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Magic by Class

The magical classes are most typically separated by the source of their magic. These are the terms listed in the player's handbook, but not necessarily analogous with how the average person of the ficitonal world would use them. A peasant farm may be unable to distinguish between a sorcerer, wizard, or warlock for example.   Bards Bards magic comes from the story/songs/lore/etc. they specialize from. Words carry weight and bards have learned how to turn words into blessings and banes. Bards are all fun and good until you get tired of their songs.   Clerics Clerics magic comes from the gods they call upon. They hold a hose and ask their god to turn on the spigot. If their god hears they aren't using their magic to carryout their will they may turn off the water. Clerics can usually be trusted, as long as you believe in the same god.   Druids Druids call upon the magics of nature, sometimes a specific piece of nature. As long as they do not harm nature, they typically are not in any danger of losing their magic. Their atypical magic source, and the rituals they perform in its name, often leaves them shunned from civilization.   Paladins Paladins take an oath so powerful they can change the world around them to make it true. As long as they do not violate the tenets of their oath, they can use their magic for nearly anything.   Rangers Rangers have learned mastery over nature. Unlike druids they likely do not worship it, but simply respect its power. They call upon nature to do their bidding and are unlikely to be in any threat of losing their magical abilities. Rangers have also typically dedicated themselves to controlling some region of land (a range if you will) and preventing it from spilling out of its bounds and overwhelming the civilized world. They are sought after as guides through their ranges, or for extermination/protection from their favored enemies.   Sorcerers Perhaps their lineage, or by some horrible accident, Sorcerers have become magical batteries that store magic inside them. Batteries are powerful and versatile, but dangerously volatile. Informed parties may be wary of overambitious sorcerers.   Warlocks Warlocks have made a pact with some powerful creature. A warlock do not often make their pacts with a god, but usually make a pact with a demigod or being of equivalent power. Patrons are obliged to obey the restrictions on their pact, meaning unlike clerics, warlocks are unlikely to get their powers pulled from them simply for committing an act that goes against their patrons alignment. Patrons are not stupid though. If their warlock does something to thwart a Patron's plan, or if they do something particularly spectacular such as attune to a legendary magic item or opposite alignment, a warlock be in violation of their pact and the patron is free to revoke their gift.   If you enjoyed the cleric's hose analogy, a warlocks patron has essentially given them a bucket of water balloons to throw at people and as long as their warlock doesn't hit them, they have free reign to pelt the neighborhood kids.   Wizards Wizards worked for their magic unlike the rest of these chumps. They likely had a mentor or at minimum a well stocked library and hundreds of hours spent studying their craft. Wizards will often go on quest in the pursuit of knowledge, if they find ancient spellbooks they can copy them into their collection. Their spell list is the most diverse as a result, and they know this and are usually proud of it. Powerful wizards are usually revered by commonfolk, lesser wizards not so much.   Artificer Artificers are few and far between. Magical items exist, but the vast majority weren't created within the last five centuries. You are unlikely to find any artificers running a shop. If their powerful enough to be creating useful magical items regularly they've likely either been kidnapped by those more powerful, or they've gone into hiding to avoid being found. Artificers are likely to be confused with an eccentric wizard.

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