Master PathMartial or Power?Summary
AbjurerPowerProtection mages, Defense bonus after casting Protection spells, bane to enemy attack rolls, boon to resist attacks
AcrobatMartialMove through occupied spaces, full Speed through difficult terrain, take action and move on fast turns, other mobility stuff
AeromancerPowerAir mages, air walk after casting Air spell, finally full flight
AlchemistPowerGain a homunculus servant, bonus to Alchemy spells
AlienistPowerMadness mages, increased Insanity threshold, random mutation
AnchoritePowerCloistered priest, can meditate to become immune to all damage and gain divine insight bonus
AnnihilatorPowerSuicidal Destruction mages, take increased damage to boos Destruction spell damage, AOE echo of destruction after casting.
AnointedPowerDivine avatars, Theurgy-focused priests, impose banes on unholy creatures, boost Theurgy spells, sprout wings you can fly with.
ApocalyptistPowerForbidden mages, can frighten targets after casting Forbidden spells, AOE destruction after casting Forbidden spells
ArcanistPowerArcana mages, sacrifice casting of any spell to cast any other learned spell, chance to regain casting of a spell, swift casting
ArdentPowerTelekinesis monks, focus mind to deal extra damage or reduce damage taken
AstromancerPowerCelestial mages, radiate light after casting Celestial spells, bonus damage to Celestial spells, blinding light, boon to Celestial spells.
AvengerMartialBatman, mark targets for bonus effects against them.
BardPowerSong mages, boons to recollect information, impair charmed creatures, swift songs
BeastPowerPrimal mages who’ve lost control, get numerous bonuses when under the beast within spell.
BeastmasterPowerProper druids, bonuses to animal transformation and animal companions
BeguilerPowerFey magic mind manipulators, talent to impose compelled or frightened on target or can become invisible to target, and more.
BlackguardMartialScary fighter, gain darksight talent, aoe of fear, soul-stealing weapon, pronounced “blaggard”
BladeMartialNot Wesley Snipes, knife fighters, cause bleeding, swift attacks with knives
BlighterPowerDestroy the environment with blight spell, Captain Planet’s greatest foe
Blood MagusPowerBlood-focused necromancers, boosted spells from Necromancy and Blood traditions, can outright kill and heal from incapacitated enemies
Bone CollectorPowerNecromancy mages who summon skeletons
BruteMartialBane, boon to all Strength rolls, add Strength modifier to all weapon damage.
BuilderPowerConjuration mages focused on building walls and structures
Cat SithPowerCat transformers, become a black cat, upgrade to die black cat
CavalierMartialMounted combatants, boon to targets smaller than mount, bonus damage while charging, Defense and Speed bonus to mount
CenobitePowerSoul masters, gain boons on all rolls from past life memories, reset Corruption, mental fortresses, not summoned by puzzle box.
ChampionMartialNon-magical paladins, battle stance grants combat bonuses, chance to heal when incapacitated.
ChaplainMartialWarpriest, chant to grant boons to allies and prevent them from being charmed or frightened, grant extra damage, can heal
ChronomancerPowerTime mages, able to move freely after casting Time spells, glimpse the future to reroll a failed roll after using Time spells.
ChrononautPowerMages who guard time, freez time to take another action, rewind time to make a creature re-do its previous turn.
ConjurerPowerConjuration mages, summon tiny monsters, grant frightening trait to summoned monsters, buff summoned monsters
ConquerorMartialBattlefield commanders, grant bonus to target allies, grant movement to allies, boons to attack and extra damage after successful attack.
CorsairMartialLife swashbuckler, agile and boons to combat maneuvers with swift weapons
CryomancerPowerMages of water magic, ignore difficult terrain or snow or ice, not to be confused with Blizzard Mage expert path
DaemonhostPowerInvocation demon-binder, gain bonuses when casting Invocation spells, release a daemon, double bonus.
