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___ ___ > ##### Dwarf Classes (by Souperplex) > - **Artificer** Dwarven society rewards skilled craftsmanship. Alchemical and mechanical craftsmanship is no different. Duregar are known for crafting potent war-machines. > - **Barbarian** Many Dwarves are angry at the world for being a place full of Chaos, Evil, and Stupidity. Some Dwarves channel that rage into battle. Zealot and Berserker Barbarians are an especially popular choice. > - **Bard** Dwarves have a strong musical tradition, and having bards is only natural. > - **Cleric** Dwarves serve the greatest of all gods, Moradin. He personally forged the material plane, and Dwarves see it as their duty to do his will and spread his word on it. The clergy pervades every aspect of Dwarven life. The priesthood of Moradin assigns children their vocations, Forge and Knowledge domains are common for them, but War and Nature (Moradin forged the world, so Nature makes sense) domains are not unheard of. The priesthood of Berronar arranges marriages, Most of her adherents are of the Life and Law (UA) domains. The priesthood of Clangeddin works closely with the military. His priesthood is overwhelmingly focused on the War domain. > - **Druid** Dwarves revere the world as Moradin's greatest creation, and worship of the natural world that Moradin created is to be expected. Unlike Druids of other races though, Dwarven Druids do not wear dead animals, feeling it is disrespectful. Instead they exclusively wear metal as it is the purified essence of the earth, granted to them by Moradin to show his love. Land: Mountain Druids would be the most common for obvious reasons. > - **Fighter** Dwarves are the undisputed best warriors of all the mortal races. (Those that dispute this die in battle with Dwarves) It is only natural that they would be trained to be skilled fighters by their clans and militaries. Battlemasters would be the most common due to the raw skill and technique of Dwarven Warriors, but Cavaliers often guard the homeland making use of their defense and control techniques in the tight outer-tunnels. Champions are not unheard of, but they are looked upon with disdain by other Dwarven fighters. > - **Monk** Dwarves live a life of discipline, and monastic discipline is a natural fit. Their monasteries just happen to be in the mountain instead of on top. Drunken masters are the most common for obvious reasons. > - **Mystic** Duregar, (Especially the worshippers of Deep Duerra) have potent psionic powers. > - **Paladin** The Dwarf Paladin is iconic for a reason. Moradin's first commandment is "Make the world a better place" and this ethos aligns perfectly with the Paladin. Most swear the Oath of Devotion as it aligns most closely with Moradin's ideals, adherents of Berronar will often swear the Oath of Devotion, but are just as likely to swear the Oaths of Ancients or redemption, adherents of Clangeddin swear Oaths of Conquest or Vengeance to crush the enemies of Dwarvenkind. > - **Ranger** Many Dwarves operate on the fringes of Dwarven society to protect their home from all the external threats, even if they must suffer the sub-par alcohol of other races to do so. Many also map the countless underground passages. Gloom Stalkers patrol the underdark, Monster Slayers and Hunters seek out and remove any creatures that threaten the stronghold. > - **Rogue:** The Dwarven military would not be the potent force it is without many Scouts to ensure that their soldiers know where their enemies are, and don't fall into traps. They also employ some Assassins to do covert operations. Some Dwarves heed the teachings of Abbathor and follow the path of the Thief, seeking to enrich themselves with wealth they did not earn. > - **Sorcerer** Many Dwarves are exposed to pockets of magical potency when mining, this results in a high number of Wild Mages. Dwarves are also known to associate with Celestials, leading to potent Divine Soul bloodlines. > - **Warlock** Dwarves are inherently distrusting of Fiends, Fey, and Undead, and will refuse to make pacts with them, but they will gladly work with Celestials as the chosen people of the most powerful being of Law and Good. Dwarven scholars may accidentally make pacts with Great Old Ones by reading the wrong book. Duregar often swear pacts with Devils, as Asmodeus helped liberate their race. > - **Wizard** Dwarves do not have a strong Wizardry tradition, but like all things, it is a craft, and Dwarven neurotic perfectionism requires Dwarves who take up Wizardry to master their craft. Dwarves acknowledge the tactical value of wizardry, and so Evokers, Abjurers, and War Mages are employed by the military. Diviners counsel the leadership, and Transmuters employ their magics to help industry. Necromancers are not accepted, as Dwarven society teaches that "Lo the undead are such gross, icky things. We must destroy them." Enchanters and Illusionists are met with distrust for being deceivers, although Enchanters can get jobs with military intelligence as interrogators, and Illusionists can find work as entertainers in the countless taverns. Conjurers can find work in the military creating highly expendable troops. Earth elementals are a common choice for summoning since they can move through the mountains with ease, and are good at destroying enemy structures. \pagebreak ___ ___ > ##### Gnome Classes (by