
The Alchemist
A Bottler of Mutated Forms
Alchemists harness volatile mixtures to transform themselves in the moment, gaining bursts of strength, speed, or strange new traits.
- Aludicants can become partly intangible sliping through obstacles.
- Mercurians can stretch and rebound to evade or reach.
- Salinders can develop mineral plating for protection.
- Scorians can create corrosive mists to melt constraints.


The Artificer
An Inventor of Strange Gadgets
Artificers create clever devices from whatever is at hand, turning scraps into tools that solve problems in unexpected ways.
- Codifiers can turn language into a tool for bypassing defences.
- Forecasters can sense the perfect moment to act.
- Imagineers can turn ideas into plans and reality.
- Logicians can spot hidden patterns and contradictions.


The Barbarian
A Daredevil of Mighty Appetites
Barbarians thrive in extremes, drawing raw power from danger, desire, and emotion, helping them surge into action.
- Berserkers can drive themselves into a battle frenzy.
- Chryseans can draw strength from greed and desire.
- Hellequins can command through fear and intimidation.
- Thyrsians can sway others through passion and indulgence.


The Bard
A Performer of Magical Music
Bards shape mood and will with voice and instrument, weaving melody into a subtle magic that sways hearts or unsettles minds.
- Arcanthors can influence leaders with performance.
- Furorans can rally warriors to a cause.
- Orisons can inspire devotion and recall memories.
- Skathes can unsettle foes with cutting verse.


The Cleric
A Speaker for the Gods
Clerics channel the will of their chosen god through prayer and relics, partitioning the granting of divine favour.
- Curators can bless tools and uphold honest trade.
- Healers can mend wounds and calm fear.
- Inquisitors can expose lies and false claims.
- Wardens can safeguard thresholds and maintain peace.


The Demiurge
A Maker of Obedient Simulacra
Demiurges craft lifelike constructs from clay, stone, metal, or cloth, breathing a spark of false life into their creations.
- Doppelmakers can shape clay figures that mimic their maker.
- Filigrists can craft metal mannequins for delicate work.
- Obeliskans can build stone guardians for defence.
- Phantomiers can fashion cloth dolls for stealth and sabotage.


The Druid
An Avatar of Nature
Druids are bound to the wilds, drawing on the traits of beasts and the moods of the land.
- Foragers can take on the form of small woodland animals.
- Grazers can adopt the senses and endurance of herd beasts.
- Predators can channel the instincts of hunting animals.
- Scavengers can move unseen to reclaim what is lost.


The Enchanter
A Weaver of Charms and Illusions
Enchanters manipulate hearts and minds, using colour, pattern, and symbol to reshape how others see and feel.
- Heralds can calm travellers and open safe passage.
- Jesters can distract foes with humour and mischief.
- Muses can inspire creativity and focus.
- Puppeteers can send shadows to spy or interfere.


The Fighter
A Master of Blade and Battlefield
Fighters master the rhythm of battle, moving with trained precision to strike, guard, and control the field.
- Dragoons can strike fast from unexpected angles.
- Pavisers can hold the line with shield and steel.
- Thanes can lead decisive charges into battle.
- Valkiers can overwhelm foes with ancestral presence.


The Immolator
An Engineer of Living Flame
Immolators shape living flame, controlling its colour, movement, and hunger with prepared phlogiston charges.
- Fulminists can strike in a flash of explosive lightning.
- Illuminants can cut through darkness with coherent light.
- Molteneers can slow or trap foes with heated pitch.
- Powderjacks can detonate sudden, devastating blasts.


The Malefactor
A Master of Dark Arts
Malefactors wield curses as art, lacing them with rhythm, metre, and malice, their magic corrodes fortune, mind, or body.
- Beasts can take on savage, unnatural forms.
- Husks can spread dread through unnatural hunger.
- Shades can strike from concealment in shadow.
- Whispers can erode sanity and will with murmured curses.


The Monk
A Master of Martial Discipline
Monks blend body, mind, and craft into a single discipline, leveraging artistry for poise and combat alike.
- Anchorites can vanish into calm stillness.
- Cenobites can strike with precise, controlled pain.
- Mendicants can blend movement and art into performance.
- Tetrakites can use structure and leverage to move with ease.


The Oracle
A Seer of Uncertain Futures
Oracles read the weave of fate in signs, objects, and patterns to offer glimpses of what was, is, and may yet come.
- Archivists can preserve memory and history.
- Fabulists can steer events through the shape of a story.
- Mourists can speak with the dead to grant closure.
- Sophists can uncover hidden meanings of names.


The Paladin
An Oathbound Champion
Paladins fight with conviction, holding fast to an oath to inspire allies, deter foes, and keep them selves standing when others fall.
- Blackguards can enforce vengeance through ruthless action.
- Hospitallers can protect and heal the vulnerable.
- Laureates can inspire others through moral example.
- Templars can hold ground and keep the peace.


The Ranger
A Hunter of the Strange
Rangers hunt what others overlook, tracking threats across wilds, finding their quarry, and ending the danger it poses.
- Exorcists can banish spirits and lingering curses.
- Marshals can relentlessly pursue fugitives.
- Slayers can study and destroy dangerous beasts.
- Venturers can track down and recover lost relics.


The Rogue
An Eminent Trickster
Rogues work in the gaps to rely on wit, timing, and nerve to get in, get away, or get the upper hand.
- Charlatans can adopt false identities with ease.
- Mavens can gather and trade in valuable secrets.
- Saboteurs can undermine a target from within.
- Thieves can slip in and out unseen with stolen goods.


The Sorcerer
A Weaver the Elements
Sorcerers command elemental forces of earth, fire, air, and water through will and gesture, calling on its raw power.
- Ironmongers can shape and control metal.
- Rimecarvers can sculpt and direct ice.
- Skywalkers can call lightning and command storms.
- Thornweavers can animate and shape plants.


The Warlock
A Vessel for Eldritch Powers
Warlocks bargain with ancient powers, drawing on their patrons’ gifts in exchange for service or debt.
- Drakesworn can channel the might of dragons.
- Feymarked can bargain with the fae for power.
- Netherheld can command shadows and hidden things.
- Tessermanes can weave order into magical constructs.


The Witch
A Binder of Spirits
Witches call on spirits from hearth, grave, or wild place, inviting them across the boundary with rites and tokens.
- Aradians can bind spirits into vessels.
- Circeans can invest spirits into animal familiars.
- Lamians can allow spirits to possess their bodies.
- Maneans can bargain with spirits through offerings.


The Wizard
A Scholar of Arcane Power
Wizards work through study and precise diagrams, shaping spells that alter matter, perception, or possibility.
- Evocators use magic to unleash raw magical force.
- Illusionists use magic can create wondrous displays.
- Mogrifiers use magic to alter their very selves.
- Vaticors use magic to gather every bit of knowledge.