DawnstriderPowerCelestial blind mages, burnt their eyes out, truesight out to 60 yards, shine with light, extra Celestial damage, short teleport to lit areas
Death DealerMartialGuts, heavy weapon masters, bonus attack when you incapacitate a target, instantly kill low-level minions
DefenderMartialShield warriors, can defend allies, immobilize targets, attack creatures who attack your allies
DegeneratePowerForbidden nasty mages, changes how you recover Forbidden spells, covered in darkness after casting Forbidden spells, empose spells, etc.
DemonologistPowerA demon lives in your body, boons to increase with Corruption, immune to horrifying trait, compel demons.
DervishMartialMasters of two-weapon fighting, defense bonus when dual wielding, bonus to attack and damage.
DestroyerPowerDestruction mages, aoe damage after casting Destruction spells, change Destruction spell damage dice from 1s to 6s.
DevastatorPowerZeus, hurl lightning bolts, aoe thunder effects
DiabolistPowerHell mages, give Corruption to enemies, empower your spells with Corruption
DiplomatMartialSocial manipulators, boons to mental challenge rolls in social situations, chance of countering attacks against you
DivinerPowerDivination mages, expend all castings to grant boons to spell rolls, receive premonitions after resting
DoppelgangerPowerMaster impersonator that can steal memories as well as several other identities, can alter worn clothes as well
DragonslayerMartialImmune to fear, half damage from fire and poison, can climb and ride large creatures
DreadnaughtMartialHeavy armor experts, ignore heavy armor requirements, bonus to Defense while wearing it, cannot be moved, half damage from weapons
DualistPowerJekyll and Hide, mutation alchemist, gain an alter ego that grants bonuses, extra damage
DuelistMartial1v1 masters, Challenge targets to grant bonuses and impose penalties.
Dust WalkerPowerAir + Earth mages, ignore difficult terrain of natural sand or rock, turn into a dust storm.
EnchanterPowerEnchantment mages, chance to remove certain mental afflictions, countercharm, double duration of Enchantment spells
EngineerMartialGet a robot servant, can ride inside your robot like a Gundam, probably fight kaiju
EntropistPowerThe Grim Reaper, boons to Death spells, aoe death field when after casting Death spells
EternalPowerimmortal Soul mages, stop aging, bonuses to Str, Int, and Will, substitute Will for any attribute, don’t need sustenance and resurrect when killed
Eternal GuardianPowerprotection warriors, designate an ally to protect, triggered action to teleport to and attack any creature that attacks your protected ally, can’t be compelled or frightened, boosted counterattack
ExecutionerMartialChance to auto-kill injured targets, can deal weapons’ maximum damage.
ExorcistPowerHunter of otherwordly creatures, can expel possessions, bonuses against certain creatures such as fey and demons and undead.
ExplorerMartialIndiana Jones, boon to Perception rolls, can heal during short rests, re-roll extra d20 if first result was less than 5
Fae ScourgePowerSpecialize in killing fae creatures. Might not work too well in a campaign with not a lot of fae.
FencerMartialSwift weapons masters, free attack against targets who miss their attacks
FirebrandPowerThe Human Torch, reckless Fire mages, flaming body after casting Fire spell, bonuses to Fire spells
ForgebornPowerT1000, Metal mages, can transform your limbs into metal weapons, increased damage and push targets away with your limb weapons
ForgehammerPowerGain a special hammer, enchant weapons and armor on the spot.
