Master Summaries — the peak of power —
Every master calling distilled to a single line — the peak of every craft, named, sized up, and ready to compare.
- Abjurer
Protection mages — Defense bonus after casting Protection spells, banes to enemy attacks, boons to resist them.
- Acrobat
Move through occupied spaces, full Speed through difficult terrain, take an action and move on fast turns, and more mobility tricks.
- Aeromancer
Air mages — air-walk after casting an Air spell, finally get full flight.
- Alchemist
Gain a homunculus servant, bonus to Alchemy spells.
- Alienist
Madness mages — increased Insanity threshold, random mutation.
- Anchorite
Cloistered priest — meditate to become immune to all damage and gain divine insight bonus.
- Annihilator
Suicidal Destruction mages — take increased damage to boost Destruction spell damage, AOE echo of destruction after casting.
- Anointed
Divine avatars — Theurgy-focused priests, banes on unholy creatures, boost Theurgy spells, sprout wings and fly.
- Apocalyptist
Forbidden mages — frighten targets after casting Forbidden spells, AOE destruction afterward.
- Arcanist
Arcana mages — sacrifice any spell to cast another, chance to regain casting, swift casting.
- Ardent
Telekinesis monks — focus mind to deal extra damage or reduce damage taken.
- Astromancer
Celestial mages — radiate light, bonus damage and blinding light from Celestial spells, boon to Celestial casts.
- Avenger
Batman — mark targets for bonus effects against them.
- Bard
Song mages — boons to recall information, impair charmed creatures, swift songs.
- Beast
Primal mages who lost control — numerous bonuses while under the beast within spell.
- Beastmaster
Proper druids — bonuses to animal transformation and animal companions.
- Beguiler
Fey-magic mind manipulators — impose compelled or frightened, become invisible to a target, and more.
- Blackguard
Scary fighter — darksight, AOE fear, soul-stealing weapon. Pronounced "blaggard".
- Blade
Not Wesley Snipes — knife fighters, cause bleeding, swift attacks with knives.
- Blighter
Destroy the environment with the blight spell — Captain Planet's greatest foe.
- Blood Magus
Blood-focused necromancers — boosted Necromancy and Blood spells, outright kill and heal from incapacitated enemies.
- Bone Collector
Necromancy mages who summon skeletons.
- Brute
Bane to Strength rolls becomes a boon, add Strength modifier to all weapon damage.
- Builder
Conjuration mages focused on building walls and structures.
- Cat Sith
Cat transformers — become a black cat, upgrade to dire black cat.
- Cavalier
Mounted combatants — boon vs targets smaller than mount, bonus damage charging, Defense and Speed bonus to mount.
- Cenobite
Soul masters — boons from past life memories, reset Corruption, mental fortresses. Not summoned by puzzle box.
- Champion
Non-magical paladins — battle stance grants combat bonuses, chance to heal when incapacitated.
- Chaplain
Warpriest — chant to grant boons to allies and prevent charm/frighten, grant extra damage, can heal.
- Chronomancer
Time mages — move freely after casting Time spells, glimpse the future to reroll failures.
- Chrononaut
Mages who guard time — freeze time for another action, rewind time to make a creature redo its turn.
- Conjurer
Conjuration mages — summon tiny monsters, grant frightening trait, buff summoned monsters.
- Conqueror
Battlefield commanders — bonus to allies, grant movement, boons to attack and bonus damage on hit.
- Corsair
Life swashbuckler — agile, boons to combat maneuvers with swift weapons.
- Cryomancer
Mages of water magic — ignore difficult terrain on snow or ice. Not to be confused with Blizzard Mage.
- Daemonhost
Invocation demon-binder — bonuses to Invocation spells, release a daemon for double bonus.
- Dawnstrider
Celestial blind mages — burnt their eyes out, truesight 60 yards, shine with light, extra Celestial damage, short teleport to lit areas.
- Death Dealer
Guts — heavy weapon masters, bonus attack on incapacitate, instantly kill low-level minions.
- Defender
Shield warriors — defend allies, immobilize targets, attack creatures who attack your allies.
- Degenerate
Forbidden nasty mages — change Forbidden recovery, covered in darkness after casting, empower spells.
- Demonologist
A demon lives in your body — boons increase with Corruption, immune to horrifying, compel demons.
- Dervish
Masters of two-weapon fighting — Defense bonus while dual-wielding, bonus to attack and damage.
- Destroyer
Destruction mages — AOE damage after casting Destruction spells, change Destruction damage dice from 1s to 6s.
- Devastator
Zeus — hurl lightning bolts, AOE thunder effects.
- Diabolist
Hell mages — give Corruption to enemies, empower your spells with Corruption.
