Building Avelium: Classes (Patreon)
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So, here we are, back in Avelium—and oh boy, are we excited to share what we’ve been playing with!
Here in Avelium, everyone has something to contribute. Whether it’s protecting the innocent, tending to wildlife, or singing a lively song to boost morale, we need everyone to chip in and keep our world safe from… who knows what! So, let’s talk about some concepts and ideas.
Our view of classes in Avelium is simple… have FUN! Oh, what a concept. Fun. Who would’ve thought?
That means you can mix ANY race with ANY class—or even multiclass! And this doesn’t just go for roleplay and original characters. It also goes for the character sheets we’re planning to play around with! The goal is to give you ways to bring your Avelium characters to your D&D table. It’ll take some work, but it’s TOO fun not to explore.
So, here they are, along with some ideas for subclasses. Of course, we have to start with…
BARBARIAN
Along the open road or deep in the wilderness, the Barbarian thrives on the primal and the wild. Draped in their latest kill and wielding weapons of tremendous size, they are among the strongest adventurers Avelium has to offer.
Don’t let the muscle fool you, though. Many Barbarians have a softer nature, sharing a deep kinship with beasts and a fierce affection for those they call their own.
Skills: Animal handling, RAGEful blows, tracking, wilderness survival, and combat expertise.
Subclasses:
Way of the Dire Wolf: Keen instincts, relentless pursuit, and strength found in fighting alongside trusted companions.
Path of the Bear: Raw might, formidable endurance, and a fierce determination to protect.
Stance of the Boar: Powerful charges, stubborn footing, and the sheer refusal to be pushed around.
Flight of the Hawk: Sharp awareness, swift movement, and devastating leaping strikes.
WARRIOR
From the gates of Averneth to the most unfortunate roadside ambush, the Warrior meets danger with a steady hand and a well-practiced weapon. Swords, spears, hammers, shields—these adventurers spend countless hours learning how to make every movement count.
Some serve as loyal guards, others travel as hired blades, and a few simply want to make sure their companions arrive home in one piece. Whatever their calling, Warriors build their strength through training, discipline, and experience. They know when to strike, when to hold their ground, and when someone behind them needs a shield.
And yes, they will tell you if you’re holding that sword wrong.
Skills: Weapon mastery, armor training, defensive techniques, tactical awareness, and battlefield leadership.
Subclasses:
Armsmaster: Skilled with a wide range of weapons, adapting their fighting style to whatever trouble comes their way.
Guardian: A steadfast defender who excels with a shield and takes protecting their companions very seriously.
Duelist: Precise strikes, nimble footwork, and a remarkable talent for finding the smallest opening.
Commander: A practiced leader who rallies companions, coordinates attacks, and keeps everyone working together when things get messy.
DRUID
Beneath the oldest trees and among the smallest wildflowers, the Druid finds a world full of things worth listening to. Through a deep connection with nature, these adventurers work magic through roots, beasts, weather, and the living earth itself.
Some tend quiet gardens or nurse wounded creatures back to health. Others roam the wilderness, taking on animal forms and calling upon nature’s strength to protect the places they love. A gentle touch can coax a flower into bloom—and those same hands can summon roots strong enough to stop an unwelcome visitor in their tracks.
And yes, they’re talking to that tree. Give them a moment. Apparently, it has quite a lot to say.
Skills: Nature magic, herbalism, animal handling, shapeshifting, healing, and wilderness survival.
Subclasses:
Circle of the Grove: Growing plants, restoring life, and weaving protective magic through roots and branches.
Circle of the Beast: Taking on animal forms and drawing upon the strength, senses, and instincts of the wild.
Circle of the Toadstool: Mushroom magic, curious spores, and fungal remedies. Best ask before eating anything from their basket.
Circle of the Storm: Calling upon wind, rain, and lightning to defend their companions and unleash nature’s fury.
RANGER
Where the road ends and the wilderness begins, the Ranger usually knows a way through. With sharp senses, steady aim, and an eye for the smallest detail, these adventurers can read a trail as easily as others read a tavern menu.
Some guide travelers through dangerous country, while others track troublesome beasts or watch over the borders of quiet settlements. Skilled with bows, blades, and whatever the wilderness provides, Rangers know their surroundings—and how to make those surroundings work in their favor.
And yes, they know you’re lost. They’ve known for the last three miles. They’re simply giving you a chance to admit it.
Skills: Tracking, marksmanship, stealth, scouting, animal handling, trapcraft, and wilderness survival.
Subclasses:
Hunter: Studies dangerous creatures, learns their habits, and knows exactly when to make a move.
Beastwarden: Forms a close partnership with an animal companion, working together to track, explore, and fight.
Pathfinder: Navigates difficult terrain, discovers hidden routes, and guides companions safely through the unknown.
Shadowstalker: Moves quietly through darkness and cover, setting ambushes and striking before trouble notices them.