GeomancerPowerEarth mages, expend Earth spell castings to grant a pool of temporary Defense points, move through and across earthen terrain
GhostriderPowerNot as cool as Ghostrider, impose frightened on enemies, triggered action to cast Spiritualism spell on yourself, bonuses when under Spiritualism effects
GladiatorMartialDirty fighters, impair targets, bonuses against impaired targets
GravenPowerTattooed Rune mages, add Int modifier to Defense when not wearing armor, triggered action to cast a spell on yourself, Health bonus when under Rune spell effects
GunslingerMartialMasters of firearms, get a six-shooter, bonus to firearm attacks, swift reloader
HalberdierMartialPolearm masters, can double attack with other end of polearm, give bane to enemy attacks with melee weapons
HarbingerMartialTeleporting sneak attackers, teleport to a created mirror image of you in short range and attack, triggered action to teleport away when attacked
HealerPowerLife mages, extend Life spells from reach to short range, extra healing, immune to disease and poisons, full healing after a rest
HexerPowerCurse mages, add bonus effects to cursed targets, cursed targets take increased damage from your attacks
HydromancerPowerWater mages, coated in water after casting Water spell prevents being grappled or immobilized, swimmer, turn into watery form
IllusionistPowerIllusion mages, banes to enemies perceiving your illusions, boon to Illusion attacks, chance to create illusory duplicates when attacked
IndistinctPowerAlteration masters, cast swift Alteration spells on yourself, learn or boost the distort appearance spell, become completely faceless
InevitablePowerOrder mages, fight to keep stability in the world, can change any attack spell roll to a 10, aoe of order increases boons or banes of all creatures by 2
InfiltratorMartialspies, hide in plain sight, people cannot remember your face, bonus damage to surprised targets or from whom you are hidden
InquisitorMartialTorturer, frighten targets, torture targets to ask questions, know when scrutinized targets lie, bonus damage to targets under scrutiny
InvokerPowerMasters of Invocation magic, can heal after casting Invocation spells, immune to Insanity from learning Invocation spells
Jack-Of-All-TradesMartialGain and modify boons, reduce bane penalties, learn rank 0 spells temporarily, gain any profession temporarily, aptitude point pool
Keeper of the FlamePowerFirebenders, bane to fire attacks against you and boon to resist them, stick your hand in fire to regain low level Fire spell, control and shape nearby fire
LegalistPowerMasters of Order magic, immune to disease, poison, and aging, can return to life after you die
LibrarianPowerPersonal library gives various bonuses to recall knowledge and allows one spell per book of any spell in your Power range, additional books, free augur spell
MachinistPowerTechnomancy engineers, can create up to 3 small constructs, can expend spells to boost construct damage, constructs upgraded to medium constructs with bonuses
Mage KnightPowerHybrid melee fighters and Battle mages
Mage of the TowerPowerGain colorful robes, minor spell potency boost, can learn any spell you don’t know by gaining Insanity
MagebladePowerPsylocke, ultimate bladed battle mages, form weapon of solidifed magical energy, can throw shards of your blade at all enemies in a cone
MagnetPowerYou become magneto. To some degree.
MagusPowerStaff mages, bonus to melee attacks, attack spells, and Defense when wielding your staff
MarauderMartialVikings, bonuses to charging, can charge after incapacitating an enemy, bonus to Strength rolls when injured
Martial ArtistMartialMonk upgrade, unarmored defense and unarmed damage bonuses, martial arts talents
MediumPowerMasters of Spiritualism magic
MetallurgistPowerMetal mages, bonus to Defense after casting Metal spells, chance to break enemies’ metal weapons when they hit you
Mind BenderPowerScanner, telepaths, can read thoughts, explode heads
MindwitchPowerScarlet Witch, use Telepathy to implant ideas or alter targets’ perception of reality, deal damage telepathically and give Insanity
Miracle WorkerMartialTemporarily become a god, frighten nearby enemies, all creatures can understand you, booming voice, remove afflictions and heal
Monster HunterMartialMonster slayer, immune to frightened condition, grant banes to attacks from monsters, take half damage from monsters, gain boon and bonus damage to attacks vs. monsters
MorphPowerMystique, experts of Transformation magic, hide in plain sight, learn the mask spell, attack as part of a Transformation spell, heal injuries by expelling Transformation spells
MorriganMartialThe Crow, summon two attack crows, frighten a target who then takes extra damage from you, change into a murder of crows
MusePowerFey bard, aoe boon to allies’ challenge rolls, 20+ grants the boon to attack rolls as well
MusketeerMartialExperts at both sword and gun, bonuses to disarming maneuvers, attempt to reload as a triggered action, Defense bonus in light/no armor, bonus damage with firearms, impair target with insults
MyrmidonMartialShield masters, push targets with your shield, impose banes on creatures attacking you, bonus to attack, damage, and Defense with shield
Mystic NavigatorPowerCan see really far, sail very fast, and make the Kessel Run in less than 12 parsecs
NamerPowerBasically summoner, can inflict status effects or destroy creatures it knows the True Name of
NecromancerPowerNecromancy mages, immune to poisons and disease, roll twice when incapacitated, command undead spell, double amount of compelled creatures, buffed undead
NightstalkerMartialMasters of stealth and shadow, make no noise, hide doesn’t cost an action in shadows, move from shadow to shadow when attacked
Orb MasterPowerBattlefield controller mages, uses a crystal ball as an implement which allows you to manipulate and buff aoe spells to alter sizes, shapes, or exclude allies
PaviserMartialGet a big-ass shield you can use for cover, great at shooting under cover.
