Playable Classes
Reminder: As explained earlier in our rules, Races feature Favored and Averse standing toward specific classes, with one full main class tree and all of its abilities through its respective paths and branches, as well as included various bonuses and penalties to various main classes. See Favored and Averse Class Bonuses under Playable Races, and each race's own card, for the classes that favor or oppose it.
Favored and Averse standing has no bearing on alignment access - regardless of race, a character must still reach a class's required alignment on their own before taking it up. Because alignment shifts over time through a character's choices and actions during play, a character who later reaches a previously unmet alignment prerequisite may begin selecting Abilities in that class like any other.
A character who already holds an alignment-bound class and later drifts away from the alignment it requires is a separate case - see Fallen and Risen Classes below.
For example, a Centyr is Averse toward Doom Knight, a dark-only class - that aversion doesn't make dark alignment any harder to reach, nor does it block the class outright; it only means that once a Centyr's alignment actually turns dark and they take up Doom Knight, they apply the -5/-7/-9 penalty instead of a neutral baseline. The same logic runs in reverse for Favored classes - the bonus only kicks in once the character independently meets that class's alignment prerequisite. See Alignment and Class Compatibility below.
After choosing their race, players choose their main class and then their path within that class. Players select their path first - starting armaments are determined by the chosen path, not the main class.
Each path offers two starting armament sets. Players choose one set at the start. Both sets are valid for that path - the choice comes down to playstyle. For example, an Avenger choosing the Cleric path may start with a shield and 1h blunt weapon, or a 2h blunt weapon.
Beyond the starting sets, characters may use any weapon or armor they can physically carry, as long as they have chosen the class and path that allows it at their current point of progression, and they meet the Strength and capacity requirements to carry it. Armament options expand with each path and branch as characters progress.
Players manage their Abilities with cards. The Starter Set includes classes up to Level 5 only.
For instance, an Avenger, which later has path choices between; Cleric, Monk and Priest, will choose Abilities that can be used only with their weapon choice(s). They can choose more than one weapon, if they're strong enough to carry it.
An example: Garoth chooses the main class avenger, looks at the Ability Cards (see SORC Cards - Action) for this class, its path and later its path's branch and chooses the basic armaments; a heavy canvas ghee armor set and a quarter staff as his weapon. This weapon gets him through the first three given avenger Abilities, and the proficiency of learning Abilities in the Monk path (see below). As an avenger, he could have also chosen a 1h hammer and shield or 2h mace, or several other combinations of weapon combinations.
He also notices that later in the Monk path, he'll be able to use Abilities that allow him to strike with one hand and chooses a holy symbol related to his higher power of choice that he would be able to hold in the other hand later.
Note: certain monk classes can eventually dual wield, using a quarterstaff in their mainhand and a smaller weapon in their offhand.
The heavy ghee will have less of an Armor Score (AS) than Plate, but he'll have more mobility which will add to his overall Protection Score (PROTS). More on combat below.
Each class below offers Unique bonuses and Penalties - referred to as native bonuses and Penalties - and thereafter has its own combat Abilities, both martial and caster, and variations of armor and weapon choices through 30 levels.
Two examples:
A fighter class that prefers to use their hands, that excels in the brawler path, will learn to use environmental objects well, can develop tough skin, and also learn proficiency in a wide variety of weaponry, but they'll have already passed up a lot of that weapon's proficiency during bare knuckle brawling style combat.
An Avenger, restricted to blunt weapons only, that chooses the priest path can eventually use daggers if they choose the Salii branch.
Note: some path restrictions can be unlocked or overridden through specific branches as characters progress - such as the Avenger main class, whose Priest path's Salii branch unlocks the use of magical daggers. Salii daggers must be enchanted before the Salii can use them - they cannot be coated with poisons or carry other applied effects, but may be used to strike and cast. Other class paths carry similar branch-specific rules regarding restrictions and unlocks.