ROGUE
Quick hands, quiet footsteps, and a smile that probably means trouble—the Rogue has a talent for getting into places they shouldn’t. Locked doors, hidden passages, suspiciously unattended treasure… they tend to notice these things.
Some work as spies, scouts, or treasure hunters. Others make a living acquiring belongings whose owners might have preferred otherwise. Whatever their calling, Rogues rely on agility, cunning, and knowing exactly where to strike. They’re excellent companions when you need a careful plan, a quiet entrance, or a very quick exit.
And if your coin purse goes missing, do ask politely. They might help you look for it.
Skills: Stealth, lockpicking, sleight of hand, acrobatics, deception, disarming traps, and precision strikes.
Subclasses:
Thief: Nimble fingers, clever escapes, and a particular fondness for whatever lies behind a locked door.
Assassin: Patience, careful observation, and deadly precision when the moment to strike arrives.
Trickster: Disguises, misdirection, and a little illusion magic to keep everyone guessing.
Swashbuckler: Daring swordplay, nimble footwork, and enough charm to make a dangerous situation look suspiciously entertaining.
MAGE
With a practiced gesture and a few carefully chosen words, the Mage shapes arcane power into something extraordinary. Fire, frost, illusions, protective barriers—there’s a great deal one can accomplish with a sharp mind and enough practice.
Some spend their lives uncovering forgotten knowledge, while others take their spellbooks on the road and learn through experience. Mages bring curiosity, versatility, and considerable magical power to an adventure. They’re particularly useful when a problem requires a creative solution… or when something very large needs persuading to move.
And if they assure you an experiment is perfectly safe, perhaps ask why their eyebrows haven’t grown back.
Skills: Arcane spellcasting, magical knowledge, enchantment, protective wards, and identifying magical objects.
Subclasses:
Elementalist: Commands fire, frost, lightning, and other elemental forces with spectacular results.
Illusionist: Weaves convincing sights and sounds, distracting enemies and making reality a little harder to keep track of.
Enchanter: Imbues weapons, clothing, and everyday objects with useful magical properties. Even a kettle deserves to reach its potential.
Spellwarden: Creates magical barriers, breaks hostile enchantments, and keeps dangerous spells from reaching their companions.
WITCH
With a handful of herbs, a carefully drawn symbol, and a few words best pronounced correctly, the Witch works magic into everyday life. These practitioners of folk magic draw upon tradition, ritual, and curious ingredients to brew potions, weave charms, and lay particularly troublesome curses.
Some offer remedies from woodland cottages, while others travel with their supplies tucked into overflowing bags. A Witch might mend a neighbor’s misfortune, protect a home, or arrange for a very unpleasant person to have a very unpleasant afternoon. A trusted familiar sometimes accompanies them, offering watchful eyes and plenty of opinions.
And do mind your manners around that familiar. It will absolutely repeat what you said.
Skills: Potion brewing, herbalism, ritual magic, charms, hexes, protective wards, and divination.
Subclasses:
Hedge Witch: Works with herbs, remedies, and practical woodland magic, keeping a useful potion close at hand.
Hexweaver: Weaves blessings, curses, and subtle changes in fortune. Being on their good side has its advantages.
Seer: Reads omens, explores dreams, and catches glimpses of what might lie ahead.
Hearthkeeper: Protects homes and travelers through welcoming rituals, household charms, and carefully placed wards.
PALADIN
Clad in gleaming armor and guided by a sworn oath, the Paladin calls upon the sunlight itself. At their command, golden rays descend upon the battlefield, gathering along their weapons, blazing across their shields, or spilling from their hands to heal the wounded. When a Paladin raises their blade toward the heavens, you might want to stand behind them.
These radiant defenders dedicate themselves to a cause, whether protecting the innocent, upholding justice, or bringing hope to those who have lost it. Their sunlight can offer gentle warmth to an injured companion or become a searing beam against a dangerous foe. Some guard the gates of great cities, while others travel Avelium’s roads, carrying a little sunshine wherever it is needed.
And yes, their armor really is that bright. They spend a considerable amount of time polishing it, and they would appreciate you noticing.
Skills: Calling sunlight, radiant strikes, healing, protective barriers, heavy armor, shield mastery, and leadership.
Subclasses:
Oath of the Dawn: Channels the sun’s renewing warmth to heal wounds, restore strength, and help companions rise to their feet.
Oath of the Radiant Blade: Fills weapons with concentrated sunlight, delivering brilliant strikes and calling down searing rays upon enemies.
Oath of the Sunshield: Shapes sunlight into golden barriers, sheltering allies and standing firm against overwhelming odds.
Oath of the Beacon: Shines with an inspiring radiance, strengthening companions’ courage and revealing dangers concealed in darkness.
CLERIC
With a whispered prayer and a steady hand, the Cleric calls upon divine magic to heal, protect, and guide. These devoted souls can mend wounds, lift curses, and place blessings upon those facing danger. When a journey takes a terrible turn, having a Cleric beside you can make all the difference.