PhantasmistPowerIllusion masters, bonus damage and Health to created illusions
PhaseshiftPowerManipulate Teleportation magic to phase out of reality, taking half damage from all sources, can walk through walls and solid spaces, ignore difficult terrain
Pit FighterMartialBrutal fighters, take extra damage once to deal extra damage for 1 minute, impair target instead of dealing bonus damage, triggered action to attack when healing
PlaguistPowerCurse masters, can spend triggered action after a failed Curse attack to attack another target, regain expended casting when lifting a Curse
PoisonerMartialPoison masters, create potions quickly, extra damage and banes to resist your poisons, melee touch poison attack
PsychokineticPowerCarrie White, Telekenises tradition, gets huge bonuses to Defense and reduced damage after casting Telekinesis spells
PuppetmasterPowerEnchanment masters, can move charmed targets under your control, can upgrade charmed affliction with compelled
PyromancerPowerFire mages, take half damage from fire, chance for targets of your fire spells to catch fire.
ReaverMartialFree move after successful unarmed attack, bonus damage when injured
ReviverPowerLife masters who focus on reviving the dead, expend Life spell to cast aoe healing, dealing damage to all undead, can touch a dead creature and return it to life, destroy undead
RunesmithPowerRune mages, inscribe sigils on weapons and armor for bonuses after you cast a Rune spell, sigils last longer
SapperMartialBomb makers and tool experts.
SavantMartialFocus on two traditions to gain bonuses to, give banes to resisting, and learning additional spells from
Sea CaptainMartialBoon to resist frightened affliction in aoe, grant bonuses to ship stats and to crew actions
SeekerPowerFocus their minds to boost combat abilities
SeerPowerDivination user with some healing ability
SentinelMartialSuper guards, boon to Perception, cannot be surprised or stunned, can see outline of invisible creatures, create a guarded area that grants various bonuses
ShadePowerShadow masters, enveloped by shadows after casting Shadow spells obscuring almost all vision
ShapeshifterPowerTransformation mages, gain bonuses while transformed, can use a triggered action to cast a Transformation spell
SharpshooterMartialBow and crossbow masters, use Perception attack to gain attack and damage bonuses against creatures, auto-hit ranged attacks
ShroudPowerDeath masters, can frighten enemies after casting Death spells, aoe of instadeath for any creature very near death, extra damage for death spells and Health bonus on kills
Sin-EaterPowerYou transfer Corruption from targets to yourself, gaining a Health bonus and boon to attack rolls
SkaldMartialInspiring bard warriors, group buffing
SkydancerPowerAir fighters, combat bonuses while flying, expend spell castings to gain flier trait
Slayer of the DeadMartialKiller of undead, immune to frightened affliction, boons against undead, bonus to Defense when injured
SleuthMartialSherlock Holmes, learn mechanical information about enemies, Perception boon, immune to surprise, bonus to Defense first combat round
SniperMartialUse a long range gun to shoot from one position. Chance to insta-kill target.
