Classes of Creed

Across Creed there is a wide array of fearsome fighters, clever aristocrats, daring rogues and mages in startling variety. Many of these professions are listed below, from the more common to the nearly unheard of – to the purely legendary. Comments on the professions, especially the more unique unique ones, are included where available. Some ‘professions’ are simply specializations or slight alterations of other actual professions, such as archers being a common sub-specialization of fighters and rangers, and are listed below the other professions.

Presented below are the Base classes and some of the Prestige classes available for our game, for both PCs and NPCs. If you’d like to see a class added to this list, feel free to petition for the change. Some of the professions below are presented in name and concept only, without a true accompanying class, largely due to the rule of “No PC has asked to do it, so I haven’t written the class up” but that doesn’t imply these are ‘NPC Only’ classes unless it’s included in the “NPC Professions” section. If you’re curious about adopting a yet-to-be-written class or developing a new class, just ask; I’m more than happy to work with enthusiastic players on things like this.

NPC Professions

  • Commoner: Your basic untrained person, commoners rarely possess the basics of math or even written language. Commoners often work as untrained or low-skill labor. Commoners are often very poor, some being born and living in the same village their whole life. Commoners are often the byproduct of an purely aristocratic government, and in areas lacking this general type of government it’s possible to have almost no commoners among the entire population. There are relatively few commoners in Creed, and many ultimately find the training to become experts.
  • Expert: Trained labor, experts often have no trouble finding work and are able to move around with relative ease, especially those who’re trained in particularly difficult fields, such as blacksmithing. Experts often make a fair living, and in areas with a democratic or similar government (such as most of Creed) experts make up the bulk of the population.
  • Warrior: Warriors are trained and skilled combatants, though not nearly to the degree of proper adventurers are. Warriors often find employment in the city watch, as caravan guards or bodyguards in relatively safe lands, or in armies. Particularly skilled warriors that either lack the skill or interest in magic come to be known as (and class into) Fighters.
  • Aristocrat: The lower end of the upper crust, aristocrats are often moderate politicians, low-rung nobles, or privileged (and often lazy) members of the royal court. Aristocrats often find themselves in their appointments by birth, bloodlines, or by royal decree, often for a unique service rendered. Aristocrats are often very well off, with annual incomes well above most warriors and experts. Well-placed nobles and royalty almost always have training in an adventurer’s profession or two.
  • Champion: Champions are skilled combatants that both embody and defend a single chosen cause. Similar to paladins, champions often display a fanatic devotion to their bonded cause and, in fact, draw much of their power from this unwavering belief. Champions are almost never adventurers, and stay leashed to whatever it is that has earned their devotion.
  • Chronomancer: The once-powerful masters of time, able to undo wounds and slow age, Chronomancers have all but died out since the forcible banning of their art. See Chronomancy for more information.
  • Hearth Mage: Often called Municipal Mages, Hearth Mages are mages uniquely trained to reduce the potency of their spells. While these mages advance much slower than normal mages, and their spells are universally weaker than their peers, their restraint aids them in learning unique applications and manipulations of their spells that help them apply these magics to municipal needs without relying on augmenting components. Hearth Mages are almost never adventurers, largely because their weakened magics make them ill-suited for combat and few of their learned manipulations have even a remote combat application.
  • Magister: Magisters are skilled spellcasters that both embody and defend a single chosen place. Similar to paladins, magisters often hold an unwavering devotion to their bonded location and, in fact, draw much of their power from this bond. Magisters are almost never adventurers, largely because being separated from their bonded location weakens them, and if additionally separated from their staff, which facilitates such a bond, they’re left nearly powerless.
  • Warder: Warders are skilled spellcasters with a tie to White mana that master the art of mystical wards. Capable of tying down magics into the very earth, warders can create barriers, ban entrance to the undesirable, and the most powerful can even change mystical and mundane law within their wards. Little known, warders draw their arts from the long-studied and ever-mysterious True Runes, creating false (but still very powerful) runes in their image. Warders are almost never adventurers, largely because their practice often takes days if not weeks to perform and must always be locked down in a location the warder is very familiar with.
  • Warlock: While stories about warlocks who’ve made dark pacts for unholy power run rampant, especially in more superstitious cultures, there have been no true warlocks have been publicly known in living history. However, historians are quick to point out there are records of beings who did wield strange power they claimed had no tie to mana, but these same records show that while this gave them unusual mystical powers, their casting strengths were often weaker than proper spellcasters of similar experience.
  • Witch: Masters of portents, poultices, and powerful curses, witches are always mistrusted and often viewed as nothing less than diabolists. Unlike warlocks, witches are well known in Creed, usually making their homes in wretched bogs or the deep of a forest. Much like their darker cousins, witches forgo an expertise with mana in favor of stranger sources of power. Relying on rite and ritual to perform their magics, as well as sacrifice and strange unguents, many claim witches to be little more than practitioners of a foul sort of alchemy – though harsher accusations would call it demonic.
Adventurers’ Professions

