D&D 2024 Classes
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This article explains how the Classes from the Player's Handbook of D&D 2024 are implemented in The Apparatus setting. These do not map perfectly to the setting, but offer a way to enjoy the D&D rules as written within the cosmology offered by The Apparatus.
| D&D Class | D&D Subclass | Setting Classes | Description |
|---|---|---|---|
| Barbarian | Path of the Berserker | Champion of Night | Their power comes from investment by one of the Gods of Night. This connection to the domain of cruelty and violence fuels the rage and martial prowess of the Berserker. |
| Everburning Obsidian Reaver | Their power comes from perilous brushes with the Titan Everburning Obsidian. This connection to primordial fire fuels the rage and martial prowess of the Berserker. | ||
| Pale Maw Reaver | Their power comes from perilous brushes with the Titan Pale Maw. This connection to primordial hunger and death fuels the rage and martial prowess of the Berserker. | ||
| Path of the Wild Heart | Champion of Night | Their power comes from investment by one of the Gods of Summer. This connection to the domain of movement and freedom fuels the rage and animalistic powers of the Wild Heart Barbarian. | |
| Fury Reaver | Their power comes from perilous brushes with the energies of the Titans. This connection to primordial beasts fuels the rage and animalistic powers of the Wild Heart Barbarian. | ||
| Path of the World Tree | Champion of Spring | Their power comes from investment by one of the Gods of Spring. This connection to the domain of growth and life fuels the rage and healing powers of the World Tree Barbarian. | |
| Starling Grove Reaver | Their power comes from perilous brushes with the Titan Starling Grove. This connection to the primordial forest fuels the rage and healing powers of the World Tree Barbarian. | ||
| Path of the Zealot | Champion of Autumn | Their power comes from investment by one of the Gods of Autumn. This connection to the domain of death fuels the rage and magic of the Zealot. | |
| Creeping Willow Reaver | Their power comes from perilous brushes with the Titan Creeping Willow. This connection to the primordial swamp fuels the rage and magic of the Zealot. | ||
| Bard | College of Dance | Bright Orison of the Fifth Court | Their power come from a pact formed with the First Queen of the Fifth Court. This connection to the Strange God of music and movement fuels the musical dancing magic of the Bard. |
| Champion of Summer | Their power comes from investment by one of the Gods of Summer. This connection to the domain of movement and freedom fuels the musical dancing magic of the Bard. | ||
| Scorching Abandon Sorcerer | Their power comes from perilous brushes with the Titan Scorching Abandon. This connection to primordial revelry fuels the musical dancing magic of the Bard. | ||
| College of Glamour | Bright Orison of the Weeping Court | Their power comes from a pact formed with the Thespian Queen of the Weeping Court. This connection to the Strange God of theater and acting fuels the charismatic powers of the Bard. | |
| Dreaming Meadow Reaver | Their power comes from perilous brushes with the Titan Dreaming Meadow. This connection to primordial dream fuels the magic of the Bard. | ||
| College of Lore | Champion of Pattern | Their power comes from investment by one of the Gods of Pattern. This connection to the domain of knowledge and thought fuels the magic of the Bard. | |
| College of Valor | Lost Orison of The White Tree | Their power comes from gaining the attention of The White Tree. This connection to the Strange God of heroes and ancestry fuels the magic of the Bard. | |
| Cleric | Death Domain | Herald of Autumn | Their power comes from investment by one of the Gods of Autumn. This connection to the domain of death fuels the Cleric's magic. |
| Pale Maw Sorcerer | Their power comes from perilous brushes with the Titan Pale Maw. This connection to primordial hunger and death fuels the Cleric's magic. | ||
| Evil Domain | Herald of Night | Their power comes from investment by one of the Gods of Night. This connection to the domain of cruelty and fear fuels the Cleric's magic. | |
| Lonely Hollow Sorcerer | Their power comes from perilous brushes with the Titan Lonely Hollow. This connection to primordial fear fuels the Cleric's magic. | ||
| Fire Domain | Everburning Obsidian Sorcerer | Their power comes from perilous brushes with the Titan Everburning Obsidian. This connection to primordial fire fuels the Cleric's magic. | |
| Herald of Summer | Their power comes from investment by one of the Gods of Summer. This connection to the domain of fire and movement fuels the Cleric's magic. | ||
| Ice Domain | Herald of Winter | Their power comes from investment by one of the Gods of Winter. This connection to the domain of ice fuels the Cleric's magic. | |
| Pale Maw Sorcerer | Their power comes from perilous brushes with the Titan Pale Maw. This connection to the primordial glacier fuels the Cleric's magic. | ||