Players are not restricted to what weapon they can use, but they won't be able to use them unless they have chosen Abilities that utilize them. For instance the level 4 monk can buy a sword, but they'd have to wait until level 5 and choose a new main class tree, such as warrior earning its first native Ability that allows the use of the sword. Bear in mind the monk, now a monk/warrior sacrificed learning the second Ability in the monk path.
Moving along, there are other restrictions that don't allow the use of armaments, such as agility prerequisites for certain ranged Abilities, strength or charisma to wear certain armor, and path restrictions to weapon types; eg. † monks and † clerics can't use edged weapons, and warlocks cannot use holy weapons while paladins can't use unholy weapons; however paladins are not restricted to any weapon type, unless they don't meet other requirements, such as the agility prerequisite to use a bow.
† Line paladins, monks and clerics cannot use unholy weapons, unless they fall and upset the higher power of their choice which will restrict the use of all Abilities and powers of the tree; however †fallen classes have their own main class trees that require 10 levels in their former main class as they sustained restrictions until no longer usable.
† Fallen and Risen classes are detailed below and further in the GM Codex.
Each main class tree, from its first native Ability through the third branch, contains a total of 30 Abilities which grow exponentially in power. The jump between each Ability is not linear - the gap between Ability 29 and the 30th Ability is the largest in the tree, with the 30th Ability being substantially more powerful than all that come before it. This gives players tough decisions to make between choosing power or diversity among ability choices.
The 59 Ability cap ensures no character can fully max two class trees. At most, one tree can reach 30.
With a maximum of 3 weapons carried and the Choose Weapons Per Day rule (see Combat), a character cannot activate Abilities from every class tree in a single session regardless of how many they possess. This makes wide-spread Ability investment genuinely viable across a campaign - unused trees become available when the situation calls for them, even if they sit idle in a given day's session.
Before building across multiple class trees, players must account for alignment. Two classes require lawful alignment - Avenger and Overseer. Four classes require dark alignment - Doom Knight, Warlock, Witch, and Tyrant. The remaining ten - Barbarian, Bard, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, and Warrior - accept all alignments and combine freely with either lawful or dark trees, but not both in the same character. A character holding lawful-tree Abilities cannot also hold dark-tree Abilities. Attempting to cross that line invokes the Fallen and Risen class rules. This default alignment requirement applies to every character regardless of race, including a race's Favored or Averse classes - a race may favor or disfavor a lawful or dark class, but a character still cannot take up that class until they meet its alignment prerequisite. Alignment is not fixed at character creation - it shifts over time through a character's choices and actions during play. See Fallen and Risen below, and Titles under Prestige, for how a shifting alignment reshapes a character's class standing.
Ability ProgressionAbilities and Spells carry no point cost. At each level of progression, the player selects one Ability from their active class tree. Once chosen, that Ability is available whenever its required armament is equipped (for martial Abilities) or drawn (for casting Abilities and Spells).
The 59 Ability Cap - Three Build ExamplesExample 1 (30 + 29 = 59) - Theron, Warrior (All) / Barbarian (All)
Both neutral trees - no alignment conflict. Theron has 30 Abilities in Warrior, all of them, through the Blade Master path and the Duelist branch. He then chose 29 in Barbarian through the Mountaineer path. The 30th Barbarian Ability sits one step out of reach. 30 + 29 = 59. He chose one peak over two. Total dominance in one tree, one step short of mastering a second, nothing else.
Example 2 (20 + 20 + 19 = 59) - Lyra, Sorcerer (All) / Marksman (All) / Bard (All)
All three neutral trees - no alignment conflict. Lyra has 20 Abilities in Sorcerer (Wizard path), 20 in Marksman (Bowman path), and 19 in Bard (Strumalong path). Branches open at Ability 21 - none of her three trees have crossed that threshold. She holds full working paths in two trees and nearly all of a third, with no branch Abilities in any of them. Which role she fills each session depends entirely on what she draws.
