College of Lore
A Bard College of scholars and curators — bards who weaponize the well-placed quotation, the cutting aside, the rediscovered footnote.
Tome III · Subclass Compendium
Every class branches into named specializations at level 3 — a Wizard chooses a School of Rifting, a Paladin takes an Oath, a Sorcerer accepts the shape of their bloodline. 86 subclasses canonized so far.
Parent Class
A Bard College of scholars and curators — bards who weaponize the well-placed quotation, the cutting aside, the rediscovered footnote.
A Bard College of wandering frontier singers — bards whose channeling rides on the long roads, the unmapped sectors, and the kinship of every roadside fire.
A Bard College of stellar observers — bards whose performances are tuned to constellation, parallax, and the long resonance of light from far suns.
A Bard College of martial chroniclers — bards who carry the heroic register into the fight and back out of it again, with the survivors.
A Bard College of manipulators, spies, and quiet executioners — bards whose Inspiration becomes a blade in the back of someone's confidence.
Parent Class
Frontier wildman. Pure, undirected, exhausting rage — the most violent path and the one that costs the most to walk.
Halcyion holy berserker. Rage as faith burning through flesh — the zealot who fights because the Light demands it and stops when there is nothing left to fight.
Gating · soft · Halcyion Federation
Zyrrak alpha-hunter. Rage as the predator's strike — single quarry, single line, single ending.
Gating · soft
Space-viking boarder. Hull-cracker, breach-charger, and the captain of an ugly hulk that arrives with the lights off and the doors blown.
Primal warrior, beast-blooded. The Berserker who takes on aspects of the great animals — claws, fur, fang, talon — and at the end of the path becomes one.
Parent Class
A cleric domain for the clergy of ending — Covenant of the Ebon Creed priests, Aurelion mortuary-priests, and frontier death-cult shamans who serve the principle that decay is a sacrament.
A cleric domain of the Halcyion Tech-Priest Forge sect — keepers of the cybernetic sacrament, weapon-blessers, and consecrators of the foundry-line.
A cleric domain for the keepers of the final rest — distinct from Death; Grave-clerics preserve the boundary between living and dead, conduct dignified funerals, and oppose all forms of undeath.
A cleric domain for archive-priests, scribes, and researchers — Aurelion record-keepers, Halcyion Tech-Priest catalogers, and Mythar-echo scholars who treat knowledge itself as a Rift-sacrament.
A cleric domain for storm-clerics — frontier weather-shamans, Aesir sea-priests, and Halcyion atmospheric-engineer-priests who hold that thunder is a vocabulary the divine actually speaks.
A cleric domain devoted to the stellar fundament — radiance, revelation, and the searing edge of the sun. Common to Halcyion sun-temples, Aurelion sun-cults, and frontier homestead-faiths that worship the local star.
A cleric domain for the unmarked priesthood — Black Meridian Syndicate clergy, Drownside Underchurch priests, and Echelon corporate-spirituality chaplains who serve gods that do not appear in any registry.
A cleric domain of dim places — Drownside mortuary-priests, frontier dusk-watchers, and Black Meridian funeral-clerics who hold vigil at the hour between things.
A cleric domain for the clergy that march with the firing-line — Halcyion war-priests, Aurelion legion-chaplains, and Drownside survival-cults who hold the line where the line breaks.
Parent Class
A Druid Circle whose biome is the ocean and the void — salt-marshes, deep abyssal trenches, vacuum, asteroid belts — and the cold, preserving chemistry that connects them.
A Druid Circle attuned to fungal hivemind networks — most especially the Myrrhiam Bloom — that practices spore-channeling, decomposition cycle work, and edge-of-hivemind communion.
Gating · soft · Myrrhiam Bloom, Frontier, Independent
A Druid Circle whose practice centers Wildshape as combat-channeling — lunar-driven transformation into heavy beasts, then elementals, then the great moon-aspected forms of the deep night.
A Druid Circle that reads its biome as the night sky — celestial cycles, constellation-aspects, and the long living systems of stellar weather.
A Druid Circle anchored in terrestrial nature — forests, plains, mountains, marshes — and the slow, patient work of standing for a place.
Parent Class
Battlefield-construction specialist. Turrets, barriers, demolition charges, and rapid field-fortification — the Engineer who builds the position before the firefight reaches it.
