Classes of Liminal
A fierce warrior of primitive background who can enter a battle rage. Barbarian specialties are Paths, which describe how they interact with their rage.
- Path of the Berserker: Barbarians who give in to their battle rage, reveling in its wanton destruction.
- Path of the Winterson: Barbarians who have sworn fealty to the Winterborn, and serve him.
- Path of the Totem Warrior: Barbarians who find sympathy with a powerful animal spirit.
An inspiring magician whose power echoes the music of creation. Bard specialties are Colleges, which describe what focus they use their magic and song for.
- College o'the Green: A bard who seeks out the powers of the fae, and the inspiration they bring.
- College of Journeys: A bard who focuses on journey and travel, discovering the stories of other people.
- College of Lore: A bard who focuses on lore and knowledge, seeking out lost secrets and using his wits against his enemies.
- College of Epitaphs: A bard who focuses on dirges and the undead, seeking the stories and legends of the lost.
- College of Valour: A bard who focuses on inspiring heroes and being himself courageous in adventure.
A priestly champion who wields divine magic in service of a higher power. Cleric specialties are Domains, which describe what aspect of divine power they tap into.
- Death: A cleric of one of the gods of death, with a focus on necromantic magic.
- Knowledge: A cleric of one of the gods of knowledge, with a focus on divination and finding out information.
- Life: A cleric of one of the gods of life, with a focus on healing.
- Light: A cleric of one of the gods of light, with a focus on using light as a weapon.
- Nature: A cleric of one of the gods of nature, with a focus on nature magics.
- Tempest: A cleric of one of the gods of storms or chaos, with a focus on using weather as a weapon.
- Travel: A cleric of one of the gods of journey and travel.
- Trickery: A cleric of one of the gods of stealth or deceit, with a focus on charms and illusions.
- War: A cleric of one of the gods of battle, with magic that boosts your own and others' fighting ability.
A priest of the Primal Powers, wielding the powers of nature and shapechanging into animal forms. Druid specialties are Circles, bodies of lore that provide a druid a focus for his power.
- Circle of the Mists: A druid that focuses on interaction with the fey and the Feywild.
- Circle of the Land: A druid that focuses on communion with nature and its magic.
- Circle of the Moon: A druid that focuses on improving his shapeshifting.
A master of martial combat, skilled with a variety of weapons and armor. Fighter specialties are Archetypes, which describe the kind of idealized warrior the fighter wishes to emulate.
- Battle Master: A fighter who focuses on his skill with weapons.
- Champion: A fighter who focuses on the perfection of his physical power.
- Eldritch Knight: A fighter who also masters a handful of offensive and defense spells to augment his combat ability.
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Monk specialties are Ways, bodies of study and martial art techniques with different focuses.
- Way of the Open Hand: A monk who has focused on his mastery of combat and the channeling of ki.
- Way of the Four Elements: A monk who has focused on using his ki to learn to manipulate air, earth, water and fire around him.
- Way of the Shadows: A monk who has focused on using his ki to master the shadows and the powers of the Shadowfull.
A holy warrior bound to a sacred oath. Paladin specialties are Oaths, describing the ideals the paladin is willing to fight and die for.
- Oath of Devotion: A paladin devoted to justice, virtue and order.
- Oath of the Ancients: A paladin devoted to the protection of life, nature, joy and beauty.
- Oath of Vengeance: A paladin devoted to punishing those who have done wrong.
- Oathbreaker: A paladin that has violated his vows and now wallows in selfishness and dark ambition.
- Oath of the Holy Throne: A paladin who has sworn his vows before the Holy Throne of Tamous.
- Oath of the Theocracy: A paladin that has sworn to uphold and strengthen the Almanni Theocracy.
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization. Hunter specialties are Archetypes, which describe the sort of ideal nature-warrior the ranger chooses to emulate.
- Hunter: A ranger who specializes in hunting down threats and destroying his enemies.
- Beast Master: A ranger who specializes in the taming of and fighting with an animal companion.
