Clerics gains their spells from the gods, and each sphere has gods
associated with that sphere that can be selected as the source of the
spells. Characters can either choose a Sphere (and associated god) or a
religious organisation which includes a pantheon. All divine power comes
from the gods.
Clerics start the game with a prayerbook, identical to a spellbook, and
it contains the same amount of spells as a wizards, gaining two new known
spells per level. They includes a ritual book as part of its starting
option with two cleric rituals that the character has also learnt of the
players choice.
Sphere of Energy (Fire, Light, War) – other domains
(Arcana, Hunting, Travel, Zeal)
Sphere of Matter (Earth, Forge, Nature) – other domains
(Beer, Creation, Dragon, Hunt, Moon, Mountain, Strength)
Sphere of Thought (Air, Knowledge, Trickery) – other domains
(Balance, Beauty, Justice, Labyrinth, Solidarity, Tempest)
Sphere of Time (Life, Speed, Water) – other domains
(Cat, Clockwork, Ocean, Prophecy, Repose, Time)
Sphere of Entropy (Darkness, Death, Grave) – other domains
(Ambition, Apocalypse, Blood, Corruption, Lust, Madness, Tyranny, Void)
General Pantheons - The general pantheons are more based around
nature and the environment that any one particular race or culture. These
pantheons represent various environments around the setting and are good
places for druids and rangers to find their gods (Immortal) or simply
follow the concept of the Pantheon.
Forest – for all creatures of the woodlands and animalistic
races. All patrons of the forest, nature and creatures of the forest
are found here.
Ocean – for all creatures of the ocean, both on its surface,
and below the waves. Each of the patrons of the sea should be here.
Radiance – Followed mainly in the Glantri region. Not really
considered a religion by its followers.
Shadowlands – for all creatures who live deep under the ground.
All the underground races were lumped together as there is some overlap
in the storylines, so it sort of fits.
Sky – for all creatures who live in the sky and mountain tops.
This was a good place for all patrons of flying creatures and
contraptions.
Racial Pantheons - These are pantheons that are more to do with
a character’s race than where they are or what sort of environment they
prefer. They usually feature racial heroes who have become gods.
Dragonkin – Followed by the Dragonborn, Lizardfolk, Kobolds
and the Dragons. There are more dragon gods than I expected, though
there are references to a previous pantheon of dragon gods that are
not listed.
Dwarven & Gnome – Followed by dwarves and gnomes. All of the
Dwarf and Gnome patrons ended up here as there was not enough to
stand on their own in the first cut of the gods.
Elven – Followed by elves. All elven immortals and their patrons
ended up in here.
Genasi – Followed by Alphatian Empire and Genasi everywhere.
All the gods are titled. As a major player in the world they have one
of the biggest pantheons and it helps show why they struggle to get
traction when you have a lot of voices giving directions.
Halfling – Followed by Halflings. Mainly halfling patrons and
halfling that became immortals.
Makai – followed mainly in the Ierendi and Minrothad region.
Traladaran – The religion of the Karameikos subjugated people
and can be found where the Traladaran people migrate to.
Cultural Pantheons - these are pantheons that surpass races and
embrace a culture no matter the race involved.
Norse – the Norse religion, followed in the region and by
Heldannic people and others in the Northern Reaches.
Ocean Guild – followed by sea traders, the guilds and the
Minrothad region.
Outcast – Followed by monstrous races such as Orcs, Trolls and
Giants. A good catch all group for these races and those who support a
more conquest themed religion.
Ylari – Followers are where you find the Ylari people, Alasiyan
and Makistani.
Known World Pantheons - These are the pantheons that are founded
in the nation or is the cultural source of the human religion. They usually
feature heroes of the nation.
Atruaghin Clans – Followed by the clans only in the region.
Darokin – Followed by caravan trader, the republic and their
diplomats.
Ethengar – Followed by the people of Ethengar, where they might
be found.