Augmentation specialist. Installs, refines, and integrates cybernetic and bionic modifications — for themselves and for their crew.
Battlefield medical specialist. Channels through medical kits and trauma gear to seal wounds, stabilize the dying, and lift comrades off the deck when the line is breaking.
Engineer of the Halcyion Federation order — channels faith through machinery, treats every device as a sacrament, and walks the line between cleric and engineer.
Gating · soft · Halcyion Federation
Vessel specialist. Maintains, tunes, and channels through starships, transports, and any sufficiently complex moving thing — turning the vessel itself into an extension of the Apparatus.
Gating · soft
Parent Class
The lawman of the outer worlds. A sheriff, a marshal, or a bounty rider whose badge — official or claimed — is read at gun-distance.
The mercenary professional. A Gunslinger whose loyalty is the contract, whose discipline is the crew, and whose paperwork is in order.
Tier IV energy-weapon specialist. A Gunslinger who treats the coil-rifle and plasma sidearm as scientific instruments — and as cremation rites.
Precision long-range specialist. The Gunslinger who patient-counts the heartbeat between shots and resolves fights from the next ridge over.
The flamboyant showman. A Gunslinger whose every shot is also a performance — and whose performance is also the lethal part.
Parent Class
A monastic tradition that channels Ki through shadow, stillness, and the practiced ability to be where the eye is not — favored by frontier ghosts, Drownside contract killers, and Halcyion night-discipline cadres.
A monastic tradition that channels Ki through sustained sound — recited mantras, sung breath-patterns, and the disciplined use of the voice as a Rift conduit alongside the body.
A monastic tradition committed to the purest expression of martial discipline — no patron, no shadow trick, no channel exotica. Just the body, perfectly used.
A monastic tradition that uses Ki to walk through the thin places between planes — through walls, through cover, occasionally through the seam between two adjacent moments.
Parent Class
The classic holy knight oath — Halcyion discipline and Aurelion honor folded into a single sworn-blade tradition. Sworn to truth, to courage, to the protection of the weak.
The anti-paladin oath of the Covenant of the Ebon Creed — sworn to dread, to dominion, to the long discipline of a darker order. The Rift answers because the oath is binding regardless of its color.
Gating · soft · Covenant of the Ebon Creed
The Halcyion Federation crusader oath — sworn weapon and sworn faith, identity rooted in the long campaign of Federation expansion and the protection of the Light.
Gating · soft · Halcyion Federation
Sun-Sworn paladins — sworn to the stellar lineage and the discipline of light, often Halcyion or Aurelion, channeling through the act of standing in a star's direct line.
Gating · soft
Frontier paladins, primal-bonded — sworn not to a court or a creed but to the wild itself, to the land's witness, to the long covenant between living things and the world that holds them.
Paladins who took the oath after a wrong was done — to themselves, to their order, to those they could not protect. The oath is not abstract. It has a list of names.
Parent Class
Atmospheric and orbital dogfighter. The pilot who thinks in three axes and treats the sky as terrain.
Beast-bonded mounted specialist. The Pilot whose Bonded Vessel breathes, and whose partnership is mind-to-mind rather than hand-to-controls.
Remote-vehicle specialist. The Pilot whose mastery is the swarm — many small craft, one shared mind.
Powered-armor and mech specialist. The Pilot whose Bonded Vessel walks and whose specialty is the boundary between operator and machine.
Ship's master and crew leader. The Pilot whose Bonded Vessel is a working hull and whose mastery is as much social as mechanical.
Parent Class
A Psion whose discipline turns thought into a weapon — psychic damage, cognitive disruption, and the deliberate breaking of an opposing mind.
A Psion whose discipline reaches forward in time — glimpses of imminent outcomes, danger sense, and the bending of probability against immediate consequence.
A Psion whose discipline disengages mind from body — projecting consciousness through walls, across distances, and into the planes adjacent to the Prime.
A Psion whose discipline expresses outward as force — moving matter, redirecting weapons, and lifting bodies at a distance.
A Psion whose discipline turns inward toward other minds — silent communication, surface-thought sense, planted suggestion, and shared cognition across distance.
Parent Class
The Ranger whose partner is a living creature. A real, statted companion that fights, scouts, and grows with the Ranger.