- Pengheniad: A ranger who is trained in the woodland techniques of the wood elves.
A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogue specialties are Archetypes, describing the rogue's focus and purpose for using his skills.
- Thief: A rogue who specializes in picking pockets and locks.
- Assassin: A rogue who specializes in stealth and silent, quick death.
- Arcane Trickster: A rogue who uses arcane magic to boost his deceit and stealth.
- Bandit: A rogue who specializes in outdoor ambushes and traps.
- Swashbuckler: A rogue specialized in blade fighting, using wit and speed to confound his enemy.
A spellcaster who draws on inherent magic from a gift or bloodline. Sorcerer specialties are Origins, describing where the sorcerer gets his natural magic from.
- Draconic Bloodline: The sorcerer draws his magic from his draconic lineage.
- Wild Magic: The sorcerer draws his magic from a connection to wild, chaotic, raw magic.
- First-Blooded: The sorderer draws his magic from a connection to the Primordial powers.
- Scion of Foul Blood: The sorcerer draws his magic from possession of the Foulblood - the presence of aberrations in his lineage.
- Storm: The sorcerer's bloodline derives from tempestuous elemental air, whether descended from djinni or born during the night of a terrible howling storm.
A wielder of magic that is derived from a bargain with an extraplanar entity. Warlock specialties are Pacts, describing the nature of the patron with whom they've struck a bargain.
- Pact of the Archfey: The warlock has made a pact with one of the archfey, gaining powers of faerie guile and glamour.
- Pact of the Fiend: The warlock has made a pact with a devil or demon, gaining infernal powers.
- Pact of the Great Old One: The warlock as made a pact with an alien horror, gaining powers of madness and aberration.
- Pact of the Undying: The warlock has made a pact with either an undead entity of power or with a creature that was slain but remains as a vestige.
- Pact of the Starry Wisdoms: The warlock has made a pact with the ancient intelligences that reside in the vault of the heavens.
A scholarly magic-user capable of manipulating the structures of reality. Wizard specialties are Traditions, describing the bodies of arcane lore the wizard has delved into for power. The setting of Liminal does not use the standard PHB Traditions.
- Wizard of the Alabaster Spire: A specialty in fey magics, including Feywild phenomena, and certain enchantments and illusions.
- Wizard of the Phoenix Tower: A tradition with a focus on planar magics and warding, from which were drawn both the wizards of the Keepers of the Accord and the Order of the Rose in old Liminal.
- Wizard of the Fallen House: A tradition from the Shadowfell that focuses on magic of death and shadows.
- Wizard of the Three Towers: A tradition originally taught at the Three Towers in Liminal, a school sponsored by the City of Brass and its genie masters of elemental magic.
- Wizard of the Spellwright's Guildhall: A tradition with its roots in dwarven culture, now practiced primarily by wizards in the Spellwrights Guild, focused on practical magics that assist in a craftsman's work.
- Wizard of the Nine: A tradition of draconic magics practiced among the sorcerous lines of the Empire of the Nine.
- Wizard of the Perdition Gates: A tradition of infernal magic, focused on magic that curses, bewitches, and summons devils.
- Wizard of the Wanderer: A tradition of practical and simple magics, used by travelers and those who come from poor backgrounds. Named for the ancient Wanderer, a wizard who affected an impoverished demeanor and wandered among the very poor, teaching the promising youth he found there the arts of magic.
- Wizard of the Sisterhood: A tradition of magic that grew out of the Sisterhood of the Sleer, focused on unlocking elemental magics and summoning elementals.
- Wizard of the Pale Winds: A tradition of ice and weather magic with origins in the tribal traditions of the Frostfells.
- Wizard of the Illuminated Cloister: A tradition of light-wielding mages whose philosophies were honed and perfected in the Illuminated Cloister, a monastery dedicated to the Empyrean Gods.
- Wizard of the Blade and Shield: A tradition of knight-magi who take their arts directly to the battlefield.