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Scribe's Miscellaneous Footnotes: Subclasses

ADD TO WISHLIST >

Play as one of 13 new subclasses; one for each class!

AUGMENTER- Body Modification artificer.

PATH OF THE HEART EATER-  Consume your foes to gain their power

COLLEGE OF TRAGEDY-: Misfortune often makes great stories

JOY DOMAIN-: Be a beacon of joy and positivity.

CIRCLE OF SEASONS-: Highly adaptable druid with EVEN MORE spells.

DREADNAUGHT-: Duel. Wield. Greatswords.

WAY OF THE SERPENT-: Whip wielding monk who can restrain and poison

OATH OF FATE-: Bend luck and fate for you and your allies

SNIPER CONCLAVE-: Long range combat specialist

TIME THIEF-: Literally steal moments of time away from foes

DREAMER-: A sorcerer who gets their power from the Plane of Dreams

THE GREAT BEHOLDER-: Gain beholder powers

ARCANE SABOTEUR-: Place down your spells as traps

13 NEW SUBCLASSES!

Artificers are well known for their ability to create and modify magical items. They are able to imbue common things with magic with an understanding that few have. Some artificers decide to take this to the next logical extreme and begin to implant their own bodies with magical properties. These artificers, called Augmenters, can go about this in multiple ways. Sometimes they tattoo themselves with magical ink to gain the magic effects they seek. Sometimes they replace parts of their body with magic devices to achieve their goals. Regardless of how their go about modifying themselves, Augmenters eventually begin to act as magic items themselves.

Content Warning: consumption of raw animal meat and cannibalism.  The individual parts of animals and plants have been known to have different powers and purposes over the course of history, from medicinal to spiritual. Your primal connection to nature allows you to tap into the power of creatures and plants through the consumption of flesh. You draw upon their power in your fury, channeling the power of nature and spirit through your body. Perhaps your tribe has a spiritual explanation for the parts of the animals you hunted. Perhaps you were raised by animals yourself and learned what parts were best to consume. Perhaps you had to consume members of your tribe after being trapped in a mountain in winter. Regardless of the reason, you choose to make your connection to the primal forces of nature in a much more physical form than most are comfortable with.

Conflict is the basis of many great stories, and no conflict is greater than tragedies, at least in the eyes of the College of Tragedy. Tragedy is typically the result of some great loss or horrible event that befalls heroes. Many other bards typically find the College of Tragedy to be too gloomy for most people’s tastes, but tragedy bards would claim they are doing the world a service by making sure the bad is recorded along with the good. Bards of this college look to make sure these cautionary tales are recorded but also gain power from preventing them.

Happiness makes the world go round and none know this better than clerics of the Joy Domain. Their primary goal is to minimize suffering as much as possible and spread joy as much as they can. The divine teach that you would typically do onto others as you would have them do onto you. This doesn’t mean you should not defend yourself, but aim to lift others out of negative influences when you can. Deities of this domain include Lliira, Sune, Rao, Branchala, Olladra, Hestia, Hathor, and Freya.

Druids of the Circle of Seasons draw their power from the changing seasons of the world: Spring, Summer, Fall, and Winter. Season druids understand the natural cycle of the world and tend to be easy going. Druids of this circle tend to wander about experiencing the changes of the seasons rather than stay in one place for long. Eladrin are quite often Season druids due to their changing natures. Circle of Seasons druids are very adaptable to different situations and their abilites reflect this

Among those who enter the battlefields, few are as respected and feared as the Dreadnaughts. Dreadnaughts are warriors who exclusively train with weapons of massive size and can wield them as if they were made of paper. Dreadnaughts charge forward in the front lines, swinging their weapon widely and bringing foes down to their knees. There are even legendary dreadnaughts who are rumored to wield more than one massive weapon at a time.

Way of the Serpent students look to emulate the fast strikes and reach of snakes with their attacks. Masters of using whips with combat; they use such weapons to restrain foes, move without harm, and even empower their strikes with lethal poisons

The Oath of Fate is for those who see the ebb and flow of the strings around them, regardless of what is it called by others: destiny, fate, luck, chance. They understand that these countless choices lead one down the path of their creation. Paladins of this order know we must strive to forge our own path, and relentlessly seek to bring down those who rob others of choice. Tyrants, warlords, corrupt officials and any others who seek to rob the freedom of choice from others are the sworn foes of these Paladins. These Paladins tend to be neutral good, rather than chaotic or lawful. They know that to have a choice, you must sometimes break the rules to do so. Paladins who are of the Oath of Fate tend to follow those who change fates and luck, with Avandra being a common deity for this order. The Raven Queen also a common choice as well, as she weaves fate.

Rangers are masters of ranged combat, but very few rangers truly excel in the ways of hunting down foes from long range as snipers do. Snipers exclusively hone their ability to hunt down things from a distance down to a science. Known for being able to remain in a single location for extended periods of time and having pinpoint accuracy, snipers are notorious for bringing down targets in a single hit.

Perhaps it started when you were a child: odd moments where time seemed to skip ahead or backward a bit for you. You thought you were imagining it. But eventually you realized that it was something that helped you when you needed it. You eventually learned how to control and harness it. You have become a time thief, a rouge that can literally steal moments from time itself. While you may not understand where your power comes from, you do know how to be utilize it for your own gains.

The Plane of Dreams is an infinite scape of colors and shapes that all unconscious minds wander into when they fall sleep. Some sorcerers are born with the ability to naturally tap into that realm’s powers and manifest dreams and nightmares into reality. While it is unknown as to how these powers come about, beholders seem to have a similar ability relating to their own dreams, leading  to speculation of connections between beholders and dream sorcerers. Theories even provide the possibility of reality being a dream of sort, though this is often dismissed.

Your patron is an extremely powerful beholder in the Far Realms known as The Great Beholder. The Great Beholder is believed to be the original beholder, the one who dreamed all other beholders into existence. The goals of this creature are relatively unknown, but it is known to reach out to mortals who seek power in forsaken places. The Great Beholder will grant those who listen to its paranoid ramblings the power of beholders. You become the eyes and hears for the Great Beholder in exchange.

Seen by some wizards as an “uncouth” arcane tradition, many nations very much value the abilities and powers of arcane saboteurs. Commonly referred to as “trap mages”, these wizards specialize in the creation of glyphs that can be used to protect an area and prevent pursuers. Arcane Saboteurs are master craft trap crafters and typically have a reputation of being a bit eccentric.

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File Last Updated:
October 29, 2020
This title was added to our catalog on October 26, 2020.