Example 3 (14 trees, 3-5 Abilities each = 59) - Varek
Because lawful and dark trees cannot be combined, the maximum-diversity build draws from 14 compatible trees. Varek is a dark-neutral character holding 3 native Abilities in each of his 14 trees - Barbarian (All), Bard (All), Doom Knight (Dark), Druid (All), Fighter (All), Magic User (All), Marksman (All), Shaman (All), Sorcerer (All), Strategist (All), Tyrant (Dark), Warlock (Dark), Warrior (All), and Witch (Dark) - for 42 total. All 14 trees also carry Ability 4, the first step into that tree's path, adding 14 more for 56. Three trees - Barbarian (Destroyer path), Doom Knight (Death Guard path), and Warlock (Grimlock path) - each hold a 5th Ability, bringing him to 59. No branches. No tree exceeds Ability 5. Varek cannot outlast or outpower a specialist in any role. But there is almost no situation a campaign can generate that leaves him without an answer. His ceiling is always someone else's. His floor never is.
The diagram below displays the paths and branches of the Avenger main class.
Example Diagram:
Main Class: Avenger
Native Avenger Abilities Lvl 1 - 3
Avenger Paths
Cleric Abilities 4 - 20
Monk Abilities 4 - 20
Priest Abilities 4 - 20
Cleric Branches
Holy Abilities 21 - 30
Oracle Abilities 21 - 30
Warpriest Abilities 21 - 30
Monk Branches
Chanter Abilities 21 - 30
Shapeflow Abilities 21 - 30
Qirateka Abilities 21 - 30
Priest Branches
Shadow Weaver Abilities 21 - 30
Discipline Abilities 21 - 30
Salii Abilities 21 - 30
Following the diagram above, at each level of progression, 1-30,
Description examples
a. Cleric - 1h blunt (shield). All armor lighter than chain.
b. Monk - blunt - wood only (wooden shield). Cloth without movement restrictions and/or leather with movement restrictions.
c. Priest - 1h or 2h blunt. Cloth only with the exception of the salii branch, leather or chain (shirt and helmet only).
These Abilities increase in potency as players advance within their chosen class paths, with the most powerful Abilities appearing toward the end of the tree. However, players are not restricted to only one class tree; instead, they can select Abilities from multiple trees to create versatile or specialized characters, provided they meet the proficiency requirements for the weapons and gear associated with each tree. To learn new Abilities, characters must visit trainers scattered across the world, which may involve undertaking quests or exploring dangerous areas.
If a character levels up deep within a dungeon or remote location, they can potentially use their Wayfarer skill - if available - or coordinate with other group members, such as mages or nearby trainers, to mark locations for later visits. This mechanic encourages strategic planning and resource management, as players balance their desire for powerful Abilities with the time and risk involved in learning new skills, ensuring that character growth remains a dynamic and engaging aspect of gameplay.
Below are the playable main class trees, their paths and path branches (Abilities for each class under heavy development). Bonuses and Penalties are restrictions and bonuses to equipment. How equipment affects the character beyond the class modifications, such as; "lose a movement then if wearing plate" or "bonus to charisma if wearing plate" is entirely up to how the character plays their role(s), particularly since players can choose as many class trees as they want, as long as they don't exceed the Ability cap.
Main Classes, Paths and Branches
Avenger (Playable in Starter Set)
Alignment: Lawful
Faith-driven warriors bound to a higher power and restricted to blunt weapons by default, with exceptions unlockable through certain branches, Avengers channel divine protection, healing, and righteous judgment through their chosen deity or spiritual force - combining martial discipline with sacred ability to outlast and redeem the battlefield rather than simply destroy it.
◆ Oracle
◆ Warpriest
◆ Shapeflow
◆ Qirateka
◆ Discipline
◆ Salii (unlocks enchanted daggers)
Barbarian (Playable in Starter Set)
Alignment: All
Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation - excelling in brutal melee combat across every environment from frozen mountain peaks to untamed wild plains, where rage is a resource and restraint is a weakness.
◆ Frenzied
◆ Mauler
◆ Nomad
◆ Ghost
◆ Beast Master
◆ Predator
Bard
Alignment: All
Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song - inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.