Faith takes many forms across Avelium, and so do those who practice it. Some Clerics tend village shrines and care for their neighbors, while others travel into dangerous lands, bringing aid wherever it is needed. Their gifts can also reach beyond the living, allowing them to soothe restless spirits and protect the resting places of the dead.
They can mend your broken arm. Your terrible decision-making, however, may require a little more work.
Skills: Divine magic, healing, blessings, cleansing curses, protective wards, spiritual guidance, and sacred rites.
Subclasses:
Domain of Life: Focuses on healing wounds, curing ailments, and restoring strength to those who need it most.
Domain of Sanctuary: Creates sacred places of refuge, weaving protective wards and shielding companions from harmful magic.
Domain of Spirits: Communes with lingering souls, comforts the restless dead, and helps them find peace.
Domain of War: Blesses weapons, strengthens allies, and carries divine power straight into the thick of battle. Yes, the healer brought a mace.
BARD
With a song on their lips and a story worth telling, the Bard brings a little magic to every gathering. Quite literally. Their performances can strengthen companions, bewilder enemies, and turn a frightened crowd into people ready to stand together. A well-timed melody might be just what an adventure needs.
Some Bards travel Avelium’s roads, collecting tales and earning their supper in lively taverns. Others perform in royal courts, lead marching companies, or chase forgotten legends in hopes of writing something extraordinary. Through music, words, and a healthy amount of showmanship, they make sure the world remembers its stories.
And yes, they know that song. No, they are not playing it for the sixth time.
Skills: Musical magic, singing, storytelling, inspiration, persuasion, enchantment, and performance.
Subclasses:
Songstress: Channels magic through a powerful singing voice, weaving melodies that soothe pain, enchant listeners, and lend strength to companions.
Skald: Combines combat with rousing battle songs, rallying allies and keeping their courage alive when the odds turn against them.
Storyweaver: Brings tales to life through vivid illusions, making listeners feel as though they have stepped into the legend themselves.
Jester: Blends acrobatics, sleight of hand, and mischievous magic to distract enemies and cause a little well-timed chaos. Being funny is a bonus.
TINKERER
With a belt full of tools and something rattling suspiciously in their bag, the Tinkerer always has an idea. These inventive minds build gadgets, repair equipment, and combine clever craftsmanship with a little magic to solve everyday problems. Occasionally, they create a few new problems along the way.
Their creations range from helpful clockwork companions to intricate prosthetics and contraptions that make difficult journeys a little easier. Some maintain bustling workshops, while others travel Avelium in search of unusual materials and their next great discovery. The Gelkin of Nerium are particularly fond of the craft, though anyone with curiosity and patience can learn its ways.
If they tell you to stand back, do. If they insist it has never exploded before, stand back a little farther.
Skills: Invention, gadget crafting, repairs, clockwork engineering, prosthetics, enchantment, and finding a use for seemingly useless things.
Subclasses:
Machinist: Builds clockwork helpers and mechanical contraptions that assist with work, exploration, and the occasional dangerous encounter.
Artificer: Weaves magic into crafted objects, creating enchanted tools, protective devices, and equipment with a few useful surprises.
Augmenter: Creates prosthetics and wearable inventions that improve mobility, extend reach, and help their wearers accomplish extraordinary things.
Demolitionist: Specializes in smoke bombs, dazzling flashes, and carefully controlled explosions. The word “carefully” is doing considerable work here.
SUMMONER
With a call and a shimmer of magic, the Summoner brings a trusted companion to their side. Whether it has fur, feathers, scales, or a body made entirely of flame, that companion can offer protection, guidance, and a very unusual sort of friendship. Adventuring is always better with company.
Some Summoners nurture a bond with one powerful creature, while others gather a lively collection of smaller companions. Together, they scout unfamiliar paths, overcome obstacles, and face whatever trouble Avelium has waiting. These partnerships grow through trust and practice, and every summoned friend brings its own personality, habits, and occasional attitude.
And yes, you can name them whatever you like. Just be prepared to shout “Lord Fluffington, attack!” in front of people you were hoping to impress.
Skills: Summoning, magical bonds, companion training, scouting, coordinated combat, and protective enchantments.
Subclasses:
Beastcaller: Summons magical animal companions, from swift winged scouts to mighty guardians with very large paws.
Spiritkeeper: Forms bonds with spectral companions who offer guidance, scout unseen, and watch over their living friends.
Elemental Caller: Calls upon creatures of fire, water, earth, and air, putting their unusual talents to work in battle and exploration.
Drakekeeper: Bonds with small draconic companions whose wings, breath, and fierce loyalty make them formidable adventuring partners. Keep an eye on your valuables.
We hope you’ve enjoyed this look at our Avelium classes! And don’t worry, my lovely friends of the darker variety… we haven’t forgotten you! The next Race and Class posts will be focused on that shadowy corner over… there!