| Life Domain | Creeping Willow Sorcerer | Their power comes from perilous brushes with the Titan Creeping Willow. This connection to the primordial swamp fuels the Cleric's magic. | |
| Herald of Spring | Their power comes from investment by one of the Gods of Spring. This connection to the domain of life and growth fuels the Cleric's magic. | ||
| Light Domain | Herald of Day | Their power comes from investment by one of the Gods of Day. This connection to the domain of the sun fuels the Cleric's magic. | |
| Radiant Heaven Sorcerer | Their power comes from perilous brushes with the Titan Radiant Heaven. This connection to the primordial sun fuels the Cleric's magic. | ||
| Mind Domain | Braided Thought Sorcerer | Their power comes from perilous brushes with the Titan Braided Thought. This connection to primordial memory fuels the Cleric's magic. | |
| Herald of Pattern | Their power comes from investment by one of the Gods of Pattern. This connection to the domain of language and thought fuels the Cleric's magic. | ||
| Druid | Circle of the Land | Fury Sorcerer | Their power comes from perilous brushes with the energies of the Titans. This connection to primordial realms gives the Druid their magic. |
| Herald of Form | Their power comes from investment by one of the Gods of Form. This connection to the domain of nature gives the Druid their magic. | ||
| Circle of the Moon | Herald of Form | Their power comes from investment by one of the Gods of Form. This connection to the domain of nature gives the Druid their magic. | |
| Starling Grove Sorcerer | Their power comes from perilous brushes with the Titan Starling Grove. This connection to the primordial forest gives the Druid their magic. | ||
| Circle of the Sea | Maelstrom Deep Sorcerer | Their power comes from perilous brushes with the Titan Maelstrom Deep. This connection to the primordial ocean and storm gives the Druid their magic. | |
| Circle of the Stars | Bright Orison of the High Court of Yesterday | Their power comes from forming a pact with the Lotus King and Oak Queen of the High Court of Yesterday. This connection to Strange astrology gives the Druid their magic. | |
| Eldritch Orison of The Oracle of Dust | Their power comes from gaining the attention of The Oracle of Dust. This connection to the Strange God of unseen ends grants the Druid their magic. | ||
| Lost Orison of The Wandering Star | Their power comes from gaining the attention of The Wandering Star. This connection to the Strange God of the hopelessly lost grants the Druid their magic. | ||
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Domains of the Heralds
Since D&D only includes 4 domains by default (Life, Light, Trickery, and War), here are included complementary domains that are present in The Apparatus setting.
Herald of Autumn
Heralds of Autumn get their power from investment by one of the Gods of Autumn, granting them mastery over the domain of death.
- Level 3: Death Knell. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that deals necrotic damage equal to twice your Cleric level to each Bloodied enemy within 30 feet of you. If a target succeeds at a Constitution saving throw per your Cleric spell casting ability, they take only half damage.
- Level 3: Disciple of Death. When a spell you cast with a spell slot deals necrotic damage, that spell does an additional amount of necrotic damage equal to the spell slot's level.
- Level 3: Autumn Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Autumn Domain Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the Chill Touch cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Bane, Gentle Repose, Inflict Wounds, Ray of Enfeeblement |
| 5 | Animate Dead, Speak with Dead |
| 7 | Blight, Spirit of Death |
| 9 | Contagion, Raise Dead |
- Level 6: Siphon Life. The necrotic spells you cast on others heal you. Immediately after you cast a spell with a spell slot that deals necrotic damage to one or more creatures other than yourself, you regain Hit Points equal to 2 plus the spell slot's level.
- Level 17: Death Mastery. When you would normally roll one or more dice to deal necrotic damage to a creature with a spell of Channel Divinity, don't roll those dice for the damage; instead use the highest number possible for each die. For example, instead of dealing 2d6 necrotic damage to a creature with a spell, you deal 12 necrotic damage.
Herald of Day
Heralds of Day get their power from investment by one of the Gods of Day, granting them mastery over the domain of light, cooperation, and the sun.
- Level 3: Radiance of the Dawn. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to emit a flash of light in a 30 foot Emanation originating from yourself. Any magical Darkness in that area is dispelled. Additionally, each creature of your choice in that area must make a Constitution saving throw, taking Radiant damage equal to 2d10 plus your Cleric level on a failed save or half as much damage on a successful one.