The contract tracker. A Ranger whose quarry is named on a wanted slate and whose specialty is bringing them in — alive when the bounty calls for it.
Pure ranged precision. The Ranger who treats the bow, the coil-rifle, and the breath between heartbeats as a single instrument.
Ambush specialist. The Ranger who treats every encounter as a problem of pre-positioning, snare-craft, and the terrain you brought with you.
Zero-gravity, vacuum-rated, deep-black specialist. The Ranger whose favored terrain is space itself.
Parent Class
Aurelion court killer or Black Meridian contract specialist — disguise, poison, and the single clean strike that ends a problem before it begins.
Echelon-trained intelligence specialist — surveillance, infiltration, signal-tradecraft, and the quiet professional skills that win wars without firing a shot.
Demolitions specialist, infrastructure attacker, and patient breaker of systems. Wins by taking the wall down a week before the army arrives.
A Rogue who has bargained a thread of the Rift into their stealth craft — channels are tools of misdirection, theft, and silence, never of open warfare.
Black Meridian Syndicate operator — cargo runner, contraband artist, and broker of deniable passage through borders the law would prefer to keep sealed.
Charlatan, illusionist, hands-and-cards operator. Wins by making the mark look the wrong way and then taking everything that isn't nailed down.
Parent Class
A sorcerer whose channeling rides on inherited Memory-mark — an ancestor's reflex carried forward in the blood, so the channel knows the form before the caster does.
Gating · soft
A sorcerer whose lineage runs back to a star — descended (sometimes literally, often mythically) from a stellar entity, with Sun-Rifting affinity carried in the blood.
A sorcerer whose channel pours from an inherited line of dragon-Rift — scale, breath, and presence rising through the bloodline whether the sorcerer wills it or not.
A sorcerer carrying fragments of the Mythar precursor civilization in their blood — dream-memories of a shattered people, channeling through cracks the old world left in them.
Gating · soft
A sorcerer with no inherited line, no marked patron, no taught form — channels woke up in them anyway, and the Rift answers without pattern.
Parent Class
A pact with an ancient, unbound Mythar-Echo dream-spirit — what the older tongues call an Archfey: capricious, beautiful, lawless, and very interested in the warlock's mood.
A pact with an infernal patron of the Covenant of the Ebon Creed — a named demon prince whose attention is jealous, whose gifts are loud, and whose price is paid in installments the warlock often forgets the terms of.
A pact with a partially-conscious Mythar-era artifact or fragment — a relic that remembers more than it should, and that has selected the warlock as the instrument through which it remembers further.
A pact with an alien, primordial being — older than the Continuum Crystal's current configuration, whose attention is dim, whose reasoning is foreign, and whose protection is largely a side-effect of its disinterest in losing the warlock too quickly.
A pact with a vast, alien intelligence that exists beyond the lit edge of the Continuum Crystal — a cosmic mind whose attention occasionally settles on a single warlock for reasons it does not explain.
Parent Class
Aurelion court duelist. Single-blade finesse, parry-and-riposte, and the social weight of a named challenge.
Heavy weapons specialist. Plate, hauler, ruination — the brutal anchor of any line.
Gating · soft
Bodyguard and defender. Shield, vow, and the body interposed — the warrior who counts allies first and self last.
Halcyion Federation regular. Squad-trained, disciplined, ranks the bedrock of coordinated combat.
Parent Class
A Riftcraft Tradition focused on Arc-Rifting — lightning, storm, and the high-frequency edge of the Rift where formula becomes voltage.
A Riftcraft Tradition focused on Earth-Rifting — stone, terrain, structural mass, and the slow geology of the Rift's lower octaves.
A Riftcraft Tradition focused on Ether-Rifting — the connective tissue of the Rift, where channels are dispelled, severed, and re-knotted.
A Riftcraft Tradition focused on Metal-Rifting — matter, structure, magnetism, and the patient art of giving steel a will.
A Riftcraft Tradition focused on Molten-Rifting — forge-heat, plasma, and the bright industrial seam between Sun and Metal.
A Riftcraft Tradition focused on Sun-Rifting — stellar fire, radiant energy, and the searing edge of revelation.
A Riftcraft Tradition focused on Water-Rifting — fluid control, killing cold, and the long patience of tide and ice.