◆ Melodist
◆ Plucker
◆ Distorter
◆ Rattler
◆ Songbird
◆ Charmer
Doom Knight
Alignment: Dark
Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse - treating entropy itself as a weapon and the suffering of enemies as fuel for their own continued existence in service of forces mortals were not meant to understand.
◆ Umbral Lord
◆ Dread Knight
◆ Death Knight
◆ Decaymancer
◆ Paragon Knight
◆ Sentinel
Druid
Alignment: All
Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order - equally capable of becoming the predator they summon, calling down starlight as a weapon, or walking through enemy minds while their body sits motionless in the wild.
◆ Lunar
◆ Solar
◆ Metamorpher
◆ Rager
◆ Nightmare
◆ Lorekeeper
Fighter
Alignment: All
The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals - developing unmatched weapon proficiency through sheer repetition and battlefield experience that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.
◆ Enforcer
◆ Unarmed
◆ Reaver
◆ Rumbler
◆ Merc Zealot
◆ Vigilante
Magic User
Alignment: All
Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world - equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.
◆ Shadow Dancer
◆ Arcana
◆ Chronomancer
◆ Blood Mage
◆ Astral Weaver
◆ Shapeshifter
Marksman (Playable in Starter Set)
Alignment: All
Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience - striking long before enemies can close the gap through either heavy bow work, black powder weaponry, or the swift shortbow mobility of a forest ranger who treats the terrain itself as a second weapon.
◆ Archer
◆ Amazon
◆ Duelist
◆ Wrangler
◆ Forest Guardian
◆ Wood Warden
Overseer
Alignment: Lawful
Holy martial commanders who lead from the front in divine plate, Overseers combine exceptional armor proficiency with auras, command abilities, and divine authority - inspiring allies who stand near them, breaking the will of evil through proximity alone, and serving as the unmovable standard around which armies and adventuring parties alike can rally and hold.
◆ Blessed Knight
◆ Trojan
◆ Templar
◆ Guardian
◆ Defender
◆ Legionnaire
Shaman
Alignment: All
Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism - as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.
◆ Bone Collector
◆ Earthbound
◆ Whisperer
◆ Stormbringer
◆ Runecrafter
◆ Hexbinder
Sorcerer (Playable in Starter Set)
Alignment: All
Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through staff and cloth into spells of extraordinary breadth - their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.
◆ Magus
◆ Psionic
◆ Clairvoyant
◆ Prophet
◆ Battlecryer
◆ Transmuter
Strategist (Playable in Starter Set)
Alignment: All
Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered - equally dangerous in the shadows, in plain sight, or threading a spelled blade through a gap in armor that nobody else saw was there.
◆ Recon
◆ Shroud
◆ Abyssal
◆ Specter
◆ Phantom Blade
◆ Sprightly
Tyrant
Alignment: Dark
Agents of pure destruction who revel in combat for its own sake, Tyrants channel rage, dominance, and shock-and-awe into relentless offensive pressure - whether through twin weapons blurring faster than defense can respond, a two-handed weapon that turns armor into scrap, or a voice alone that breaks enemy formations before a single blade is drawn.
◆ Shredder
◆ Fury
◆ Rampager
◆ Bone Crusher
◆ Paincaster
◆ Dagger Dancer
Warlock
Alignment: Dark
Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Warlocks channel dark contracts into magic that warps, drains, and corrupts everything it touches - a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say.
◆ Changeling
◆ Hexblade
◆ Blood Knight
◆ Tormentor
◆ Inquisitor
◆ Soul Reaper
Warrior
Alignment: All
Comprehensive martial masters who have developed proficiency across every armament type - from heavy armor and shield work through every blade discipline, spear, lance, and even command-level battlefield magic - Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high levels.
◆ Champion
◆ Bulwark
◆ Gladiator
◆ Duelist
◆ Runeblades
◆ Sun Thrower
Witch
Alignment: Dark
Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles - the pull of the moon, the chill of the north wind, and the bubbling of a well-crafted cauldron - Witches apply curses, potions, and elemental forces with an unpredictable mastery that feels less like a learned skill and more like a conversation with something that has always been listening.