- Level 3: Warding Glare. When a creature you can see within 30 feet of yourself is about to make an attack roll, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Day Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Day Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Light cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Faerie Fire, Guiding Bolt, Magic Weapon, See Invisibility |
| 5 | Crusader's Mantle, Daylight |
| 7 | Arcane Eye, Charm Monster |
| 9 | Dawn, Scrying |
- Level 6: Improved Warding Glare. You regain all expended uses of your Warding Glare when you finish a Short or Long Rest. In addition, whenever you use your Warding Glare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier.
- Level 17: Corona of Light. As a Magic action, you cause yourself to emit an aura of sunlight that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 60 foot radius from yourself. Your enemies in the Bright Light have Disadvantage on saving throws against your spells that deal Radiant damage. Illusion spells within the Bright Light cast with spell slot levels 4 or lower are dispelled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Form
A Herald of Form are implemented as a Druid instead of a Cleric.
Herald of Night
Heralds of Night get their power from investment by one of the Gods of Night, granting them mastery over the domain of darkness, cruelty, and the moon.
- Level 3: Night Vision. As a Magic action, you present your Holy Symbol and use your Channel Divinity to bestow Night Vision to yourself or one creature you touch. Unwilling targets can ignore the effect if they succeed at a Charisma saving throw equal to your Cleric spell casting ability. Those with Night Vision treat Darkness as Dim Light and treat Dim Light as Bright Light. This effect lasts for 1 hour, or until you are Incapacitated. You can extend the duration by spending an additional Channel Divinity charge.
- Level 3: Night Shroud. When a creature you can see within 30 feet of yourself is about to make an attack roll that targets you, you can take a Reaction to impose Disadvantage on the attack roll, causing light to flare before it hits or misses. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Night Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Night Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Acid Splash cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Acid Arrow, Cause Fear, Darkness, Invisibility |
| 5 | Enemies Abound, Fear |
| 7 | Greater Invisibility, Vitriolic Sphere |
| 9 | Dominate Person, Seeming |
- Level 6: Improved Night Shroud. You regain all uses of your Night Shroud ability after a Short or Long Rest. Additionally, you if the attacker does not succeed at a Charisma saving throw based on your Cleric spell casting, they are blinded until your next turn.
- Level 17: Corona of Night. As a Magic action, you cause yourself to emit an aura of darkness that lasts for 1 minute or until you dismiss it (no action required). You emit Darkness in a 30 foot radius from yourself. All Bright Light and Dim Light that is nonmagical or created by a spell effect level 2 or lower is extinguished. You can see in the Darkness as if it were Bright Light. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Pattern
Heralds of Pattern get their power from investment by one of the Gods of Pattern, granting them mastery over the domain of thought, mind, and language.
- Level 3: Find Knowledge. As a Magic action you present your Holy Symbol and use Channel Divinity to tap into the Codex well of knowledge. Choose one skill, tool, or language. You gain proficiency with the chosen skill, tool, or language for 1 hour.
- Level 3: Iron Will. You gain +2 to Charisma, Intelligence, and Wisdom saving throws.
- Level 3: Pattern Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Pattern Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Mind Sliver cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Calm Emotions, Command, Comprehend Languages, Detect Thoughts |
| 5 | Intellect Fortress, Tongues |
| 7 | Confusion, Locate Creature |
| 9 | Legend Lore, Modify Memory |
- Level 6: Barbed Iron Will. When an attack causes you to to make a Charisma, Intelligence, or Wisdom saving throw, the attacker takes Psychic damage equal to your Wisdom modifier.
- Level 17: Visions of the Past. If you spend 1 minute in meditation studying an object or area, you receive dreamlike visions for as long as you Concentrate, up to 8 hours. For each minute you Concentrate, you receive glimpses of 1 year of the history of the object or area. These glimpses tend to focus on the most meaningful or significant to your mind. After using this ability, you cannot use it again until you complete a Long Rest.
Herald of Spring
Heralds of Spring get their power from investment by one of the Gods of Spring, granting them mastery over the domain of life.
- Level 3: Disciple of Life. When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot's level.
- Level 3: Preserve Life. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore a number of Hit Points equal to five times your Cleric level. Choose Bloodied creatures within 30 feet of yourself (which can include you), and divide those Hit Points among them. This feature can restore a creature to more than half its Hit Point maximum.
- Level 3: Spring Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Spring Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Spare the Dying cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Aid, Bless, Cure Wounds, Lesser Restoration |
| 5 | Mass Healing Word, Revivify |
| 7 | Aura of Life, Death Ward |
| 9 | Greater Restoration, Mass Cure Wounds |
- Level 6: Blessed Healer. The healing spells you cast on others heal you as well. Immediately after you cast a spell with a spell slot that restores Hit Points to one or more other creatures, you regain Hit Points equal to 2 plus the spell slot's level.