- Diplomat
Social manipulators — boons to mental challenge rolls in social situations, chance to counter attacks against you.
- Diviner
Divination mages — expend all castings to grant boons to spell rolls, receive premonitions after resting.
- Doppelganger
Master impersonator — steal memories and identities, alter worn clothes.
- Dragonslayer
Immune to fear, half damage from fire and poison, can climb and ride large creatures.
- Dreadnaught
Heavy armor experts — ignore heavy armor requirements, Defense bonus, cannot be moved, half weapon damage.
- Dualist
Jekyll and Hyde — mutation alchemist, alter ego that grants bonuses, extra damage.
- Duelist
1v1 master — Challenge targets to grant bonuses and impose penalties.
- Dust Walker
Air + Earth mages — ignore difficult terrain on natural sand or rock, turn into a dust storm.
- Enchanter
Enchantment mages — remove certain mental afflictions, countercharm, double duration of Enchantment spells.
- Engineer
Get a robot servant, ride inside it like a Gundam, probably fight kaiju.
- Entropist
The Grim Reaper — boons to Death spells, AOE death field after casting Death spells.
- Eternal
Immortal Soul mages — stop aging, bonuses to Str/Int/Will, sub Will for any attribute, no need to eat, resurrect when killed.
- Eternal Guardian
Protection warriors — designate an ally, teleport to attack creatures attacking them, immune to compel/frighten, boosted counterattack.
- Executioner
Chance to auto-kill injured targets, can deal weapons’ maximum damage.
- Exorcist
Hunter of otherworldly creatures — expel possessions, bonuses against fey, demons, and undead.
- Explorer
Indiana Jones — boon to Perception, heal during short rests, re-roll d20 if first result was less than 5.
- Fae Scourge
Specialize in killing fae creatures. Might not work too well in a campaign without much fae.
- Fencer
Swift weapon masters — free attack against targets who miss their attacks.
- Firebrand
The Human Torch — reckless Fire mages, flaming body after casting Fire spells, bonuses to Fire spells.
- Forgeborn
T-1000 — Metal mages, transform limbs into metal weapons, increased damage and push targets away.
- Forgehammer
Gain a special hammer, enchant weapons and armor on the spot.
- Geomancer
Earth mages — expend Earth castings for temporary Defense, move through and across earthen terrain.
- Ghostrider
Not as cool as Ghost Rider — frighten enemies, triggered Spiritualism on yourself, bonuses while under Spiritualism effects.
- Gladiator
Dirty fighters — impair targets, bonuses against impaired targets.
- Graven
Tattooed Rune mages — add Int modifier to Defense unarmored, triggered self-cast, Health bonus while under a Rune spell.
- Gunslinger
Masters of firearms — get a six-shooter, bonus to firearm attacks, swift reloader.
- Halberdier
Polearm masters — double-attack with the other end of the polearm, bane on enemy melee attacks.
- Harbinger
Teleporting sneak attackers — teleport to a created mirror image and attack, triggered teleport away when attacked.
- Healer
Life mages — extend Life spells from reach to short range, extra healing, immune to disease and poison, full healing after a rest.
- Hexer
Curse mages — bonus effects on cursed targets, cursed targets take increased damage from your attacks.
- Hydromancer
Water mages — coated in water after casting Water spells (no grapple/immobilize), swimmer, turn into watery form.
- Illusionist
Illusion mages — banes to enemies perceiving your illusions, boon to Illusion attacks, illusory duplicates when attacked.
- Indistinct
Alteration masters — swift Alteration on yourself, boost the distort appearance spell, become completely faceless.
- Inevitable
Order mages — fight to keep stability, change any attack spell roll to a 10, AOE of order increases boons or banes by 2.
- Infiltrator
Spies — hide in plain sight, people cannot remember your face, bonus damage to surprised or hidden-from targets.
- Inquisitor
Torturer — frighten targets, torture for answers, know when scrutinized targets lie, bonus damage to scrutinized targets.
- Invoker
Masters of Invocation magic — heal after casting Invocation spells, immune to Insanity from learning Invocation spells.
- Jack-Of-All-Trades
Gain and modify boons, reduce bane penalties, learn rank 0 spells temporarily, gain any profession temporarily, aptitude pool.
- Keeper of the Flame
Firebenders — bane to fire attacks against you, stick your hand in fire to regain a low-level Fire spell, control nearby fire.
- Legalist
Masters of Order magic — immune to disease, poison, and aging; can return to life after you die.
- Librarian
Personal library — bonuses to recall knowledge, one spell per book of any spell in your Power range, free augur spell.
- Machinist
Technomancy engineers — create up to 3 small constructs, expend spells to boost them, upgrade to medium constructs.