◆ Angakkuq
◆ Arctic Witch
◆ Moonfire
◆ Starborn
◆ Green
◆ Shrew
Playable Class Details or back to Playable Classes (above).
Fallen and Risen Classes
Only classes bound to a Higher Power are capable of falling or rising. These are classes whose Abilities are granted by an external force - their alignment, oaths, and relationship with that power are the foundation of everything they can do.
Which Classes Can Fall or Rise
Lawful classes (Paladins, Clerics, Monks, Overseers, Avengers, etc.) - bound to divine or lawful Higher Powers - may Fall.
Dark classes (Warlocks, Witches, Tyrants, Doom Knights, etc.) - bound to evil or chaotic Higher Powers - may Rise.
Beginning the Path
A character may begin falling or rising at the very start of their main class creation. This choice does not go unnoticed. Their Higher Power begins applying penalties immediately, stripping buffs, weakening granted Abilities, and sending adversaries or tests to challenge their resolve. Survival on this path to level 20 is genuinely difficult, and that is by design.
A character may also begin falling or rising without declaring it at creation. The GM tracks this through the character's accumulated Boasted and Exposed Titles - as one side outweighs the other, the character's Higher Power takes notice, and the same insuing penalties and bonuses described above begin to apply immediately, well before level 20. At level 20, the GM averages the character's Boasted and Exposed Titles to determine whether the fall or rise is confirmed. See the GM Codex for the full mechanic on weighing Titles toward this average.
The Level 20 Gate
A character can only fall or rise at exactly level 20 - no earlier, no later. Before that point they exist in between, penalized by their old power, not yet claimed by the new one. By chance, the higher power in question will most definitely attempt to stop the transition, but you're also protected by your new higher power. Nevertheless, you may not survive.
What Happens at Level 20
When a character fully falls or rises:
- They lose 10 Abilities permanently.
- Their remaining Abilities weaken, shift, and transfer, changing in flavor and effect to reflect their new alignment. Each ability tree they drew from is locked.
- Of the 20 Abilities held at this point - 3 native and 17 path - 10 are lost, leaving 10 carried into the new tree.
- The standard 59 Ability cap still applies from this point forward.
The Two Trees
There are only two paths available to fallen and risen characters:
- The Fallen Tree - for lawful classes who have abandoned their oaths and Higher Power. Paladins, Clerics, Monks and others who fall enter here.
- The Risen Tree - for dark classes who have turned toward the light. Warlocks, Witches, Tyrants, Doom Knights and others who rise enter here.
Each tree has three branches of 30 Abilities each, consistent with every other class tree. Since the transition occurs at level 20 and branches do not begin until Ability 21, no character will have chosen a branch at this point - that choice lies ahead in the new tree.
Fallen and Risen are themselves the new main class. As with all classes, characters may still draw from any other compatible class trees up to the 59 Ability cap - alignment restrictions continue to apply.
What Makes These Abilities Different
Fallen and Risen Abilities are slightly more powerful than standard class Abilities, but the real distinction is in their nature and duration. Fallen Abilities lean toward exclusive harm-causing effects that linger, debuffs, corruptions, and damage that are dramatically exaggerated in how they are applied and persists a bit longer over time than their regular counterparts. Risen Abilities lean toward healing and restorative effects that last longer than their standard counterparts, and tend to do so in a completely different nature than the ordinary. The biggest challenge and reward is surviving the path to get there.
Advantages
- Access to a unique hybrid ability set blending remnants of their old class with the power of their new tree.
- Fallen and Risen Abilities carry longer lasting effects than standard class Abilities of the same level.
- Fallen and Risen characters carry unique titles and are recognized, or feared, across Essentia.
- Because old ability trees are locked rather than erased, certain redemption paths may exist to reclaim dormant Abilities. See the GM Codex.
A Note on Prestige
Falling or rising dramatically affects a character's Prestige, alignment, reputation, and faction standing. Former allies may become enemies. New and unexpected alliances become possible. These are not just mechanical changes, they reshape the character's story entirely.