The various professions pursued by adventurers and the particularly skilled in the world.

  • Adherent: Divine mages with a tie to either White or Black mana, their connection to their faith is unrivaled. Few temples in Creed are without their adherents, the mages often taking positions as priests or other important positions within the congregation. While some religions may favor shamans or wardens, few doubt the powerful devotion that only an adherent can master so well. While adherents often find themselves well-received, they may find disfavor among those disinclined toward their espoused religion.
  • Artificer: Obsessed tinkerers, artificers forego both mystical and martial training but are capable of making mechanical marvels. With enough time, resources, and practice, these mechanists can make devices to rival the greatest of golems and even the strangest mystical creations. Artificers of renown are often well loved in society, but those with an explosive reputation often face some difficulties. The Order is notoriously skeptical of artifice and many artificers fear their influence on the Twin Kingdoms.
  • Bard: Skilled skirmishers that utilize music as a mystical medium to produce a number of powerfully supernatural effects. Rarely seen solo, a bard’s power is truly at its peak when working with an ensemble. Bards are desirable not only in high society as sharp performers, but most nations have helped establish bardic colleges as well, to ensure their armies will be well-motivated should the recent peace treaties ever fall flat.
  • Battlecaster: Mystic skirmishers that have learned to use their weapons as a medium to deliver their spells. An offshoot of of the spellblades, the battlecaster’s increased devotion to spellcraft gives them unique options in combat but unfortunately hampers their martial prowess.
  • Berserker: Raging warriors who pair martial mastery with a small retinue of spells to become unstoppable juggernauts. While this was originally a profession developed by the barbarian tribes of southern Coricona (to the point that students of these raging arts are often simply called barbarians), their techniques have been adopted by many the world over. Berserkers are often mistrusted and many are wary of these unstable warriors, particularly in the highly organized societies of the Twin Kingdoms.
  • Blackguard: Profane warriors with a tie to Black mana and unholy powers to smite the righteous and weaken their foes. Lawful blackguards occupy a place in Klurikon and in some harsher societies much like paladins do in much of the rest of Creed. Chaotic blackguards are forces of raw destruction, found most often leading or serving in the darkest of cults. If a paladin ever falls to corruption, they often rise again as blackguards. Unless given political immunity, blackguards are usually killed on sight outside their foul homes.
  • Cleric: Divine skirmishers with a tie to White or Black mana, clerics wield their faith in one hand and a blade in the other, acting as front guard their religions. Clerics are often seen as the middle path between Paladins and Adherents, acting as cousins to the Inquisitor but maintaining a greater focus on their connection to the divine. Much like paladins and inquisitors, clerics often maintain a close connection with ruling government, though their closer connection with their religion gives them less legal leeway than their brethren would normally enjoy.
  • Dragon Disciple: Spiritual mages who draw power from a draconic patron, not entirely unlike a warlock.
  • Druid: Naturalistic mages tied to Green mana, these guardians of nature often act as a guiding influence for the wilds.
  • Inquisitor: Divine skirmishers that rely on their versatility and knowledge to see them and their allies through the harshest battles. Inquisitors are intimately married into both the kingdoms and the religions of the land. Ultimately, inquisitors are the hands of justice, however it may be defined by the inquisitor’s kingdom and religion. Many inquisitors fall under one of two basic previews: Justicars and Seekers. More information on this subject can be found here and in the Laws in Creed section.
  • Knight: Honor-bound warriors whose ingrained code makes them a stalwart defender in battle and grants them unsurpassed grace in court.
  • Marshal: Militaristic warriors who use an unrivaled knowledge of warfare to focus their minds and guide their allies in combat.
  • Monk: Spiritual warriors who, through deep meditation and an enlightened perspective, have gained a supernatural control over their bodies.
