  • Tinkerer — Tinkerers are experimental technologists who live to invent, design, and build. Their curiosity drives them to create outlandish gadgets and innovative tools that push the boundaries of what machinery can do. They are the primary reason why things occasionally go "clunk" and then "magic."

Education and Acumen

  • Akashic — Akashics access the records of thoughts, emotions, and memories that settle beneath reality. By tapping into that collective history, they alter their own knowledge and skills with preternatural speed. They are scholars who learn from the memory of the universe itself.
  • Alchemist — Alchemists use nature's components to forge potions, elixirs, and decoctions with profound effects. Their work transforms base materials into miracles of chemistry and essence. They are bridge-builders between the material world and its hidden potential.
  • Annelidist — Annelidists house symbiotes within their bodies, forming a relationship that yields diverse benefits. Through that partnership they become capable healers and resilient combatants. They are never truly alone, carrying their purpose and their allies within their own skin.
  • Brewmaster — Brewmasters turn the universal craft of brewing into an art of inspiration and effect. Their beverages carry fortitude, courage, and strange insights for those who imbibe. They are also, predictably, terrifyingly efficient in a drunken brawl.
  • Inkscribe — Inkscribes wield living ink, a strange substance that responds to knowledge, artistry, and force of will. Through it, they can animate markings, shape arcane effects, and give form to what was once only drawn or written. Their craft turns ink from a tool of record into a living medium of power.
  • Juicer — Juicers push their bodies beyond ordinary capacities through drugs, potions, and intense chemical consumption. They live on the edge of physiological overload to achieve bursts of immense capability. Their excellence is profound, calculated, and usually quite expensive.
  • Massajist — Massajists possess deep knowledge of pressure points and physical focal centers. That expertise allows them to heal or harm with equal precision. They are "combat practitioners" who use their hands to restore health or dismantle a body with unnerving ease.
  • Plague Doctor — Plague Doctors study pathogens to understand how life breaks down. They are experts in fighting disease, but that same knowledge allows them to weaponize it when necessary. They walk where others perish, finding wisdom in the midst of decay.
  • Sawbones — Sawbones are surgeons and apothecaries of the road. Their physical finesse and medical training save lives where more formal hospitals are nowhere to be found. They are capable healers who are perfectly comfortable defending their patients with a blade.
  • Slayer — Slayers possess an exhaustive understanding of biology and anatomy, used exclusively for the purpose of killing. They know exactly where a creature is weakest and how to exploit it with maximum efficiency. To them, a monster is just a set of biological vulnerabilities waiting for an answer.
  • Truewriter — Truewriters study the abstract language used to define reality itself. By writing with the root-words of existence, they access power that is as old as the universe. Their path is one of deep scholarship and immense, quiet consequence.
  • Wander-Chef — Wander-Chefs treat the pursuit of the perfect meal as a spiritual quest. Their dishes go beyond nutrition, offering effects that are almost indistinguishable from magic. They find ingredients in the most dangerous places because flavor is worth the risk.
  • Wilderwych — Wilderwyches are masters of herbalism and survival who thrive in the world's most untamed places. They navigate, hunt, and handle animals with instinctual ease. To them, "the wild" is simply home with better ingredients and fewer walls.
  • Wordspeaker — Wordspeakers learn the spoken utterances of the primary language of reality. By speaking those words aloud, they reshape the world through sound and intent. Their power is as direct as a shout and as subtle as a whisper.

