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### Dwarf Classes (by Souperplex) The following are reasons for dwarves taking specific class options ***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. ### Dragonborn Classes (by El_Diablosaurus) The following are reasons for dwarves taking specific class options ***Barbarian*** Dragonborn barbarians are fierce warriors to behold, not unlike a true dragon. Some find this fury by connecting with their ancestors, some with the storms of their homes, some just deep in their bones, or even with the blessings of Bahamut... or Tiamat. ***Bard*** Dragonborn bards are often found telling tales of great heroes to inspire their comrades in battle, or ferocious dragons to intimidate their enemies. Some seek knowledge for it's own sake or to discover the truth of their origins, and others just master a style of performance. ***Cleric*** Dragonborn most often worship either Bahamut or Tiamat, depending on their personal leanings, regardless of their scale color. Those not raised among their own people may find themselves drawn to other gods though. \pagebreak ***Druid*** Dragonborn druids are rare, though those in more remote regions may find themselves connecting with nature and the land around them, or with the might of the local wildlife. ***Fighter*** Dragonborn are proud and self reliant. Their constant efforts to improve themselves often leads them to try and master all forms of combat. ***Monk*** Dragonborn monks are unusual, but their natural drive for self improvement lends itself well to a monastic life and the process of complete self-mastery, whatever form that takes. ***Paladin*** Dragonborn paladins are a common and awe inspiring sight, with many devoted to Bahamut, though some to Tiamat as well. Some seek to eliminate their chosen god's enemies, some to protect those weaker than themselves, ***Ranger*** Dragonborn rangers are uncommon. They usually serve as scouts or frontier protectors. ***Rogue*** Most dragonborn are proud and honorable and prefer to live as such. But, some know that stealth and a light touch are necessary for delicate situations, and others simply live up to a dragon's reputation for greed and have fallen to a life of crime to satisfy the urge. ***Sorcerer*** Given their heritage, sorcerers with draconic powers are more frequent among Dragonborn than other races. With their stronger ties to true dragons, a clan usually expects a great deal more from such individuals. And fair or not, those sorcerers with a divine spark are often believed to be heralds of Bahamut or Tiamat, depending on their scale color. ***Warlock*** Warlocks are rare, as Dragonborn are loathe to asking for help from anyone. Those who make such pacts often do so out of either desperation or unrestrained ambition. ***Wizard*** Dragons are believed to be deeply tied to magic, and some suspect such magic played a role in the origins of the Dragonborn. As such, some Dragonborn work hard and study relentlessly to master the arcane powers they believe to be their birthright. ### Gnome Classes (by PaladinWiggles) The following are reasons for gnomes taking specific class options ***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 ### Half-Orc Classes (by madtoad) The following are reasons for half-orcs taking specific class options ***Barbarian*** Most half-orcs are fighters, but there are those who can channel their brute strength into flashes of rage that make them incredibly formidable foes on the battlefield. Half-orc barbarians are both respected and feared in orc society, and much sought after by human armies for their combat prowess. ***Bard*** Half-orc bards are the story tellers of their society, keeping track of a tribes history and keeping alive the memory of their greatest heroes. Half-orc bards recite stories of combat and destruction, and are formidable fighters in their own right, often taking the path of the Valor Bard. ***Cleric*** Half-orcs don’t revere their gods in the same way that human societies do, they are often more likely to fear them. Those half-orcs that feel the pull of their deity become clerics, often combat medics or war priests who know that keeping their soldiers fighting can turn the tide of battle. ***Druid*** Some half-orcs have trouble controlling their beast like natures, and lean into it, integrating themselves into nature and become Druids of the Circle of the Moon, where they can let their inner animal loose. ***Fighter*** Most half-orcs are fighters, trained in the ways of combat, ready to wield any weapon or armor that comes their way, constantly training their bodies and their senses for fighting and war. ***Monk*** Orc society can be full of brutal discipline, and physically half-orcs are well built for the physical stress of a life of hard physical discipline. The hard part is training their minds for the calm reflection of study and meditation. Those who can master that though are formidable opponents. ***Paladin*** A half-orc that wants to turn away from his brutal tribal past may push himself to become something more, a follower of a human deity who can use the half-orc's strength and constitution to do good in the world, and make up for some of the wanton destruction the half-orc feels its more bestial nature has left in its wake. ***Rangers*** In orc society Rangers tend to be scouts, looking for signs of enemies nearby or settlements that can be raided. They are often also the handlers of war dogs for orc tribes that use those kinds of things, so they tend to be better around animals than people. ***Rogue*** Half-orc