Creature class
In Magic, Class is a subset of the characteristic "Creature type". Most humanoid creatures have at least two creature types: race and class. Whereas race (such as human, elf, or goblin) is a matter of genetics, a creature's class (such as soldier, wizard, or rogue) represents their function, occupation, career or calling in life.
Class | Description |
---|---|
Advisors | Tacticians, courtiers, ministers, and others known for their wisdom. |
Alchemists | People who practice alchemy, a form of chemistry and speculative philosophy. |
Archers | Combatants who specialize in fighting with bow and arrows. |
Artificers | Those who specialize in working with artifacts. |
Assassins | Specialists in targeted killing. |
Barbarians | Unorganized fighters, usually from primitive and/or uncivilized cultures. |
Berserkers | Combatants who enter a frenzy in battle, gaining great speed and battle prowess. |
Bodyguards | People employed to guard an individual, often a high official or VIP, from bodily harm. |
Clerics . | Spellcasters who channel the power of their faith in a cause or higher being into potent magic. |
Cowards | People who lack courage in facing danger, difficulty, opposition or pain. |
Druids | Masters of magic powered by faith, and strongly tied to plants, animals, fertility, the element of earth, and the land about them. |
Flagbearers | Soldiers or civilians who bear a standard or flag, which is used as a formal, visual symbol of a military unit on the battlefield. |
Guardians | Creatures which guard, protect, or preserve. |
Heroes | Characters who, in the face of danger, display courage and the will for self sacrifice for some greater good. |
Knights | Highly-trained combatants who are usually part of a formal army or cavalry, usually specializing in fighting on horseback with a sword or lance. |
Lords | Creatures with an occupation of high class or power within a structure or organization. |
Mercenaries | Individuals who sell their services in combat for money. |
Minions | Those who work the will of overtly evil forces or organizations. |
Monks | Individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. |
Mystics | People adept at channeling mana with their faith, learned through careful meditation. |
Ninjas | Masters of both stealth and armed combat who may find employment as spies, warriors, mercenaries and assassins. |
Nomads | Members from uncivilized tribes who wander open spaces in closely-knit groups. |
Pirates | Motley fighters and scoundrels who sail the sea and skies to loot and plunder the unexpected. |
Rebels | Individuals who fight against oppression or just to survive. |
Riggers | Creatures that specialize in the lifting and moving of extremely large or heavy objects. |
Rogues | Those who live by their wits, using stealth and cunning to make their way in life. |
Samurai | Warriors who have sworn their service and their lives to a single authority figure, usually a feudal lord. |
Scouts | Individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. |
Shamans | Protectors and spiritual leaders among the more primitive races. Their magic comes from rituals, lore, and years of practice. |
Soldiers | Trained combatants who are part of a formal army. They are adept at fighting in concert and overwhelming the enemy. |
Spellshapers | Spellcasters who devote themselves to perfecting a single spell or selection of spells. |
Townsfolk | Humans without a specific occupation. |
Warriors | Combatants who fight alone or in loose hordes. |
Wizards | Masters of channeling mana into powerful spells. |