Classes and Archetypes

From The Domains of Dread

Classes in The Domains of Dread have been changed significantly from their Third Edition appearances in catering to our design philosophy, the introduction of new features, and pay mind to balance with regards of the reduced level cap of 14. Before we expand into a list of classes available for play, the following are some truths inherent to all classes in The Domains of Dread.

Archetypes

The cornerstone design of 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, 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" - which is to say, without the progression of a class feature, allowance of a bonus feat, or ASI will be at 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 our design dictates that with the advent of 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 alchemy 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, altering the very battlefield.

Ascetic (Asc)

Wisdom based, Ascetics are defined by what they go without. Masters of spirit and body, they fight only with fists or the 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 mere mortal flesh. Though they train with discipline, ascetics are not inherently divine in the Realms of Terror, nor must they claim fealty to a 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 song or a harrowing dirge. Their inherent need for adventure and fleeting fascinations tender their disciplines as broad and adaptative, even if such disciplines reach shallower masteries compared to other classes.

Berserker (Bsk)

Strength and Charisma based, Berserkers find clarity in chaos. On a battlefield their minds are as straight as the loosened arrow, striding where others might fall. It is through their battle trance that they achieve this, though a Berserker needn't be witless in the Realms of Terror - much the contrary, as even the most rapt swordsman would be pulled apart and gladly by the dark spawn of most domains if caught unprepared. Yet the instinct that 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 the ideoligions which they follow. Through fanatical belief they attract divine powers, wielded in the name of their convictions or deity. Often Clerics are of 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, albeit wielded for malevolence.

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 for their evil eye, able to curse with only a look. By wielding their occult power they are most fearsome in single combat where their attacks enervate the very life from their victims, only shattered corpses left behind.

Druid (Drd)

Wisdom based, Druids are the chaperons of the primeval forces they identify as the Cycle of Nature. Enemies of civilization, most self-isolate into sacred groves, hidden environments in the wilderness. Yet when these groves are threatened or a Druid senses opportunity to bring the wrath of Nature down upon those who would exploit Druids appear with ferocity not misplaced on the strongest 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.

Guildsman (Gui)

Hunter (Hnt)

Inquisitor (Inq)

Necromancer (Ncm)

Paladin (Pal)

Rogue (Rog)

Sorcerer (Src)

Warlock (Wlk)

Wizard (Wiz)