rogues tend to be muggers or enforcers for a thieves' guild, using their natural ability to intimidate to convince victims to give up their gold or their goods. While they often learn the skills other rogues do they are more likely to use those abilities to become assassins rather than simple thieves. ***Sorcerer*** occasionally a half-orc is born 'touched' by the arcane mark, and these tend to be revered or feared in a tribe, with no in-between. They are either considered a powerful force for the tribe, or a sign of its doom. Often those who are feared tend to leave the tribe in the dead of night before they can be executed, and end up becoming adventurers. ***Warlock*** A half-orc seeking power for revenge against an enemy or to protect those he cares about might make a deal with a powerful force in exchange for doing that force favors on the prime material plane. While half-orc warlocks may be rare they are exceptionally powerful practitioners of the pact of the blade. ***Wizard*** Half-orc wizards are incredibly rare, the orc blood doesn't lend itself to study or years of research into magic, though it has been known to happen, usually when a hedge wizard takes in a young half-orc who was abandoned by his tribe and raises him in an environment of magical study. ### Kenku Classes (by ZodiacWalrus) The following are reasons for kenku taking specific class options ***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 ### Lizardfolk (by Dragonteuthis) The following are reasons for lizardfolk taking specific class options ***Barbarian*** Lizardfolk do not feel emotion the same way non-reptilian races do, but some members of their tribe develop an increased physique and a tendency to charge into combat against threats to the tribe heedless of their own safety. These berserking lizardfolk are often seen as selfless but dangerous protectors of the tribe. Sometimes this fear of their presence drives these lizardfolk to wander away from the tribe; others have been left behind when their frenzy ends miles away from their tribe. Still others have been exiled for attracting too much attention to the tribe with their reckless ways. In all cases, they make powerful, if unpredictable allies. Lizardfolk Barbarians who choose the path of the frenzied berserker are terrifying guardians of their tribe or friends, and many tales exist of such lizardfolk dying of their exertions after slaying hordes of threatening creatures. Animals for lizardfolk totem warriors are usually swamp creatures, such as ravens, snakes, crocodiles, shambling mounds and hydras, but they have the same effects as the more typical totem animals. ***Bard*** In the swamps, art and music takes a distant back seat to the daily struggles of survival. Despite this, lizardfolk have found that a rhythmic noise helps coordinate their warriors in battle, and certain instruments, especially log and turtle shell drums, allow communication with other tribes at great distances. The practitioners of these skills often take inspiration from animals that use cries and song to communicate various simple concepts. Sometimes these sound-makers feel a desire for more stirring inside of them, and seek further musical discovery outside their home swamps. This often happens after a trading caravan does business with a lizardfolk tribe, and a glimpse of an instrument or even a performing minstrel piques their curiosity. Once out of the swamp, lizardfolk can join any bardic college, but their alien mindset and imposing appearance means they are never a typical student. ***Cleric*** While so-called “civilized” races often have many more clerics than druids, for the lizardfolk it’s the opposite. Though rare, lizardfolk clerics are important for maintaining a direct connection to deities important to the tribe. While outsiders assume all lizardfolk clerics are by necessity followers of Semuanya, the lizardfolk deity, this is not true. The practical concerns of the tribe mean that clerics of nature and weather gods are just as prevalent, and sometimes a deity will compel a lizardfolk cleric to leave the tribe and seek out companions to fight a large threat that may sweep up the tribe in its magnitude. Lizardfolk can also come to other faiths through exposure by trade caravans and other contact with civilizations. If such a lizardfolk does not leave on their own to explore their newfound faith, they may be ostracized from the tribe for their unusual beliefs, if not considered an outright pariah. ***Druid*** While not all lizardfolk shamans are druids, they often are, and the inscrutable but hardy druidic circles that exist in swamps are one of the primary sources of information and cultural exchange between otherwise territorial tribes. The reverence and loyalty that lizardfolk hold for their shamans is legendary, and such responsibilities thrust upon lizardfolk druids means that few of them even think about leaving the swamp. Occasionally however, a lizardfolk druid experiences wanderlust, or is perhaps called to a greater service by nature itself - after all a threat to the swamp is a threat to all lizardfolk. Lizardfolk druids that can take on the form of wild beasts grow accustomed to reptilian forms such as snakes, frogs, and crocodiles, but once outside the swamp they become familiar with many mammalian species. Shifting into one of these forms can prove to be a shock to a young lizardfolk druid. Some struggle to adjust, finding the flood of unfamiliar emotions and sensations unwelcome, while others embrace it, reveling in the novel experiences. ***Fighter*** With