Damned by Daemons

  • Cabalist — Cabalists study Daemons to understand and eventually master their influence. By learning what these beings are, they seek to turn daemonic power against itself. It is a path of dangerous insight and constant, lethal risk.
  • Daemonhost — Daemonhosts exist as vessels for daemonic influence, but they are those who survived the experience with their will intact. By resisting the entity within, they gain access to its terrifying power. They are living battlegrounds where a person and a daemon are locked in perpetual struggle.
  • Mountebank — Mountebanks have entered into daemonic contracts for power and now spend their lives trying to wriggle free of the terms. They use their ill-gotten capabilities to evade their patrons and outmaneuver their fate. They are the ultimate cosmic gamblers, and the stakes are their own souls.
  • Osteoth — Osteoths are infested by daemonic influence that warps their physical forms while leaving their minds relatively intact. They can reshape their own skeletons into weapons or armor on a whim. It is a gruesome, efficient, and thoroughly unsettling survival strategy.
  • Remnant — Remnants are people trapped within a daemonic shell they have learned to harness. They are the survivors of reality-warping events where daemonic energy claimed their space. Power is their consolation prize for no longer being entirely human.
  • Worldrender — Worldrenders are touched by daemonic influence in ways that let them tear at abstract principles of existence. These rents grant bizarre talents and altered understandings of the world. Their powers feel less like spells and more like temporary violations of how things are supposed to work.

The Odd Ones Out

  • Champion — Champions forge a bond with an animatra, a powerful being that trains and empowers them in turn. Through that connection, they learn to draw upon its strength and summon it to fight beside them. They are never truly alone in battle, because their greatest power arrives as a partner.
  • Fright — Frights are masters of maskcraft, using crafted faces to alter their forms and abilities. Each mask opens a different path, allowing them to become something new depending on what the moment demands. Their art is transformation made ritual, identity worn like a weapon.
  • Getimian — Getimians seem blessed by impossible luck, though whether that means they are fortunate or everyone else is cursed remains an open cosmic joke. They can bend chance, twist probability, and make outcomes slide in their favor with unnerving regularity. Around them, coincidence starts acting like a trained animal.
  • Mutagenist — Mutagenists undergo rituals that make them something more and less than ordinary mortals. By drinking specialized concoctions, they push their bodies, minds, and souls into altered states that grant extreme power. Their path is one of controlled instability, where transformation itself becomes a discipline.
  • Outsider — Outsiders are touched by intelligences that exist beyond the known borders of reality. These entities grant strange gifts that may be called blessings, though the word is doing some suspiciously heavy lifting. Their powers carry the mark of something vast, alien, and not especially concerned with mortal comfort.
  • Protean — Proteans are shapeshifters taken to a wild and dangerous extreme. Once unleashed, they become torrents of mutable flesh, force, and instinct that crash through problems like storms in a bottle. Control is part of their craft, but so is knowing when to uncork catastrophe.
  • Pseudohistorian — Pseudohistorians claim origins in secret histories, erased timelines, or realities adjacent to this one. Whether or not their stories are fully true, the knowledge they carry is often bizarrely useful and alarmingly potent. They are walking contradictions, armed with memories the world insists should not exist.
  • Scion — Scions are bound by fate to a singular artifact of immense power. Whether inherited, discovered, or made for them by strange design, that object becomes inseparable from their destiny. As they master it, they also uncover deeper truths about themselves and the force that chose them.
  • Shifter — Shifters are those who have embraced therianthropy rather than being destroyed by it. Instead of fleeing their condition, they learn to master its forms, instincts, and strengths. What others would call a curse, they turn into a hard-won source of power.
  • Simulacrum — Simulacrums learn to imitate the strange abilities of beasts and monsters. Some go further still, consuming such creatures in order to claim even more of their gifts for themselves. They are students of predation, adaptation, and the dangerous art of becoming what they hunt.
  • Stitchmaster — Stitchmasters go beyond taking trophies and instead remake themselves with the parts of other creatures. Through anatomy, surgery, and biological experimentation, they graft foreign abilities directly onto their own bodies. They are living patchworks of conquest, craft, and unnerving practicality.
  • Swarmlord — Swarmlords are born from infestation, when primal insects attempt to turn a being into a servant of the swarm. The difference is that a Swarmlord seizes control back and makes the swarm their own. They become a walking hive, directing countless tiny lives as extensions of a single terrible will.
  • Tarene — Tarene draw power through cardcraft, using a deck as both focus and fate-engine. Because their abilities emerge through chance, they are deeply tied to destiny, fortune, and the strange patterns that govern both. Their power feels like gambling with the universe, except the universe is somehow also part of the deck.
  • Wyrmic — Wyrmics seek to claim the might of dragonkind for themselves. Inspired by one of the most widespread and revered forms of magical creature across the planes, they cultivate draconic power through study, transformation, or inheritance. They are mortals reaching toward the majesty and terror of dragons.