PaladinWiggles) > - **Artificer** Tinker gnomes take to artificer like a duck to water. They love to explore the unknowns and whether those are mechanical, herbal or the wonders of magic items a gnome loves to get their hands on it. Nothing quite says "Gnome" quite like an artificers workshop. > - **Barbarian** Gnome barbarians are rare, the small creatures being prone to curiosity rather than anger. When they do show up it is often in the more secluded forest gnome communities where they revere totemic spirits. Forest Gnome barbarians have a great fondness for badgers who they view as kindred spirits. > - **Bard** Fond of Song, Story and Lore the bards life is suitable for all types of gnomes. > - **Cleric** Gnomes aren't the most religious of folk often preferring simple shrines to lavish cathedrals. That being said they do have various clerics. Forest gnomes prefer deities of the Nature, Life and Trickery domains. Tinker gnomes prefer deities of Arcana, Forge and Knowledge. Garl Glittergold is commonly followed by all types of gnomes. > - **Druid** Forest Gnomes often feature druids in their communities. Being a forest dwelling species with strong ties to animals their naturally inclined towards shape-shifting into the various species that share their home with them. Foxes, Badgers, Weasels, and more are all common shapes in a forest gnomes arsenal. Even when taking on larger forms like wolves Gnomes have a tendency to make slight "alterations" to the form to suit their personal style, such as a unique coat of fur or different type of ears. Druids are slightly more common than Clerics within Forest Gnome communities. > - **Fighter** Most gnomes who take up the sword are either inspired to by stories they hear in their burrows or because their home commonly faces danger. Those who do prefer to supplement their weapons with magic and Eldritch Knights are the most common type of fighter in gnome communities. > - **Monk** Gnomes don't take well to the stoic aestheticism of the monk and you would be hard pressed to find any gnome who joins a monastery. Gnome Monks that do exist were likely taught on the road by a wandering monk, and likely continue this lifestyle themselves. Preferring the open road to stuffy monasteries. > - **Mystic** Being curious about all things related to the mind and reality a mystics calling inevitably draws gnomes in where their brilliantly open minds do exceedingly well. > - **Paladin** To put it bluntly... Gnomish Paladins are obsessed. They have found something that they absolutely adore and have devoted their entire being to it. Whether this is vengeance, protecting the weak, a religious cause or something else these gnomes are willing to fight and die for their obsession. > - **Ranger** The most common martial combatant found in forest gnome lands. Rangers are one of the last lines of defenses for a gnomish community when the illusions and enchantments fail to redirect a danger. > - **Rogue** Gnome are a curious lot. They want to know everything about everyone, and sometimes the thing they want to know is what does that fabulously wealthy man have in his pockets? or whats in this locked chest? or how does that trap work? Who knows? Well the Gnome Rogue will find out! They often prefer to add a little bit of magical flair to their trickery as well. > - **Sorcerer** Forest gnomes often intermingle with the fae. As a species so connected to the forests its inevitable that some end up with magic in their blood. > - **Warlock** Similarly some gnomes prefer to make pacts with ancient forest spirits. These gnomes are considered strange even by their fellows as they often end up devoting themselves to the one they hold the pact for. > - **Wizard** Gnomes are curious and one of the best drains for their endless curiosity is magic. A gnome can spend its entire life and still not even know a quarter of all there is to know on the subject. Its no wonder so many are attracted to becoming wizards. \pagebreak ___ ___ > ##### Kenku Classes (by ZodiacWalrus) > - **Barbarian** Most kenku are not seen as capable of brute strength, but the same could be said for halflings or gnomes, and that doesn't stop them from having some exceptions. > - **Bard** There is a rumor that kenku lost their creativity along with their flight and ability to speak their own words, but this is not true. Kenku bards, though they can only sing what they've heard, take full advantage of their mimicry to entertain, using all manner of sounds to tell stories with very little words, providing a more interpretive yet poignant experience. > - **Cleric** The cursed kenku are often seen as blights on a city, a sure sign of its status as a haven for thieves and unpleasants. But still, there are kenkus who have made it their mission to lift the curse from their race and appease the god they had betrayed long ago. > - **Druid** Like most druids, kenkus might be driven to learn the mysterious magical ways of nature by sheer curiosity, or perhaps out of necessity for survival if they find themselves lost. Most kenku tend to cling to the cities they call home as close as they can, but that's all the more reason to be fascinated when they enter the serene calm of a forest for the first time. > - **Fighter** Most kenku flocks tend to be thieves guilds as well as families, so there are plenty of skilled fighters among them capable of coaxing money out of noble