survival in the dangerous swamps requiring as much martial prowess as hunting and survival skills, fighters are surprisingly common amongst lizardfolk. The hostile nature of their boggy homes requires that lizardfolk be brutally efficient at killing, and so they can be surprisingly inventive and innovative with combat techniques. Though their physique and primitive technology level dictates a slightly different approach, a trained observer can see elements of the training of champions and battle masters in the movements of many lizardfolk fighters. Eldritch knights are virtually unheard of amongst the swamp tribes, and typically only arise when a lizardfolk has left the tribe for some reason, and receives some training in the arcane arts. ***Monk*** One of the rarest sights to see in the whole of the universe is a lizardfolk at a traditional monastery. However, deep in the marsh, young lizardfolk are sometimes trained in ancient, traditional methods of fighting without weaponry or shields, as one cannot always count on having equipment in a swamp. Though the training is slow and arduous, these unarmed warriors can be great defenders of their tribe’s lands, striking enemies with great fury and blinding speed, biting, punching, clawing, and even slashing with their tail. Some of the best students surpass their tribal instructors, and quietly leave the swamp, seeking further tutelage in the martial arts. Though most instructors are initially disconcerted at teaching a student with such different anatomy, they quickly see that the lizardfolk’s emotionless approach leads to great discipline and focus. ***Paladin*** While rarely part of any established order, lizardfolk who feel an urge to become something greater in service to their tribe can be just as dedicated and relentless as any other paladin. Promises, blood-debts, and oaths are taken very seriously by lizardfolk, so the power of such pledges are well-known to the tribes. While most lizardfolk paladins only seek to become powerful enough to protect their tribe (or conquer a neighboring tribe), some receive glimpses of threats greater than the fens that surround them, and they feel compelled to investigate, leaving their old life behind as they crusade against greater and greater threats. \pagebreak ***Ranger*** Much like druids, lizardfolk rangers are held in high regard, though not with the same spiritual reverence reserved for shamans. Instead, lizardfolk rangers are not only the most capable hunters of the tribe, but also valuable for defense, as their skills and instinct alert them to threats long before anyone else, and they are skilled warriors capable of defeating such threats. Despite their ability, the wetlands present a ephemeral and ever-changing terrain, and a ranger on a long patrol may discover that they can no longer find the way back to their tribe, and such lost rangers may fall in with unlikely groups. Other lizardfolk rangers become obsessed with finding bigger and more dangerous game to slay, and their goals take them outside the swamps. In any case, any group that takes in a lizardfolk can be assured that it will never grow hungry or be without at least basic tools. ***Rogue*** Lizardfolk are well aware of the value of camouflage, stealth, ambushes, and traps, and from their hunting, they receive plenty of familiarity with anatomy, so rogues are quite common amongst the marsh tribes. They even have their own version of Thieves’ Cant, a set of markings they carve on cypresses and stones to warn and direct each other. Though different from the system used outside the swamp, the concept is the same, so they adapt quickly when needed. Sometimes such skilled ambushers get left behind when a tribe retreats from a particularly deadly foe, and must seek companionship elsewhere. Other times, they get tempted by greed and join a trade caravan to seek riches or get thrown out of a tribe for theft. A group that takes in a lonely lizardfolk rogue gets to see firsthand how deadly a lizardfolk’s jaws can be when used on an unsuspecting foe. While lizardfolk rogues in the swamp are almost always thieves or assassins, once exposed to civilization and arcane magic, a lizardfolk may pick up enough skill to become an arcane trickster. **Sorcerer** Lizardfolk make no distinction between divine and arcane magic. To them it’s just magic, and their only question is “How is this useful to the tribe?” To that end, a lizardfolk that displays a supernatural affinity towards magic is as often celebrated as it is cursed. While a trained, reserved spellcaster can be a boon for the tribe, one that’s out of control can attract dangerous creatures or even be a danger themselves. Thus, many lizardfolk sorcerers find themselves having to make their own way in the world, outside their homelands. ***Warlock*** The desperate struggle to survive in the swamp means that some lizardfolk turn to temptations they would not otherwise consider. And in the deepest, darkest fens, mysterious entities have loud voices indeed. While many lizardfolk warlocks initially make pacts with the intent to use their boons to protect their tribes, they often find that what they have agreed to takes them further and further away from the swamp. Despite the swamps being a place of pure nature, archfey are only barely in the majority among lizardfolk patrons. Any otherworldly master can find subjects to tempt in the swamps. ***Wizard*** There are no records of wizards being found among lizardfolk in their home swamps. This is not surprising, as the environment and primitive nature is inimical to the study