Classes in the Mortal Plane

Religious

Members of the religious classes are viewed overall with respect and dignity. They have a noble calling and most people acknowledge this. Some, however, feel that these holy callings are a subconscious attempt to "one up" the normal folk or institute themselves as "better" than everyone else and don't care for the religious classes based on a perceived holier-than-thou attitude (literally).   Religious classes cost no points.  
by Anna Steinbauer

Cleric

Clerics are some of the most fondly regarded people in the realm. They are holy people, bound to worship and obey their gods' calls, and they're normally not nearly as belligerent as paladins are.  

Druid

Druids are religious in a way that would not make sense to most. They worship nature itself, and it gives its powers to the druids in return. Some do form the The Tree of Life Circle, but many refuse the service of any one formal deity and instead follow the way of the woods.  

Paladin

Paladins are straight shooters. They are bound by oaths. Oaths that they refuse to break. If a less ardent worshiper found clerics to be a stick in the mud, they would hate paladins. But depending on the oath they swear, they can be tolerable to less religious folk. Others are simply too all-righteous to make it through the day without offending one person or the other.  

Talent

The talent classes represent a pool of classes that someone might generally pay money to hire. Depending on the exact nature of these tasks, the classes can be viewed with everything from open friendship to veiled hostility.     Talent classes cost no points.  
by Magali Villeneuve

Bard

Bards are normally found on street corners, in taverns, at inns, in courts - anywhere that there are people. Most individuals like them, since they're good for a laugh and a story, but others feel that bards are making fun of them or their kind and despise the cheer that a bard brings to the table, since they feel it is inappropriate.  

Fighter

Fighters are everywhere. Perhaps the most common class to see in the wild since sell swords are common and nearly every person who must travel is somewhat trained with a weapon, a fighter is viewed with as much shock and curiosity as having two eyes: everyone's got them - it's more surprising if you don't know how to swing a sword or shoot a bow.   Still, real talent is appreciated and a skilled mercenary or adventurer can make a lot of coin working as an escort or bodyguard.  

Ranger

Like the fighter, a ranger can make a lot of money by working as a guide. But often rangers are employed by the military as scouts and keepers of the land. Druids are less trusted by the military (nature magic is unpredictable at best) so using rangers is a good, safe option for a kingdom's use if they need someone who knows their way in the wilderness.  

Rogue

Rogues aren't necessarily liked, but nearly everyone would grudgingly admit they are necessary. Whether as flatfooted messengers, assassins, thieves, or bodyguards in a far more covert capacity than a fighter, a rogue is a good friend to have. There are always jobs for rogues - and they often are far more lucrative with far more risk involved.  

Outsider

Outsider classes are made up of people that the world as a whole does not wholly understand. Maybe some believe that these people are noble for their chosen path, maybe others think they're stupid. Others may think they are wholly damned.   Outsider classes cost no points.  
by Magali Villeneuve

Barbarian

Barbarians are often misunderstood. Or maybe they're understood perfectly. But most people who live in permanent communities (towns and villages) feel uncomfortable having a barbarian around. The untamed wildness of their nature is not conducive to the rules most societies live by. But they get along well with druids, who also feel the call to the wilderness, and the rangers (to a lesser extent).  

Monk

Monks are most closely related to paladins and wardens. All three classes feel similar calls to oaths and vows, and are masters of body and mind. Monks are somewhat different in that their power comes from within, and not from a deity or from the forests themselves. This makes them a counter culture to the upper crust in the same way their religious cousins the paladins are (a rude awakening to the materialism and glutton of an unexamined life), but also more agreeable than the paladin or warden. Indeed, if asked whom they would prefer to spend their time with, most folks would pick a monk.  

