Classes
Here's a list of the available Classes and Subclasses, as well as the information for additional classes that are not official D&D content. More information can be found in the sourcebooks (except Gunslinger) or at https://5e.tools/classes.html#.
General note on Firearms: Black powder weapons are not common and can't be purchased in a normal store. Characters can only obtain them through theft, military service, black market, or finding a way to manufacture them yourselves.
In Runeterra, Piltover and Zaun are the source of many of these creative and innovative minds. The combined voracity for knowledge in the twin City-States have led to huge developments with the implementation of hextech, a fusion of elemental and spirit magic. These advancements have led to the creation of exquisite artifacts that can be wielded by anyone with ease. While the possibilities seem endless, the resources are not.
Outside of the Piltover-Zaun isthmus, there are still more traditional artificers or enchanters that create artifacts through more traditional methods. From blades that seem to dance in the wind in Ionia to massive golems in Demacia to shields that seem to reflect the essence of the sun in Targon, the world holds many secrets both old and new that have been brought forth by artificers.
Subclasses: Alchemist, Armorer, Artillerist, Battlesmith
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions.
Not every member of the nomadic tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Subclasses: Ancestral Guardian, Battlerager, Beast, Berserker, Storm Herald, Totem Warrior, Wild Magic, Zealot
Notes: "Spiked armor" for Battlerager Subclass being replaced with ability to affix spikes to themselves (for unarmored defense) or whatever armor they like to wear. The subclass needs a little love.
Not all wandering performers are true bards, nor are all bards inclined to sing for their supper, although most will, given the need. Bards literally have magic to them, and the powers they command through their performance and lore earns them additional respect. Bards with magical capabilities are able to create wonders with just the string the words of a story or the chords of a song.
Subclasses: Creation, Eloquence, Glamour, Lore, Swords, Valor, Whispers
Notes:
Celestial magic is the magic that is harnessed by the Aspects of Targon, Demigods of the Freljrod, and other similar patrons of Runeterra. Clerics serve as conduits for that power, manifesting it as miraculous effects. These patrons don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. The harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of their patron's wishes.
Subclasses: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Order, Tempest, Trickery, War
Notes:
The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to the tradition of circles. In a circle, all are equal, and while respect is given to age and accomplishment, the circle reaches decisions as a whole. Those who disagree are free to argue their point, or even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, tribe-dwelling vastaya, and the spirit creatures of the land where the circle meets, all given equal voice.
Subclasses: Dreams, Land, Moon, Shepherd, Spores, Stars, Wildfire
Notes:
Fighters who don't make a career of soldiering find other ways to demonstrate their prowess. Mercenaries find employment with those who need skilled warriors but who lack the time or means to train them. Such employers include adventuring companies, which are almost always in need of a reliable fighter. Merchants and guilds hire guards to protect caravans, ships, and their warehouses and guildhalls. Such work affords the opportunity for frequent travel and danger.
Subclasses: Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Gunslinger, Purple Dragon Knight, Rune Knight, Samurai
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions.
Some of the earliest monastic orders in Runeterra arose in the eastern lands of Ionia, their practices migrating across the seas to Valoran and beyond. The oldest orders have branched or fractured into smaller offshoots over time, such that there are now dozens of them. Most are no more than a few dozen members living in an isolated community in the wilderness. Some of these have strayed far from their monastic roots and devolved into nothing more than especially skilled "fight clubs" of sorts.
Subclasses: Ascended Dragon, Astral Self, Drunken Master, Four Elements, Kensei, Long Death, Mercy, Open Hand, Shadow, Sun Soul
Notes:
Whatever their origin and their mission, paladins are united by their oaths to stand for their cause. Whether sworn before a divine entity's altar and the witness of a priest, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Subclasses: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers
Notes: Earlier thematic issues with the paladin/warlock feud is basically null here. Multiclass away, I guess.
Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Subclasses: Beast Master (Tasha's), Drake Warden, Fey Wanderer, Gloom Stalker, Hunter, Monster Slayer, Swarmkeeper
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions. Also, feel free to look at additional spells for Beast Master and Hunter.
When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Subclasses: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, Thief
Notes:
Sorcerers pop up all over the world, some learning of their untold heritage by surprise. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
Subclasses: Aberrant Mind, Divine Soul, Draconic, Shadow, Storm, Wild
Notes: Optional Variant: Spell Points for more flexibility with spellcasting. Also, additional spells available for pre-Tasha's subclasses.