Thyatian – the religion of Thyatis and Karameikos, based around
roman ideals and using descriptors for the gods. Followed by Thyatian
people everywhere.
There are more pantheons in the greater world, but those are not starting
pantheons for player characters and will be explored in the cleric update.
Character Advancement By Class - Druid
Each druid gains their divine spells from one of the gods who look after
nature.
Druids start the game with a craftbook, identical to a spellbook, and it
contains the same amount of spells as a wizards, gaining two new known spells
per level. They includes a ritual book as part of its starting option with
two druid rituals that the character has also learnt of the players
choice.
Druid Archetypes -
Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land,
the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and
Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree
of Life, Treespeaker, Wildfire.
Character Advancement By Class - Dragon Exemplar
MUST BE A DRAGON
Exemplar Archetypes -
Gift of the Ancients, Gift of the Behemoth, Gift of the Loremaster, Gift
of the Spellslinger, Gift of the Third Eye.
Monk Archetypes -
the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade,
Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted
Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the
Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul,
the Warrior Monk.
Character Advancement By Class - Paladin
Each paladin receives their spells from one of the Spheres (and specific
associated god) or from a religious organisation (or a pantheon).
Paladin start the game with a prayerbook, identical to a spellbook, and
it contains the same amount of spells as a wizards, gaining two new known
spells per level. They includes a ritual book as part of its starting option
with two paladin rituals that the character has also learnt of the players
choice.
Paladin Archetypes -
the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown,
Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination,
the Errant, the Giving Grave, Glory, Green Knight, Holy Champion,
Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven,
Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal.
Special – Oathbreaker.
Character Advancement By Class - Ranger
The Ranger class includes a ritual book as part of its starting option
with two ranger rituals that the character has also learnt of the players
choice.
The Sorcerer class includes a ritual book as part of its starting option
with two sorcerer rituals that the character has also learnt of the players
choice.
Underterror Archetypes -
Hel Savant, Slaver of the Damned, Underworld Monstrocity.
Character Advancement By Class - Warlock
The Warlock class includes a ritual book as part of its starting option
with two warlock rituals that the character has also learnt of the players
choice.
Warlock Archetypes -
Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist,
Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis,
Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One,
Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl,
Spellbound, Undead, Undying, Voices of the Ancestors
Character Advancement By Class - Wizard
The Wizard class includes a ritual book as part of its starting option
with two wizard rituals that the character has also learnt of the players
choice.
Wizard Archetypes -
Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane
Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic,
Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist,
Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends,
Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune
Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork,
Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation,
Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic),
Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer.
Advanced Classes
Advanced Character Levels Overview
Mystic Theurge - Advancement rules. Combines more than one full spellcasting
class.
Advanced Character Advancement - Mystic Theurge
Content Updates
2023-05-07 - Updated the tables for Fighter, Warlock and Exemplar (Dragon).
2023-05-05 - Added in the Muystic Theurge Advanced Class.
2023-05-04 - Added in references to racial selections at 1st and 11th level.
Moved the base level details into a single table and replaced the individual
level options that I was using previously.
2023-04-26 - Aligned the bonuses at levels to all align to Tiers. This change
moved the Proficiency bonus to every five levels instead of four, slowing the
bonus progression down to allow for the higher tier play planned. I have also
moved the Weapons Mastery from every three levels, to the middle and end level
of every tier
2023-01-12 - Adding in Warlock advancement.
2023-01-07 - Putting in the advancement table for all levels.
2023-01-03 - Changing how the level injects into the code for the
html to make it fit better and turning the tabs into each of the
advancements for class and levels.
2022-11-10 - Adding in levels to 10.
2022-11-08 - Adding in level 01 details.
2022-09-01 - Page created
2021-08-05 – Update to layout and links on overview.
2020-04-16 – Updating structure and cleric religions on overview.
2020-04-02 - Mystara Part 12 - Classes Overview published on WordPress.