Classes Culture
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Description
Classes for Draw Steel can be found Here
Common Classes
Artificer
Artificers are magic users who blend the powers of the arcane weave with other sources of power such as the Giant's Runic power and mechanical technology to create something referred to as Ares-Mechanicus in Felwind. Channelling arcae power through the use of tools and mechanics in a similar way how ancient civilisations did. This type of power has recently been rediscovered in Felwind but most think its a brand new way of weaving the arcane.
Barbarian
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| Source: | Player's Handbook (Core) |
| Subclass: | 16 Available |
Barbarians are warriors of tradition, channelling an primal crucible power to enhances themselves and their skills. This primal power holds its origins in the realm of Arborea and the Titans that roam its lands though much of that history happened when words had yet to be written. Today Barbarians are acknowledged for their strength and often hired as bodyguards or mercenaries. Barbarians can receive their primal power from a variety of sources but the progenitor will always be Arborea.
Bard
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| Source: | Player's Handbook (Core) |
| Subclasses: | 17 Available |
The King/Queen of supportive roles and non-combat encounters. Bards weave their magic through the power of music. Instruments, beats and even their own voice become tools of magic and wonder in their hands. Becoming a Bard demands some high levels of charisma and showmanship as its not only an adventuring role but an entertainment role. Bards are more common found entertaining the drunkards at a tavern or busking on busy streets than joining a party to save the world. But Bards must earn the stories they sing somehow and what better way than first hand experience.
Beast Heart
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| Source: | MCDM's Beastheart (3rd Party, MCDM) |
| Subclasses: | 5 Available |
Many incorrectly assume the dynamic of Beasthearts are that of master and beast akin to rangers, their dynamic with creatures is more of a symbiotic nature, neither is the master over the other, both are free to do as they wish but their relation to each other goes beyond that of any 'owner and pet'.
Blood Hunter
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| Source: | Matt Mercer (Unofficial, Add-On) |
| Subclasses: | 4 Available 2 Ideas |
Blood Hunter orders are sparse and few in members as they tend towards the darker elements of the world and life. Sacrificing parts of themselves to gain power, they are the monsters you hire to hunt monsters. Due to their small groups it is surprisingly common for Blood Hunters to go their own ways, distancing themselves from other hunters.
Cleric
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| Source: | Player's Handbook (Core) |
| Subclasses: | 24 Available |
No closer do many mortals get to the Pantheon than being in the presence of one of its Clerics. In most corners of Felwind and realms beyond, Clerics are seen as representatives of the Domain and/or Gods they follow. It holds a high level or responsibility and respect but can also bring pregidous. Many naively think Clerics as a supporting role as an adventurer but they can deal out as much punishment as they can salvation. Clerics are always I high demand for a quest but their beliefs and duties can sometimes hold them back or restrict their choices for fear of reprimand. such is the cost paid to receive power from a higher being.
Dragon (Class)
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| Source: | Battlezoo Ancestries, Dragons (3rd Party) |
| Population: | - |
| Physical: | - |
| Arcane: | - |
| Skills: | - |
Druid
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| Source: | Player's Handbook (Core) |
| Subclasses: | 15 Available |
Druids are the Sudo-Guardians of the natural order. Though what the natural order may be, can be wildly different between circles. Most Druids have a love of nature and its various fawna and flora. Some Love without questions, others may be picky. Druids have unique magic with the ability to freely change their forms into that of animal kind, though some circles may use this Wild Shape ability in other ways. It may be easy to underestimate a Druid but a more foolish mistake you cannot make. Druids in Felwind can be found all over, often isolated just outside of settlements, providing many magical services to those who seek assistance.
Fighter
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| Source: | Player's Handbook (Core) |
| Subclasses: | 18 Available |
For most adventurers in Felwind, Fighter is the go-to class. Requiring no magical study, religion conversion or gifts from dark lords, Only sturdy equipment and decent weapon skills with the possibility of dabbling in some interesting side specialities as they gain more expirance.
Despite the fighter’s rather plain packaging on the inside is a wide variety of flavours having access to additional feats and a slew of interesting subclasses.
Illrigger
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| Source: | MCDM's Illrigger (3rd Party, MCDM) |
| Subclasses: | 5 Available |
Often described as Anti-Paladins, they like to think themselves more of Knights of Hell. Illriggers serve the Arch-Devils of the Nine Hells and tasked with hunting other devils, disrupt enemy organizations, and command Hell’s armies. During their downtime, once they've earned freedom or escaped many work as mercenaries, thieves, assassins and spies.
Monk
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| Source: | Player's Handbook (Core) |
| Subclasses: | 17 Available |
Warriors of balance and self-mastery. Monks are seen as wise warriors who have undergone extensive training or gone through major life reflection to reach a new state of mind. Though the various traditions means that the states reached can vary widely from honest and true, to sleezy and dangerous. Most cultures have respect for monks no matter their background however the background does determine if that respect is a respect of wisdom or a respect of the monks danger. Monks mostly study and train in isolated monasteries found all over Felwind.
Mystic
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| Source: | Unearthed Arcana (Unofficial, UA) |
| Population: | - |
| Physical: | - |
| Arcane: | - |
| Skills: | - |
Paladin
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| Source: | Player's Handbook (Core) |
| Subclasses: | 16 Available |
Often seen as the most Zelot followers of the Pantheon, Paladins are people with presence, people who have sworn an oath to a higher power in exchange for power. To take up such an oath normally requires a particular type of personality and so many Paladins fall into various stereotypes. They cannot be blamed for it though, to Deviate from ones oath is to deviate from their sense of self. The oaths they take make them reliable but predictable. Becoming an adventure the Paladin is often to friction, For their oath binds them to certain actions and if their companions were to go against that. Then its the ultimate test of resolve. Though true companions would never force a Paladin to go against their oath without a very good reason.


