Subclasses: Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, Undying
Notes: Warlocks are cool. Things I'm down for: Int-based warlocks, Pact of Blade gets Shield proficiency and Cha weapons, and Hexblade's specter shouldn't be limited to humanoids.
Subclasses: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Scribes, Transmutation, War
Notes:
General note on Firearms: Black powder weapons are not common and can't be purchased in a normal store. Characters can only obtain them through theft, military service, black market, or finding a way to manufacture them yourselves.
Artificer
Throughout the D&D multiverse, artificers create inventions and magic items of peace and war. Many lives have been brightened or saved because of the work of kind artificers, but countless lives have also been lost because of the mass destruction unleashed by certain artificers' creations.In Runeterra, Piltover and Zaun are the source of many of these creative and innovative minds. The combined voracity for knowledge in the twin City-States have led to huge developments with the implementation of hextech, a fusion of elemental and spirit magic. These advancements have led to the creation of exquisite artifacts that can be wielded by anyone with ease. While the possibilities seem endless, the resources are not.
Outside of the Piltover-Zaun isthmus, there are still more traditional artificers or enchanters that create artifacts through more traditional methods. From blades that seem to dance in the wind in Ionia to massive golems in Demacia to shields that seem to reflect the essence of the sun in Targon, the world holds many secrets both old and new that have been brought forth by artificers.
Subclasses: Alchemist, Armorer, Artillerist, Battlesmith
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions.
Barbarian
Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.Not every member of the nomadic tribes deemed "barbarians" by scions of civilized society has the barbarian class. A true barbarian among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a leader in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don't have to.
Subclasses: Ancestral Guardian, Battlerager, Beast, Berserker, Storm Herald, Totem Warrior, Wild Magic, Zealot
Notes: "Spiked armor" for Battlerager Subclass being replaced with ability to affix spikes to themselves (for unarmored defense) or whatever armor they like to wear. The subclass needs a little love.
Bard
A Bard (class, not profession) in Runeterra is someone who bends the will of magic through a performance. Whether it is through telling a story, playing Bards hold a special place of responsibility and respect in the world. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being living storehouses of history and folklore. A successful bard knows a great deal, and they tend to be willing to share what they know, or at least barter for it.Not all wandering performers are true bards, nor are all bards inclined to sing for their supper, although most will, given the need. Bards literally have magic to them, and the powers they command through their performance and lore earns them additional respect. Bards with magical capabilities are able to create wonders with just the string the words of a story or the chords of a song.
Subclasses: Creation, Eloquence, Glamour, Lore, Swords, Valor, Whispers
Notes:
Cleric
Clerics. (Insert deep sigh here.) The first part of a trilogy of awkwardness. The proper gods of Runeterra (The Eternals) are fairly distant from the world, represented only in legends and otherwise forgotten, but there are religions and other powerful entities to adhere to. Because of this, there's an odd overlap of Clerics, Paladins (the pious ones) and Warlocks in what can serve as the source of their power. What differentiates these classes is their relationship to the source of their abilities.Celestial magic is the magic that is harnessed by the Aspects of Targon, Demigods of the Freljrod, and other similar patrons of Runeterra. Clerics serve as conduits for that power, manifesting it as miraculous effects. These patrons don't grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. The harnessing divine magic doesn't rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of their patron's wishes.
Subclasses: Arcana, Forge, Grave, Knowledge, Life, Light, Nature, Order, Tempest, Trickery, War
Notes:
Druid
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve demigods of wild nature, animals, or elemental forces.The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to the tradition of circles. In a circle, all are equal, and while respect is given to age and accomplishment, the circle reaches decisions as a whole. Those who disagree are free to argue their point, or even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, tribe-dwelling vastaya, and the spirit creatures of the land where the circle meets, all given equal voice.
Subclasses: Dreams, Land, Moon, Shepherd, Spores, Stars, Wildfire
Notes:
Fighter
Whether doughty warriors, idealistic young soldiers, or hard-bitten mercenaries, fighters are found everywhere in the Forgotten Realms. Even the most peaceful lands have militia for protection against their enemies, and many great rulers in the Realms' past were fighters of some sort. There are always opportunities for those who know how to handle themselves in a fight.Fighters who don't make a career of soldiering find other ways to demonstrate their prowess. Mercenaries find employment with those who need skilled warriors but who lack the time or means to train them. Such employers include adventuring companies, which are almost always in need of a reliable fighter. Merchants and guilds hire guards to protect caravans, ships, and their warehouses and guildhalls. Such work affords the opportunity for frequent travel and danger.