Sorcerer

Sorcerers' might also comes from within, but unlike monks, they did not have to train to gain their magic. They didn't trade, barter, steal, learn, or devote themselves to gain their magic, and this often puts them in a precarious position: other spell casters are jealous of their powers, and because sorcerers' magic comes from bloodlines of arcane magic, they are one of the few classes that favor specific races. These include aasimar, tiefling, genasi, kalashtar, changeling and shifter. Note that these are all forsaken races, and as such sorcery is considered a "dirty" magic. It comes not from the gods, but from races not born of Eliwyn. Therefore, many sorcerers choose to hide their magic under the guise of other spell casting classes - most often the bard or cleric.  

Warlock

If sorcerers' magic is considered dirty, warlocks' power is considered downright blasphemous. Making deals with beings for power is just not how magic is earned (in the eyes of the general populace and especially institutions like The Great Church). It is almost unheard of for warlocks to blatantly proclaim the source of their abilities and instead the majority pretend to be wizards or clerics.  

Wizard

Wizards are respectable. There's no other word for it. The same way in one world a parent would wish for their child to be a doctor or lawyer in Lorannis a parent would wish for their child to become a wizard. Like doctors, being a wizard is expensive - but so are the fees you can charge for enchantments, wards, and so on. The one downside to being a wizard is the immediate assumption that you are also an iconoclast. Of course there's a god of magic (Tinel) that many wizards worship, but many religious followers feel that wizards have no room for faith. However right or wrong that may be, the less religious an individual is, the more likely they will welcome a wizard's company.  

Esoteric

Esoteric classes are special. The members of this category only come from very specific areas and are for this reason very tied with their home country. They are also extremely uncommon and can sometimes become a sore thumb in areas where maybe their home country is not viewed with much good will.   Esoteric classes cost 1 point and must hail from the country listed in their description.  
by Terese Nielsen
   

Artificer

  Artificers are craftsmen hailing from the small country of Northland. They are builders - geniuses - in a way much of the world does not understand. Clever races, like the halflings and gnomes, will enjoy their inventions for the ingenuity. Dwarves and elves admire it for the craftsmanship. In summary: while the artificer is a kooky inventor, they're generally well liked and most would pay well for one their projects (the wizard is one of their closest friends in this regard). A fair few of them pray to Korak, Aymara, and Zheenkeef for inspiration - one of the few non-religious classes to be known for their interest in the divine.  

Blood Hunter

Blood hunters are not shifters, though they do live alongside the race. Some even choose to join their ranks. Living in the forests of Vespmar, blood hunters are bands of fanatics (some would say cults) who choose to become the things they hunt in order to best them. A paladin or warden may respect this choice of putting one's own salvation behind the needs of their people, or they may despise a blood hunter for allowing themselves to become corrupted.  

Witch

Warlocks owe a lot to the witches of Vespmar. The witches were the first to take power for themselves - without the need for book learning and kowtowing to the divine for a sliver of magic. Oh, some still believe in books, but there are others who delve into nature magic - or traverse into the realms of the gods themselves. Witches are neither hated nor revered in Vespmar, but their power is respected. Many will go to a witch for a curse, a blessing, a way to heal a wound, a way to tell the future... and most would help them. Some for free, some for a price. But in a way, the witches were the first patrons of magic. Most wizards, clerics, and paladins dislike witches, as their power is strange and unknowable. But sorcerers and warlocks feel a kinship to the veiled patrons of the forest.   Please contact DM for class PDF.  

Warden

A warden takes their cues both from their cousins the paladins and their siblings the druids. While a paladin swears an oath to a particular deity, a warden swears an oath to protect a forest. This may seem unimportant to some (what's the difference in one wood to the next), but to the wardens of Adura it could not be more important. They watch over the autumnal trees and woodland beasts - some for the glory of Rontra or Thellyne - some for the pure worship of nature (like the druids). Few swear fealty to Eliwyn as they take a more active role in guarding their homeland, and Eliwyn is not a goddess of action.  

On subclasses:

All subclasses in official D&D content can be taken upon hitting the appropriate level at no cost. All subclasses found here can also be taken at no cost.   Any subclasses outside of these two sources will cost 1 point and is subject to DM approval.


Cover image: by John Stanko