- Mage Knight
Hybrid melee fighters and Battle mages.
- Mage of the Tower
Gain colorful robes, minor spell potency boost, learn any spell you don't know by gaining Insanity.
- Mageblade
Psylocke — ultimate bladed battle mages, form a weapon of solidified magical energy, throw shards at all enemies in a cone.
- Magnet
You become Magneto. To some degree.
- Magus
Staff mages — bonus to melee attacks, attack spells, and Defense when wielding your staff.
- Marauder
Vikings — bonuses to charging, charge again after incapacitating an enemy, bonus to Strength while injured.
- Martial Artist
Monk upgrade — unarmored Defense and unarmed damage bonuses, martial arts talents.
- Medium
Masters of Spiritualism magic.
- Metallurgist
Metal mages — Defense bonus after casting Metal spells, chance to break enemies' metal weapons when they hit you.
- Mind Bender
Scanners — telepaths who can read thoughts and explode heads.
- Mindwitch
Scarlet Witch — Telepathy to implant ideas or alter reality, deal damage telepathically and give Insanity.
- Miracle Worker
Temporarily become a god — frighten nearby enemies, all creatures understand you, booming voice, remove afflictions and heal.
- Monster Hunter
Monster slayer — immune to frightened, banes to monster attacks, half damage from monsters, boon and bonus damage to monsters.
- Morph
Mystique — Transformation experts, hide in plain sight, learn the mask spell, attack within a Transformation spell, heal injuries by expelling Transformation.
- Morrigan
The Crow — summon two attack crows, frighten a target who then takes extra damage, change into a murder of crows.
- Muse
Fey bard — AOE boon to allies' challenge rolls, 20+ grants the boon to attack rolls as well.
- Musketeer
Sword and gun expert — bonuses to disarm, triggered reload, Defense bonus in light/no armor, bonus firearm damage, impair with insults.
- Myrmidon
Shield masters — push targets with your shield, banes on creatures attacking you, bonus to attack/damage/Defense with shield.
- Namer
Basically a summoner — inflict status effects or destroy creatures it knows the True Name of.
- Necromancer
Necromancy mages — immune to poison/disease, roll twice when incapacitated, command undead spell, double compelled creatures, buffed undead.
- Nightstalker
Masters of stealth and shadow — make no noise, hide doesn't cost an action in shadows, move from shadow to shadow when attacked.
- Orb Master
Battlefield controller mages — crystal-ball implement to manipulate and buff AOE spells (sizes, shapes, exclude allies).
- Paviser
Get a big-ass shield you can use for cover, great at shooting under cover.
- Phantasmist
Illusion masters — bonus damage and Health to created illusions.
- Phaseshifter
Manipulate Teleportation magic to phase out of reality — half damage from all sources, walk through walls, ignore difficult terrain.
- Pit Fighter
Brutal fighters — take extra damage once to deal extra damage for 1 minute, impair instead of bonus damage, triggered attack when healing.
- Plaguist
Curse masters — triggered re-attack on a missed Curse, regain expended casting when lifting a Curse.
- Poisoner
Poison masters — quick potion creation, extra damage and banes to resist your poisons, melee touch poison attack.
- Psychokinetic
Carrie White — Telekinesis tradition, big bonuses to Defense and reduced damage after casting Telekinesis spells.
- Puppetmaster
Enchantment masters — move charmed targets under your control, upgrade charmed to compelled.
- Pyromancer
Fire mages — half damage from fire, chance for targets of your fire spells to catch fire.
- Reaver
Free move after a successful unarmed attack, bonus damage when injured.
- Reviver
Life masters who focus on reviving the dead — AOE healing damages undead, touch a dead creature to return it to life, destroy undead.
- Runesmith
Rune mages — inscribe sigils on weapons and armor for bonuses after casting a Rune spell, sigils last longer.
- Sapper
Bomb makers and tool experts.
- Savant
Focus on two traditions to gain bonuses, give banes to resisting, and learn additional spells from them.
- Sea Captain
Boon to resist frightened in an AOE, grant bonuses to ship stats and crew actions.
- Seeker
Focus their minds to boost combat abilities.
- Seer
Divination user with some healing ability.
- Sentinel
Super guards — boon to Perception, cannot be surprised or stunned, see invisible creatures, guarded area grants bonuses.
- Shade
Shadow masters — enveloped by shadows after casting Shadow spells, obscuring almost all vision.
- Shapeshifter
Transformation mages — bonuses while transformed, triggered cast of a Transformation spell.
- Sharpshooter
Bow and crossbow masters — Perception attack to gain attack/damage bonuses, auto-hit ranged attacks.