  • Ninja: Skilled skirmishers who rely on supernatural trickery, disguised strikes, and a plethora of dirty tricks to take down any mark. Their skills originally developed by the nezumi and kenku of Klurikon, ninjas are often viewed little more than assassins or murderous thieves. While some ninja today try to put their honed skills to good use, the majority of ninja unfortunately are heartless assassins and the stigma is often hard to overcome.
  • Paladin: Divine warriors with a tie to White mana and righteous powers to smite the wicked and ward their allies. Paladins occupy a particularly unique place in the world because of their place within both the kingdoms and religions, similar to inquisitors. Ultimately, paladins are a seat of righteousness in the world, a force of good fighting for the people and their kingdoms. However, because of the paladin’s tie of power to their morality and honor, they are in often precarious situations, and many laws have been designed with them in mind. More information can be found here. Some paladins take knightly training and are known as Paladin Defenders.
  • Rage Mage: Raging warriors with a tie to Red mana who channel their destructive fury to destroy all before them. While originally a profession developed by the barbarian tribes of southern Coricona, their techniques have been adopted by many the world over. Rage mages are often mistrusted and many are wary of these unstable spellcasters, particularly in the highly organized societies of the Twin Kingdoms.
  • Ranger: Specialized warriors often more at home in the wilds than in civilized society.
  • Rogue: Skilled skirmishers who use trickery, lethal precision, and often their precision wit to get them through any scrap. While the more reputable are known as treasure hunters and reclaimers, most are known simply as thieves or scoundrels.
  • Samurai: Spiritual warriors who practice ancient techniques and maintain a close connection to the spiritual world. Samurai were historically the guardians of the kitsune shamans and even today it’s rare to see these warriors outside Ikari.
  • Shaman: Spiritual mages tied to the ancient kami, shamans have an unsurpassed mastery over the spirits of the world. Some shaman deal more specifically with elementals and are known as Elemental Shaman.
  • Sorcerer: Powerful mages who rely more on their mystical stamina than their breadth of versatility, sorcerers are one of the most common mystics in the world. Sorcerers are adept at drawing power from their heritage or other arcane dealings.
  • Spellblade: Warriors that have broken beyond the confines of martial prowess and have learned to weave spells with their swordplay. Spellblades are often seen as masters of battle, focusing their swordplay to levels unmatched by any other. While the namesake founder of the profession would train squires with only bladed weapons, practitioners have long since incorporated a mastery of all weapons into their training. The name, however, stuck. Spellblades are readily accepted into any fighting force and many watch captains and elite guards boast training as a spellblade.
  • Task Mage: Mystical skirmishers who use their unusual mastery of a small mystical repertoire to finish any job. They are typically scorned by more scholarly mages.
  • Warden: Naturalistic skirmishers with a tie to Green mana, wardens are the more militaristic hand of the wilds. Wardens often act in concert with both druids and rangers, often acting as forward scouts for disease, corruption, or other dangers.
  • Wild Mage: Bizarre mages tied to Red mana who wield the dual powers of chaos and wild magic. However, wild mages always have a fractured essence, and their spells can occasionally go wild against their will.
  • Wizard: Scholarly mages tied to Blue mana, these academics are perhaps the very definition of mystical versatility.
Prestige Professions

Unique specializations are incredibly varied, moreso even than mages, and are potentially infinite when small details of distinction are considered. Below are small collection of these. Many of the spellcasting specializations noted below are technically prestige professions.


Epic Professions

Professions that often require years, if not a lifetime, of training and superhumanoid skill for someone to even dip their toe into, little less master. The professions included below are not available to non-Epic characters.

Epic Prestige Professions

Professions that require legendary skill and unwavering dedication to pursue, few but the most world-shaping heroes ever master these arts. The prestige professions included below are not available to non-Epic characters.

Classes of Creed

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