- Level 17: Supreme Healing. When you would normally roll one or more dice to restore Hit Points to a creature with a spell or Channel Divinity, don't roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature with a spell, you restore 12.
Herald of Summer
Heralds of Summer get their power from investment by one of the Gods of Summer, granting them mastery over the domain of heat and movement.
- Level 3: Summer Wind. As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to cast the Longstrider spell without expending a spell slot. This spell can affect a number of targets equal to your Wisdom modifier (minimum one). This spell is cast as though from Integral Authority.
- Level 3: Flame Ward. When a creature you can see within 5 feet of yourself is about to make an attack roll, you can take a Reaction to deal fire damage equal to your Wisdom modifier to the attacker. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
- Level 3: Summer Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Summer Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Fire Bolt cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Burning Hands, Flame Blade, Jump, Scorching Ray |
| 5 | Fireball, Haste |
| 7 | Freedom of Movement, Wall of Fire |
| 9 | Flame Strike, Telekinesis |
- Level 6: Improved Flame Ward. You regain all expended uses of your Flame Ward when you finish a Short or Long Rest. In addition, whenever you use your Flame Ward, you can give the target of the triggering attack 10 additional speed until your next turn.
- Level 17: Wreath of Flame. As a Magic action, you cause yourself to emit an aura of fire that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take fire damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage. Allies in the Bright Light gain advantage on on saving throws against the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Herald of Winter
Heralds of Winter get their power from investment by one of the Gods of Winter, granting them mastery over the domain of cold and stasis.
- Level 3: Icy Embrace. When you deal cold damage to a creature with a Cleric spell you cast using a spell slot, you can present your Holy Symbol to use your Channel Divinity to freeze it. The creature must make a Constitution saving throw. On a failed save the creature is restrained for 1 minute. The creature can make another saving throw as an action.
- Level 3: Numbness. You gain advantage to saving throws against the Charmed Condition.
- Level 3: Winter Domain Spells. Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Winter Domain Spells table, you thereafter always have the listed spells prepared. In addition, you gain the Ray of Frost cantrip in addition to any other Cleric cantrips you learn.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Entangle (frost themed), Hold Person, Ice Knife, Snilloc's Snowball Swarm |
| 5 | Sleet Storm, Slow |
| 7 | Ice Storm, Otiluke's Resilient Sphere |
| 9 | Cone of Cold, Hold Monster |
- Level 6: Improved Numbness. You gain resistance to Cold damage.
- Level 17: Winter Aura. As a Magic action, you cause yourself to emit an aura of cold that lasts for 1 minute or until you dismiss it (no action required). You emit Bright Light in a 30 foot radius from yourself. Your enemies in the Bright Light take cold damage equal to your Wisdom modifier on each of their turns and have Disadvantage on saving throws against your spells that deal Fire damage or inflict the Incapacitated Condition or a Condition that includes Incapacitated. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Fighter
- Battle Master: Implemented as a Paragon of War. Their power comes from an innate Mastery that allows them to surpass normal mortal limitations of skill. This subclass requires an Integral Origin.
- Champion: Implemented as a Paragon of War. Their power comes from an innate Mastery that allows them to surpass normal mortal limitations of skill. This subclass requires an Integral Origin.
- Eldritch Knight: Implemented as a Lost Orison of The Last Emperor. Their power comes from a pact with The Last Emperor of the Lost Gods. They use paradoxical insights into hope and hopelessness to channel Strange magic. This subclass requires a Strange Pact.
- Psi Warrior: Implemented as an Eldritch Orison of The Wind Which Destroys. Their power comes from a pact with Obox Ob of the Horizon Lords. Their connection to the Strange god of endless hunger grants them Strange magic. This subclass requires a Strange Pact.
Monk
- Warrior of Mercy: Implemented as an Eldritch Orison of The Setting Sun. Their power comes from a pact with The Setting Sun of the Horizon Lords. Their connection to the Strange god of forgotten memories grants them Strange magic. This subclass requires a Strange Pact.
- Warrior of Shadow: Implemented as a Shadow Warrior. Their power comes from dabbling in the Shadow Arts of the Demons of The Void. They use these powers to wield Shadow magic.
- Warrior of the Elements: Implemented as a Champion of Form. Their power comes from investment by one of the Gods of Form. They use their holy symbols of Form to channel Integral magic. This subclass requires an Integral Origin.
- Warrior of the Open Hand: Implemented as an Ascetic of the Order of One. Their power comes from meditation and mastery of their minds and bodies. This subclass requires an Integral Origin.