Subclasses: Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Gunslinger, Purple Dragon Knight, Rune Knight, Samurai
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions.
Monk
Monks are martial artists that make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies' physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.Some of the earliest monastic orders in Runeterra arose in the eastern lands of Ionia, their practices migrating across the seas to Valoran and beyond. The oldest orders have branched or fractured into smaller offshoots over time, such that there are now dozens of them. Most are no more than a few dozen members living in an isolated community in the wilderness. Some of these have strayed far from their monastic roots and devolved into nothing more than especially skilled "fight clubs" of sorts.
Subclasses: Ascended Dragon, Astral Self, Drunken Master, Four Elements, Kensei, Long Death, Mercy, Open Hand, Shadow, Sun Soul
Notes:
Paladin
Part two of our three part religious trilogy is the Paladin. While traditionally they are viewed as holy knights, there is nothing that binds this class to a particular faith. In Runeterra, a Paladin is more likely to be devoted more to a concept or a vision (such as Garen and Oath of Crown) of the world than a particular divine entity, with their Divine Domain more of a manifestation of their own personality.Whatever their origin and their mission, paladins are united by their oaths to stand for their cause. Whether sworn before a divine entity's altar and the witness of a priest, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.
Subclasses: Ancients, Conquest, Crown, Devotion, Glory, Redemption, Vengeance, Watchers
Notes: Earlier thematic issues with the paladin/warlock feud is basically null here. Multiclass away, I guess.
Ranger
Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.
Subclasses: Beast Master (Tasha's), Drake Warden, Fey Wanderer, Gloom Stalker, Hunter, Monster Slayer, Swarmkeeper
Notes: Optional firearm proficiency, though access to firearms may be limited in certain regions. Also, feel free to look at additional spells for Beast Master and Hunter.
Rogue
Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.
As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.
Subclasses: Arcane Trickster, Assassin, Inquisitive, Mastermind, Phantom, Scout, Soulknife, Swashbuckler, Thief
Notes:
Sorcerer
While there are many who struggle to learn how to manipulate the weave of magic, magic is an instinct of a sorcerer. It wells deep within, suffusing body, mind, and spirit with a latent power that waits to be tapped. Sorcerers have no use for the spellbooks and ancient tomes of magic lore or rely on a patron to grant their spells as other mages may require. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power.Sorcerers pop up all over the world, some learning of their untold heritage by surprise. People with magical power seething in their veins soon discover that the power doesn't like to stay quiet. A sorcerer's magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn't called on.
Subclasses: Aberrant Mind, Divine Soul, Draconic, Shadow, Storm, Wild
Notes: Optional Variant: Spell Points for more flexibility with spellcasting. Also, additional spells available for pre-Tasha's subclasses.
Warlock
Part three: Warlocks. Sometimes the relationship between warlock and patron may seem similar to that of a cleric and their patron, though there are some differences.The arrangement is similar to that between a master and an apprentice. Instead of serving as a vessel for a patron's power, a warlock learns and grows in power by accumulating knowledge granted by their patron. Sometimes at the cost of occasional services performed on the patron's behalf.Subclasses: Archfey, Celestial, Fathomless, Fiend, Genie, Great Old One, Hexblade, Undead, Undying
Notes: Warlocks are cool. Things I'm down for: Int-based warlocks, Pact of Blade gets Shield proficiency and Cha weapons, and Hexblade's specter shouldn't be limited to humanoids.
Wizard
The nerds of the mage world. Some people get their magical abilities from their bloodline, some from godlike entities, and others from talking to... plants? Not these guys. These guys hit the books, usually apprentices to older, like-minded folk, to brute force power into their formerly meager existences. On one hand they are more specialized than their other mage counterparts, usually narrowing their magical studies to a particular field. On the other hand, they tend to show a much larger capacity than others for learning a wide variety of magics.Subclasses: Abjuration, Bladesinging, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Scribes, Transmutation, War
Notes: