Class

Every adventurer has a specialisation. Some might be well trained masters at arms, while others possess powerful spells which they have obtained after years of study. These specialisations are called classes.

Each class provided unique abilities and a unique flavour to a character. The following classes of available classes in Sahul:

Barbarian
Barbarians are individuals who have fought as champion for lord and kings. They fight using a mix of martial prowess and pure uncompromising rage. Once a Barbarian becomes renowned enough they might decide to channel their raw emotional power into a "primal path".

Class options: Path of the Ancestral Guardian, Path of the Berserker, Path of the Storm Herald, Path of the Totem Warrior, Path of the Zealot

Bard
Bards are inspiring artists who use their artistry, and a little dash of arcane magic, to enhance to capabilities of their companions and to hinder their opponents. Most Bards revel in the attention they get from a adoring crowd, and they make sure to give their fans a show to never forget. Most professional bards have studied at a bardic college.

Class options: College of Glamour, College of Lore, College of Satire, College of Swords, College of Valour

Blood Hunter
Blood Hunters are grim hunters dedicated to the purging of evil. They use the radiant mana stored in their blood to cast powerful spells and supplement these with masterful swordplay. Blood hunters gain their powers from an ritual known as the Bane. The exact method of performing this ritual has been lost however. This has lead to the creating of several different movement who believe that they have learned the true key to performing of the Bane.

Class options: Teachings of the Ghostslayer, Teachings of the Profane Soul, Teachings of the Mutant, Teachings of the Lycan

Cleric
Clerics are powerful warrior priests who combine martial prowess with divine magic to complete the will of their gods. These gods are as diverse as their followers, each ruling over one or more domains of power.

Class options: Ambition, Arcana, Blood, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Protection, Solidarity, Strength, Tempest, Trickery, War, Zeal

Druid
Druids are guardians of the natural world who use a combination of primal magic and local wildlife to keep up their ancient rituals. They are the long arms of the laws of nature, preserving the natural order of things. Most druids are members of a broader "circle". These circles are each focused on a singular aspect of nature and answer back to the secretive Krikos order.

Class options: the Circle of the Elements, the Circle of the Land, the Circle of the Moon, the Circle of the Shepherd, the Circle of Spores, the Circle of Stars, the Circle of Wildfire

Fighter
Fighters are professional warriors who are skilled with a large collection of arms. They are well versed in the art of war, knowing a wide variety of tactics and military strategy. Skilled fighters often study a martial profession to improve their capabilities.

Class options: Arcane Archer, Banneret, Battle Master, Cavalier, Champion, Eldritch Knight, Knight, Monster Hunter, Samurai, Scout, Sharpshooter

Monk
Monks are well disciplined martial artists who have trained both their bodies and mind into a deadly weapon. They fight using the mystical power of Ki, a pool psychonic mana which each living creature possesses. Monks train at monasteries where they attempt to reach physical and spiritual perfection in accordance with one of the several "ways".

Class options: Way of the Astral Self, Way of the Drunken Master, Way of the Four Elements, Way of the Kensei, Way of the Long Death, Way of Mercy, Way of the Open Hand, Way of the Shadow, Way of the Sun Soul, Way of Tranquillity

Paladin
Paladins are stalwart paragons of virtue and order who smite their foes with the power of their determination. The powers of a paladin are not a natural ability such as those of the ranger or the sorcerer, but are instead a divine gift that they receive from their benefactor. To obtain and utilise this gift the paladin has to swear an oath, and to break said oath is to lose their paladin powers.

Class options: Oath of the Ancients, Oath of Conquest, Oath of the Crown, Oath of Devotion, Oath of Redemption, Oath of Treachery, Oath of Vengeance, Oath of the Watcher, Oathbreaker

Ranger
Rangers are the masters of the wilderness that spread as a sea between the islands of civilisation in Sahul. With a keen eye, an encyclopedic knowledge of both beasts and plants, magical mastery over nature, and a trusted weapon at their side they are able to not only survive, but thrive in the outback. Often the only allegiance a ranger holds is to their brotherhood, called a "conclave".

Class options: Beast Conclave, Cartographer Conclave, Gloom Stalker Conclave, Hunter Conclave, Monster Slayer Conclave, Primeval Guardian Conclave

Rogue
Rogues are the blade in the darkness, the horror of the aristocrat, and the saviour of the downtrodden. Many adventurers parties have been saved by the quick wit and a even quicker hand of a Rogue. Legendary rogues are ordered by scholars into a collection of archetypes.

Class options: Arcane Trickster, Assassin, Inquisitive, Mastermind, Scout, Swashbuckler, Thief

Sorcerer
Sorcerers are born with an innate magical abilities which puts other spellcasters to shame. Their magical abilities come from a variation of backgrounds, and often appear at random points in ones life.

Class options:Aberrant Mind, Awakened Bloodline, Draconic Bloodline, Phoenix, Pyromancy, Sea Sorcery, Stone Sorcery, Storm Sorcery, Wild Magic

Warlock
Warlocks are those who have made a pact with a higher being and now serve them. Their fates are intertwined with the whims and desires of their patron, and to displease them greatly enough is to lose one's power in the best case. Warlocks and their patrons don't always have the same alignment: sometimes good warlocks work for evil patrons, and sometimes evil warlocks work with good patrons.

Class options: The Behemoth, The Leviathan, The Ziez, The Hexblade, The Noble Genie, The Seeker, The Undying

Wizard
Wizards are wise scholars who have studied and mastered the machinations of magic. With a book filled to the brim with their notes and a fling of their wrists a wizard can release spells of such splendour that many commoners who see them would call it nothing short of a miracles. Most wizards have studied at a wizarding school where they focus themself at a singular specialised branch of magic.

Class options: School of Abjuration, School of Conjuration, School of Divination, School of Enchantment, School of Evocation, School of Illusion, School of Lore, School of Necromancy, School of Transmutation, School of War Magic