hands. > - **Monk** Being a long way from the isolation of monasteries, not even the stray kenkus tend to get far enough away from home to find shelter among monks. But this world is full of possibilities, and the way of the shadow is an invaluable tool to return home with. > - **Paladin** A holy kenku is one rarity. An overwhelmingly strong kenku is another. Put them together and you are sure to find yourself one interesting story to tell. > - **Ranger** While not typically inclined to nature, the flocks can often find use for an agile bow-wielder with a touch of magic in their midsts. > - **Rogue** The archetypal kenku. Short, light-footed, and deceptive creatures, the kenku tend towards a life of thievery for a reason. > - **Sorcerer** How the flock reacts to a naturally magical child in their midsts depends on how well they can put their magic to use. A wild magic or storm sorcerer would only get in the way and/ or draw attention, which is the last thing the flock needs. > - **Warlock** The desperation a kenku feels to remove its curse can be strong, and promises of power from otherworldly beings are not so much concerning as they are enticing when one is desperate. > - **Wizard** Like just about any race, learning wizardry provides some very obvious benefits to their society. In particular, kenkus see much potential in the stronger illusion magics. \pagebreak ___ ___ > ##### Hobgoblin Classes (by kaioshin_) > - **Artificer** Occasionally, a Hobgoblin will look upon the typical siege weaponry employed, or the primitive trappings and gadgets of goblins, and think... there is improvement to be had. They throw themselves into the work of mechanics, learning and infusing magic within, emerging from their work with new weapons of war. > - **Bard** While Hobgoblins don't tend to make use of magic outside of the blastier, more war-applicable types, you get the occasional one who is filled with such pride for their deep heritage that they share the ancient histories and recent victories of their clan with powerful, inspiring warsongs. > - **Barbarian** Hobgoblins pride themselves in their skill and grace on the battlefield, but there are some who are capable of entering a deep trance of battle frenzy where they can make every movement hit harder, and take each blow as if it were only a glancing one. > - **Cleric** While not a deeply religious culture, some Hobgoblins revere the power of their patron gods, taking on a life of worship to them, and assisting their allies on the field with the domains of Ambition, Order, and War. > - **Druid** Hobgoblins have a general distaste for the magic of nature, as it is too chaotic to be properly controlled, but there are stories of rare Hobgoblins, separated from their warbands, who find that there is order and hierarchy even within the chaos of nature, and find their way to neutrality. > - **Fighter** Hobgoblins pride themselves on their combat more than anything else, and their soldiers are trained in the use of every weapon to be able to win any fight. > - **Monk** Rarely, some Hobgoblins are noted to have a talent in quick movement and silence, and are taken away to learn from the order of the Iron Shadow, who harden their fists and quicken their bodies, becoming a well oiled assassination unit. > - **Mystic** A mystic is incredibly rare, and a Hobgoblin one even more so. A Hobgoblin Mystic, if they can survive their strange quirks beginning to ostracize them from society, will eventually leave their clan and have to find a new identity as an individual, often defining themself as a Mystic first, Hobgoblin second. > - **Paladin** Frequently, Hobgoblins can become more obsessed with the power and superiority of their clan than most of the others, and can swear an Oath to conquer everything beneath them, drawing a deeper power from it that will strengthen them on the battlefield and smite lesser beings. > - **Ranger** Hobgoblin clans that sit too close to the wilds, or to sources of magical danger may train a rare few to make use of their knowledge and their martial talents to watch these dangerous places, training to hunt down any creature that will encroach their land, or to lead a party in when necessary. > - **Rogue** As opposed to the Iron Shadow path, some rarer Hobgoblins are instead noted to carry that same amount of silence and speed, but with a higher sense of individualism and brutality, and take on a similar role becoming singular assassins of single targets. > - **Sorcerer** Rarely a Hobgoblin can find themselves as the eye of affection for a lawful Dragon, finding themselves bemused or intrigued by the deep and strict codes they hold themselves to, and could be blessed with Draconic magic... or with a child who carries that blood within them. > - **Warlock** Hobgoblin Warlocks are very rare, as they find subservience to something that is not a Hobgoblin themselves unthinkable, but some are tempted by Fiends, or more frequently, from strange, sentient magical weaponry. > - **Wizard** The most common of Hobgoblin magic-users, Wizards are picked out from especially intelligent Hobgoblins at a young age, and trained in the magics of war. While typically this is specifically Evokers or War Mages as the archetypical Hobgoblin Devastator, there is the rare Conjurer or Necromancer bolstering their ranks with summoned assistance, or even a diviner to foretell the events of battle ahead.