SoulboundPowerLiving liches, soul bound to object, body regenerates if object is intact, become immune to aging, possess another creature if your body is destroyed until you regenerate
SpellmasterPowerArcana masters, use a talent to replace any attack result with a 15, learn two more rank 0 Arcana spells, increase duration of Arcana spells
SpellsingerPowerSong masters, don’t need to wield an implement, increase range of medium spells to long range, empowered Song spells, expend spell to not have to concentrate and maximum duration
SpellsniperPowerMasters of attack spells using custom wands, 2 boons to spell attack rolls, can use talent to regain casting of failed attack spells
SpellweaverPowerGun mages, can craft magical ammunication that casts spells on impact
StoneheartPowerEarth masters, become living stone statues, half damage from weapons, Earth spell damage bonus, root in place to gain bonus to Defense and take half damage from all sources,
StormbringerPowerStorm mages, can fly up to your Speed after casting a Storm spell, immune to lightning and thunder damage, become empowered when hit by them
SurvivorMartialBonus to defense when unarmored, increased unarmed damage, remove 1 affliction per round if uninjured, cannot die from the instant death rule, when injured gain many bonuses
TaskmasterPowerMisleading name, masters of utility spells, castings of each utility spell from one tradition increase by 1, increase duration of utility spells, sacrifice one utility spell to cast another
TechnomancerPowerTechnomancy mages, create a device after casting a Technomancy spell that grants boons, learn the animate object spell
TenebristPowerShadow mages, considered in shadow even in lit areas, learn the shadow form spell
ThaumaturgePowerChaos mages, re-roll mechanic but at the cost of taking Damage, expend castings of same or higher level spells instead of the one you are casting
TheurgePowerTheurgy mages, expend spell castings to heal damage, aoe frightened or stunned after casting Theurgy spells
ThresherMartialFlail master. Can wield two flails and wreck shit up.
TormentorMartialFear barbarians, can instill fear and even Insanity in targets, boon to attacks and damage vs frightened targets, immune to fear
TransmuterPowerAlteration mages, can alter your attributes slightly after every rest, learn an extra spell
TravelerPowerTeleportation mages, can expend spell castings to teleport away when being attacked, increase range of teleporting, partial obscurement after casting Teleportation spells
Tree ShepherdPowerUltimate druid mage, turn into Swamp Thing (again), bonus to Health and damage from plant ally spell, create difficult terrain after casting a Nature spell
TricksterPowerFey mages, impose banes on creatures attacking you, cause creatures in short range who roll a 0 or lower to fall prone, double bane penalty, enemies falling prone take damage
Troll HunterMartialMasters of fighting creatures of larger sizes, bonuses to attack and damage to larger creatures, move through larger enemies spaces without penalty
UnchainedPowerChaos masters, chaos die adds either a penalty or bonus to any roll, aoe Chaos damage after casting a Chaos spell, sacrifice a spell to deal aoe damage scaling with spell level
Void ThrallPowerNasty Demonology void people, ignore demons’ horrifying trait, see in shadows and darkness, void shadows obscure you, choose a target to take damage from casting a spell instead of you
WarderPowerBodyguard mages, triggered action talent to impose a bane on the attacker or a boon to the defender, gain two bonus triggered actions only to use this talent, triggered action to halve damage
WarmagePowerGain a talent to either halve damage taken or boost damage given a set number of times, upgraded to unlimited uses at max level
Warrior SpiritMartialSpiritual berserker
WatcherPowerFuture seer Divination mages, triggered action to force enemy to roll again and choose which result it uses, use two actions and completely resolve them before choosing which one takes effect
WavebenderPowerWater masters, highly mobile, half damage from fire, move when you cast Water spells, ignore difficult terrain while swimming, bonus to Water attack spells, move enemies in short range around
Weapon MasterMartialMaster of weapons, choose a favored weapon after every rest, gain bonus to Defense and attack with that weapon, extra damage from favored weapon
Witch HunterMartialDevil hunters, resistant to dark magic, deal extra damage to casters, sense Corruption
WoodwosePowerNature mages, Swamp Thing, situational bonuses to damage reduction and attacks, become invisible in foliage after casting Nature spells, turn into a plant ot tree, bonus to Health
ZealotMartialGain Insanity to re-roll failures, immune to mental afflictions after using this talent, get combat bonuses after using this talent, always gain the violence result on madness table
ZephyrPowerBecome living wind with cool wind actions and powers.