Classes and Archetypes
Classes in The Domains of Dread have been changed significantly from their Third Edition appearances with the introduction of new features and are rebalanced with the reduced level cap of 14 in mind.
Archetypes
The most major addition to classes in The Domains of Dread is introduction of the archetype, alternatively described as "subclass". All classes have at least three separate, mutually exclusive archetypes available to choose beginning at the 3rd level. Characters receive features related to their archetype every three levels after - 6th, 9th, and 12th - excepting their capstone feat, which is chosen at the 14th level. Certain archetypes have alignment restrictions or other requirements, such as being of a particular race or background.
Dead Levels
Because of the compressed level track - down to 14 from 20 - the only level that will ever be "dead" - that is to say, without the progression of a class feature, allowance of a bonus feat, or ASI will be the 1st level.
Multiclassing and Prestige Classes
Multiclassing and prestige classes are not enabled at this time in The Domains of Dread. It may one day be possible for a character to spec into "hybrid classes" that bridge two classes into another, bespoke class, but present design dictates that with archetypes, there should be minimal friction in expressing character fantasy through a pure but specialized class rather than in vanilla Third Edition, where multiclassing and prestige classes serve the purpose that archetypes do in The Domains of Dread.
Capstones
At the 14th level, a character receives a feature universal to that class as well as their choice of a capstone feat related to their chosen archetype.
Classes in The Domains of Dread
Artificer (Art)
Intelligence based, Artificers are at the foremost of discovery in the Realms of Terror. Eschewing supernatural forces for power, they instead tap into incredible feats of science and thaumaturgy pursuant to their Great Work. They are versatile supports who, in addition to infusing their allies, may seal their enemies or consecrate entire arenas in alchemical sigils, imbuing the very battlefield.
Ascetic (Asc)
Wisdom based, Ascetics are defined by what they go without. Masters of spirit and body, they fight only with their fists or tools of mundane life. Their inherent power expresses itself as ki, used by ascetics to push themselves well beyond what ought to be possible for mortal flesh. Though they train with discipline, ascetics are not inherently divine in the Realms of Terror, nor must they surrender fealty to any monastic school of thought.
Bard (Brd)
Charisma based, Bards are the embodiments of humanoid curiosity and creativity in the Realms of Terror. Attracted to all manner of stories and people, Bards channel the power of the ensorcelled word to bring about their vision of the world whether through chivalric bardsong or as a harrowing dirge. Their fleeting fascinations tender their disciplines broadly, even if such disciplines reach shallower masteries compared to other classes.
Berserker (Bsk)
Strength and Charisma based, Berserkers see clarity in chaos. On a battlefield their minds are as straight as the loosened arrow, striding where others fall thanks to their battle trance. A Berserker needn't be witless in the Realms of Terror - much the contrary, as even the most rapt swordsman would be pulled apart by the darkspawn found in most domains were they to be caught unprepared. Yet the instinct which guides a Berserker is so well defined that they soon gain a preternatural sense for this danger - and how best to cut through.
Cleric (Clr)
Wisdom based, Clerics are the mortal scions of dogmas as defined by their ideoligions. Through fanatical belief they attract divine powers, wielded in the name of their convictions or deity. Often Clerics form priesthoods, though organized religion is not a requirement in the Realms of Terror. Indeed, supplicants of the worst things may find themselves with the same divine endowment as an Anchorite of Ezra - and what malevolence they must reap.
Dark Knight (DrK)
Strength and Charisma based, Dark Knights are heralds of death. Eternal foes of the righteous, many Dark Knights were once warriors of good, even paladins; yet some event has transformed their hearts into hate-filled draughts. They are known by their evil eye, able to hex with only a look. Through this occult power they are fearsome in single combat for their attacks enervate the very life from their victims, leaving only shattered corpses behind.
Druid (Drd)
Wisdom based, Druids are chaperons of the primeval forces they identify as the Natural Cycle. Enemies of civilization, most self-isolate into sacred groves, hidden environments in the wilderness. It is when these groves are threatened or a Druid senses opportunity to bring the wrath of Nature down upon those who would exploit Her Druids appear with ferocity not misplaced on the most ferocious Berserker. They are able to channel aspects of their beloved Cycle, empowering themselves for a time.