and record-keeping of wizardry. However, some lizardfolk are forced to leave their homeland at an early age, perhaps through fleeing some disaster, being taken as slaves, or some other calamity. Such lizardfolk are often curious about the world outside the marshes, and occasionally a mage might find this curiosity amusing and reward it with tutoring. Few lizardfolk stick with this career, and those who do are sometimes shunned by their peers. However, they have the advantage of a much more durable physique than a typical wizard, and the fact that no-one expects an eight-foot reptile to be a wizard. ### Hobgoblin Classes (by kaioshin_) The following are reasons for hobgoblins taking specific class options ***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. ***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. ***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. ***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. \pagebreak ***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. ### Changeling (by Olimar92) The following are reasons for changelings taking specific class options ***Barbarian*** Do to being shapeshifters that like to hide in plain sight, Changelings rarely take this path in fights. Those that do will use their octopus like skin to attempt to intimidate their foes by making their bodies look as if they are made of stone, or covered in barbs. Their rage can make them look menacing, though it is only a look. ***Bard*** Changelings are natural actors, and enjoy the jovial mood that follows the Bard. Changelings craft personas often and when they are performers, well it just fits. With their ability to change shape they can perform much more than others can, even more if they can find away to change costumes quickly. ***Cleric*** Changelings have no deity of their own, so they tend to follow the deity of the area they live. Traveling Changelings will often worship deities of trickery or those with a fluid form. Most of the time they will create a persona to worship each deity of a pantheon. ***Druid*** Nature is ever changing, and that is what changelings like. As most druids are hermits these Changelings have few or no personas. Instead they make themselves look like the trees, or alter the appearance of their animal forms. ***Fighter*** With a desire to blend in very few Changelings become Fighters. They learn enough to protect themselves, but to dedicate their lives to fighting would be troublesome to a Changeling. This is believed to be because of a Changelings multiple personas making it hard to find armor that always fits, and having more than one set is to much to carry around. ***Monk*** Changelings love to mimic others, and what better place to do so undetected than a monastery. Often times Changelings are on a journey of self discovery and find that the discipline of Monk training helps them find out who they really are. Shapshifters often have a hard time with their identity. ***Paladin*** To swear an Oath is to be restricted, or at least that is how many Changelings see the Oaths of Paladins. Some however see it as a noble act to swear to protect others. Changelings that swear an Oath become mysterious knights that appear and vanish when the need arises. Only rumors are left behind of who that noble warrior was. This is because these few Changelings often add a special tenet to their Oath. "Do good and be anonymous." Good deeds are award enough. Be a symbol of good and admire the light you instill into the hearts of others. Your glory is silent but bright. ***Ranger*** Some Changelings become Wardens of the land they live in. They see their talent of shape changing as a tool to use against their opponents. They can often times infiltrate the groups that threaten their homes and those that they care for. To defeat your enemy you must know your enemy, and a Changeling is great for gaining information. Rogue A guild that has any use for a spy, thief or assassin covet Changelings. As popular as the path of the Bard among Changelings, it's hard to deny the ability of a Changeling ***Rogue.*** They can disguise themselves as any old smuck, or as a person of interest. Information is easy to gather when you can be the hottest woman in the bar, or the drunk "passed out" in the street. Some Changelings will use this desire to their benefit, and are very persuasive. ***Sorcerer*** As is possible with other races, Changelings to can be blessed with a magical power. They use their power in the same way they use a tool, making it apart of their personas. The innate magic they gain is formed into a persona in and of itself. This makes it far easier to hide their power as they will be less likely to use it in a different persona. ***Warlock*** Changelings that want power often use their talents to gain a high position as a spy for various groups. However, sometimes they stumble upon more power for a price. Changeling Warlocks are often in the employ of the fey as their often chaotic nature fits with their mercurial life and form. ***Wizard*** A Changeling that learns magic is a Changeling with much patience and focus. The malleable nature of the weave attracts Changelings, and often they learn the school of transmutation. Trying to expand their own shapeshifting they often create identities of knowledge hungry Wizards that search for answers. Of ten using magic in their performances, or to make a persona stand out. Much like how they make personas for Sorcerer magic, Changelings will make a Wizard persona to hide their magic. Often times their magic weakens when not in that persona.