Hybrids

  • Agent of [Child] — Agents serve the Divine Children through stealth, deception, and necessary wrongdoing. They handle the hidden work that must be done in service of a sacred cause, especially when open holiness would only get in the way. Their devotion is real, even when it wears a thief’s smile.
  • Celebrant of [Child] — Celebrants spread the message of a Divine Child through performance, music, and communal inspiration. Their songs strengthen the faithful, stir emotion, and carry sacred meaning into the hearts of crowds. They are missionaries of rhythm and charisma, turning devotion into living celebration.
  • [Color] Magus — Magi unite spellcraft with martial prowess in a single disciplined path. They wield blade and magic together, shifting between physical violence and arcane force as the situation demands. Their strength lies in refusing to choose between sword and spell when both can be brought to bear.
  • [Color] Mind — Minds combine arcane talent with psionic power to shape both thought and reality. This union gives them an especially potent command over influence, control, and the manipulation of the world around them. Their desires rarely remain internal for long, because they possess too many ways to make them real.
  • Paladin of [Child] — Paladins serve a Divine Child through martial strength, courage, and visible action. They enforce the will of their patron, defend the faithful, and stand as sacred champions in open conflict. Where subtle servants work in shadow, Paladins are the armored answer that arrives in daylight.
  • Prelate of [Child] — Prelates serve the Divine Children through psionic gifts and spiritual insight. They guide fellow believers, awaken understanding, and spread their patron’s message through mind as much as word. Their authority is part revelation and part mental force, which makes ignoring them rather difficult.
  • [Color] Singer — Singers blend magical talent with the transformative power of bardic music. Their art can sway hearts, inspire crowds, and shape reality in ways ordinary performers can scarcely imagine. They do not merely perform for an audience, they enchant the world into listening.
  • [Color] Stalker — Stalkers unite arcane ability with stealth, infiltration, and thievery. Magic makes them more elusive, more adaptable, and more dangerous than even highly skilled rogues. They are specialists in going where they should not, taking what they must, and leaving behind only bafflement.

Planar Concepts

Though the concepts above can apply to any type of character, there are many hyper-specific or regional concepts that exist in a cultural context across the planes. They exist in much smaller numbers than the ones listed above.

  • Akumukurai of Verdavent — Akumukurai are special warriors that excel in hunting down beings, monstrous or not, from the waking nightmare. Capable of traveling through dreams as well as divining them. A combination of martial prowess, psionics, and communication, divination, and navigation skills.
  • Kahukai of Kohola'Ohu — Kahukai, one type of Kahuna, are magicians with an almost religious role that are called upon to speak with water. The greatest of them can summon and dismiss storms, as well as survive on water alone. A combination of Hydrotheurgy, Aerotheurgy, and religious, survival, and crafting skills.
  • Kunuwotalo of Calinago — Kunuwotalo, commonly known as Tidehunters, are the wandering fishers tasked with taking down the larger creatures of the seas. Known for their skills with a harpoon, and some can shapeshift into sharks. A combination of martial prowess, Hydrotheurgy, and cooking, navigational, and tracking skills.
  • Mahōrigamist of Gajettokame — Mahōrigamists are magicians who use a unique and complex form of magic based on folding paper into complex shapes. They can either bring these creations to life or use them in a fashion similar to a scroll. A combination of Anitheurgy, Hemotheurgy, and crafting skills.
  • Pogrebalny of Koronuved — Pogrebalny are a type of exorcist that specializes in dispatching the undead through the use of a collection of bells as the tool of their craft. Each bell has a specific use, and some can affect the living as well. A combination of exorcism, Anitheurgy, Bardic talent, and navigational, ritual, and communication skills.
  • Vampiir of Taş — Vampiir are individuals who receive characteristics and abilities from vampires, and thus run the gamut in capability. As they still maintain their mortality, the weaknesses of their masters don’t affect them. A combination of Hemotheurgy, psionics, shapeshifting, and thievery and communication skills.
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