Fighter (Fgh)
Strength or Dexterity based, Fighters are the men-at-arms greasing the wheels of war inasmuch adventure inside the Realms of Terror. While taking up a weapon may be done for any cause or from necessity, these individuals distinguish themselves from the masses through their honed, diverse maneuvers. It would be naive to assume these Fighters are ordinary, for they express true mettle with little more than steel in hand and barding on their backs. Even the unnatural would find worthy resistance in the greatest Fighters, aided by their second wind, an ability to break status effects off in a single, resolute instant.
Guildsman (Gui)
For every adventurer, there are tens of common folk who go about their lives with all the mundanity sometimes forgotten beyond the Misty Border, Guildsmen among them. These people are merchants, craftsmen, scholars and explorers responsible for the supplies and good living possible in the cities and outlying settlements. Their quiet importance lends them influence to wield when conducting business and righting affairs with the various authorities in the Realms of Terror.
Hunter (Hnt)
Dexterity based, Hunters are agile experts specialized in the study and culling of their favored foes. Though many Hunters will do so in the name of the Natural Cycle, others meld arcane teachings pursuant to their bestiaries, often tracking down the warped beasts and dreadful anomalies endemic only to the Realms of Terror. In this way Hunters are not defined by a sole school of thought, brandishing variety in opinions as they are chosen weapons.
Inquisitor (Inq)
Dexterity and Intelligence based, Inquisitors are the quick and ruthless hand of lawful ideoligions. Operating as spies, infiltrators and agents, Inquisitors bring down the literal word of their divines through edicts, enchanted demands that alter the rules of an area. Whether to capture mages or burn out the Fey, Inquisitors are motivated by service to their churches' interests and make for canny combatants focused on disabling their opponents through controlled ambush.
Necromancer (Ncm)
Intelligence based, Necromancers are occult casters that walk the line between what is alive and what is unalive. Transformed by a near death event, every Necromancer carries an element of undeath within themselves. Some nurture this until they are all but indistinguishable from their walking dead kinsmen, while others channel the countless spirits of heroes otherwise consumed by the Mists throughout history. No matter which path a Necromancer treads, they do so knowing that their existence is considered worthy of the greatest pursuers.
Paladin (Pal)
Strength and Charisma based, Paladins are the vanishingly rare paragons of all that is just within the Realms of Terror. Paladins native-born will never hear the word, only a hazy knowledge that something light and altogether holy guides their mission to destroy the countless forces of evil who dwell here. Empowered by their oaths, Paladins wield the holy form, a manifestation of their divine calling. Paladins do not escape notice - indeed, they are doomed to face down the Mists' challenges, suffering the greatest loss should they falter.
Rogue (Rog)
Dexterity and Intelligence based, Rogues are defined by opportunity. Soldiers of fortune, thieves and even hedge mages may all be described by the title of Rogue, granted to them by their ruthless sense for exploiting the ill-prepared. It is for that reason that describing the ethos of Rogues is all but impossible - a diversity exists that, no doubt, is relished as to allow them forge their own path as individuals. They can exploit weakness in adversaries, manifesting as increased round damage for the Rogue.
Sorcerer (Src)
Charisma based, Sorcerers are walking fonts of arcane potential. Harnessing magic as birthright, a Sorcerer's bloodline defines the breed from which they work incredible, terrible miracles. Feared throughout the Realms of Terror, Sorcerers make frequent travelers, a transience which grows accustomed to using force of will to work others to their side long enough to be useful before moving on to the next region or settlement. Though some do try to use their powers to improve the world around them, even the friendliest Sorcerer must cope with secrecy or risk fatal persecution.
Warlock (Wlk)
Charisma based, Warlocks are the inheritors of an impressive but vile entity in the Realms of Terror. These entities have impressed themselves onto the heritage of a family or individual, unconsciously or in testing the mettle of future occult supplicants, the majority of whom will never know the identity of their patron, only their power. Hated, hunted, Warlocks that survive find that this power provides unique invocations, permanent spell-like abilities that embody their patron's might.
Wizard (Wiz)
Intelligence based, Wizards are the lifelong students of arcane mysteries. Feeble as many are of body, Wizards instead focus their acumen entirely in the mind, memorizing incantations and ritual description as a Cleric might ingest holy scripture. Inevitably this journey leads them to specialize in a chosen arcane school of thought, permitting them benefits when practicing in that school at the expense of others. Eventually a Wizard unlocks a capstone spell, the ability to cast a bespoke spell counting as one spell circle above the normal maximum.