Paladin
- Oath of Devotion: Implemented as a Champion of Day. Their power comes from investment by one of the Gods of Day. They use their holy symbols of Day to channel Integral magic. This subclass requires an Integral Origin.
- Oath of Glory: Implemented as a Bleak Orison of The Laughing Court. Their power comes from a pact with Queen Maeve of The Laughing Court. They channel renown and the status to wield Strange magic. This subclass requires a Strange Pact.
- Oath of the Ancients: Implemented as a Bright Orison of The Burning Court. Their power comes from a pact with The Ruby Queen of The Burning Court. They turn the experience of pain and sorrow into inspirational passion to wield their Strange magic. This subclass requires a Strange Pact.
- Oath of Vengeance: Implemented as a Bleak Orison of The Bleeding Court. Their power comes from a pact with The Spider Queen of The Bleeding Court. They turn the experience of pain and sorrow into rueful anger to wield their Strange magic. This subclass requires a Strange Pact.
Ranger
- Beast Master: Implemented as a Bleak Orison of The Court of Three. Their power comes from a pact with The Stygians of The Court of Three. They manipulate the power of numerology to wield their Strange magic. This subclass requires a Strange Pact.
- Fey Wanderer: Implemented as a Bleak Orison of The Court of Half Tomorrow. Their power comes from a pact with King Oberon and Queen Morrigan of The Court of Half Tomorrow. They turn the suspense, mystery, and satisfaction of the quest into Strange magic. This subclass requires a Strange Pact.
- Gloom Stalker: Implemented as a Shadow Warrior. Their power comes from dabbling in the Shadow Arts of the Demons of The Void. They use these powers to wield Shadow magic.
- Hunter: Implemented as a Paragon of War. Their power comes from an innate Mastery that allows them to surpass normal mortal limitations of skill. This subclass requires an Integral Origin.
Rogue
- Arcane Trickster: Implemented as a Bright Orison of The White Clad Court. Their power comes from a pact with The Giving Queen of The White Clad Court. They channel generosity and abnegation into Strange magic. This subclass requires a Strange Pact.
- Assassin: Implemented as a Paragon of War. Their power comes from an innate Mastery that allows them to surpass normal mortal limitations of skill. This subclass requires an Integral Origin.
- Soulknife: Implemented as a Bleak Orison of The Gilded Court. Their power comes from a pact with King Mammon of The Gilded Court. They channel greed and acquisition into Strange magic. This subclass requires a Strange Pact.
- Thief: Implemented as a Paragon of War. Their power comes from an innate Mastery that allows them to surpass normal mortal limitations of skill. This subclass requires an Integral Origin.
Sorcerer
- Aberrant Sorcerer: Implemented as an Eldritch Orison of The Conqueror Worm. Their power comes from a pact with Juiblex of the Horizon Lords. Their connection to the Strange god of writhing flesh grants them Strange magic. This subclass requires a Strange Pact.
- Clockwork Sorcerer: Implemented as an Inexorable Stone Sorcerer. Their power comes from influence of the Fury God Inexorable Stone. They use their connection to the Primordial Mountain to channel Fury magic. This subclass requires Fury Corruption.
- Draconic Sorcerer: Implemented as a Dragonblood Sorcerer. Their power comes from magical mutations in their blood connected to influences of Dragons. They use this connection to the powers of Fury to wield Fury magic. This subclass requires Fury Corruption.
- Wild Magic Sorcerer: Implemented as a Bright Orison of The Twice Sweet Court. Their power comes from a pact with Candy King and Cake Queen of The Twice Sweet Court. They channel hyper energy and love of sugary foods into Strange magic. This subclass requires a Strange Pact.
Warlock
- Archfey Pact: Implemented as a Bleak Orison of The Low Court of Bones. Their power comes from a pact with Crimson King and Porcelain Queen of The Low Court of Bones. They channel an obsession with death and funerary rites into Strange magic. This subclass requires a Strange Pact.
- Celestial Pact: Implemented as an Eldritch Orison of The Oracle of Dust. Their power comes from a pact with Zanathax of the Horizon Lords. Their connection to the Strange god of unseen endings grants them Strange magic. This subclass requires a Strange Pact.
- Fiend Pact: Implemented as a Bleak Orison of The Court of Genuflection. Their power comes from a pact with Queen Lolth of The Court of Genuflection. They channel an obsession with power and dominance into Strange magic. This subclass requires a Strange Pact.
- Great Old One Pact: ???
Wizard
- Abjurer: ???
- Diviner: ???
- Evoker: ???
- Illusionist: ???