- Shroud
Death masters — frighten enemies after casting Death spells, AOE insta-death for any creature very near death, extra damage and Health bonus on kills.
- Sin-Eater
Transfer Corruption from targets to yourself, gaining a Health bonus and boon to attack rolls.
- Skald
Inspiring bard warriors — group buffing.
- Skydancer
Air fighters — combat bonuses while flying, expend spell castings to gain flier trait.
- Slayer of the Dead
Killer of undead — immune to frightened, boons against undead, Defense bonus when injured.
- Sleuth
Sherlock Holmes — learn mechanical info about enemies, Perception boon, immune to surprise, Defense bonus first round.
- Sniper
Use a long-range gun to shoot from one position. Chance to insta-kill target.
- Soulbound
Living liches — soul bound to an object, body regenerates while object intact, immune to aging, possess another creature if your body is destroyed.
- Spellmaster
Arcana masters — replace any attack result with a 15, learn two more rank 0 Arcana spells, increase duration of Arcana spells.
- Spellsinger
Song masters — don't need an implement, increase medium-range spells to long range, empowered Song spells, no concentration with maximum duration.
- Spellsniper
Masters of attack spells using custom wands — 2 boons to spell attack rolls, regain casting of failed attack spells.
- Spellweaver
Gun mages — craft magical ammunition that casts spells on impact.
- Stoneheart
Earth masters — become living stone, half weapon damage, Earth spell damage bonus, root in place to gain Defense and half damage from all sources.
- Stormbringer
Storm mages — fly up to your Speed after casting a Storm spell, immune to lightning/thunder, empowered when hit by them.
- Survivor
Defense bonus when unarmored, increased unarmed damage, remove 1 affliction per round if uninjured, cannot die from instant death rule, bonuses when injured.
- Taskmaster
Misleading name — masters of utility spells, +1 castings per utility spell from one tradition, increase duration, sacrifice one utility for another.
- Technomancer
Technomancy mages — create a device after casting a Technomancy spell that grants boons, learn the animate object spell.
- Tenebrist
Shadow mages — considered in shadow even in lit areas, learn the shadow form spell.
- Thaumaturge
Chaos mages — re-roll mechanic at the cost of taking Damage, expend castings of same or higher level instead of the one you are casting.
- Theurge
Theurgy mages — expend spell castings to heal damage, AOE frightened or stunned after casting Theurgy spells.
- Thresher
Flail master. Wield two flails and wreck shit up.
- Tormentor
Fear barbarians — instill fear and even Insanity, boon to attacks and damage vs frightened targets, immune to fear.
- Transmuter
Alteration mages — slightly alter your attributes after every rest, learn an extra spell.
- Traveler
Teleportation mages — expend spell castings to teleport away when attacked, increase teleport range, partial obscurement after casting Teleportation spells.
- Tree Shepherd
Ultimate druid mage — turn into Swamp Thing (again), bonus to Health and damage from plant ally spell, create difficult terrain after Nature casts.
- Trickster
Fey mages — banes on creatures attacking you, creatures rolling 0 or lower fall prone, double bane penalty, prone enemies take damage.
- Troll Hunter
Masters of fighting larger creatures — bonuses to attack and damage vs larger creatures, move through their spaces without penalty.
- Unchained
Chaos masters — chaos die adds penalty or bonus to any roll, AOE Chaos damage after casting a Chaos spell, sacrifice a spell for AOE damage.
- Void Thrall
Nasty Demonology void people — ignore demons’ horrifying trait, see in shadows and darkness, void shadows obscure you, redirect spell damage to a target.
- Warder
Bodyguard mages — triggered talent to bane the attacker or boon the defender, two bonus triggered actions, triggered halve-damage.
- Warmage
Talent to halve damage taken or boost damage given a set number of times, upgraded to unlimited uses at max level.
- Warrior Spirit
Spiritual berserker.
- Watcher
Future-seer Divination mages — force enemy to re-roll and choose result, take two actions and choose which one resolves.
- Wavebender
Water 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 around.
- Weapon Master
Master of weapons — favored weapon after every rest, Defense and attack bonus with that weapon, extra damage from favored weapon.
- Witch Hunter
Devil hunters — resistant to dark magic, extra damage to casters, sense Corruption.
- Woodwose
Nature mages — Swamp Thing, situational damage reduction and attack bonuses, invisible in foliage after casting Nature spells, turn into a plant or tree, bonus to Health.
- Zealot
Gain Insanity to re-roll failures, immune to mental afflictions after using this talent, combat bonuses afterward, always gain the violence result on the madness table.
- Zephyr
Become living wind with cool wind actions and powers.
-
No callings match.
Clear the search to see the full roster.