In my current campaign, there is a company that is essentially Capitalism incarnate. If you've played The Outer Worlds, think like those companies mixed with Disney. There claim to fame is essentially their ability to produce cheap (though not the best) magic items quickly and at large scales.
The campaign takes place on a "New World" type island and this company has established an industrial city that takes advantage of the resources and land to pump out low tier magic items.
The outer part of this city is essentially "disney world" with overpriced shops, attractions, shows etc. made to draw in customers. The party will likely be going here soon but they have like NOOOOOOO money.
Now to my actual question
They're going to find items like +1 weapons and spellcasting foci here and probably definitely gonna wanna buy them. I thought it would be fun/funny to have the company offer a "layaway" payment plan that has requirements to assure payment such as:
1. A down payment of at least 10%
2. A Full name 3. A strand of hair (for scrying purposes)
4. an object from your place of residence (for teleportation)
5. 24 hours for Confirmation of residence (the employee teleports to the location and confirms that this is indeed where the PC lives)
Can you guys think of anything else that would be good to add/change from this list?
Well, it sounds like you’re basically inventing the idea of credit, which is not easy. I’d say beyond what you have,, the lender wants to get their money back. So they’d want to know the borrower (the PC) is employed, and has a steady stream of income. And of course, buying on credit is always more expensive. You certainly don’t want to go through amortization charts, but I’d really stick it to them, like a 50% increase if they’re not paying cash. Make them really think about if they want to buy it now or wait until they either find one in the wild or can afford the price.
That was literally the LEAST helpful comment that could have been made.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
I was thinking something simple like "company bounty hunters" for late payments lol.
I have 2 players in particular who, if given a thread of realism, will make the WHOLE campaign about that. So by introducing TRUE credit, they will likely try and turn the campaign in to "Banking Simulator 2021" and that would be hoooorible for everyone else at the table lol.
I guess I'm just looking for ways to stress and enforce the fact that "you don't pay, we GET our money one way or another"
I was thinking something simple like "company bounty hunters" for late payments lol.
I have 2 players in particular who, if given a thread of realism, will make the WHOLE campaign about that. So by introducing TRUE credit, they will likely try and turn the campaign in to "Banking Simulator 2021" and that would be hoooorible for everyone else at the table lol.
I guess I'm just looking for ways to stress and enforce the fact that "you don't pay, we GET our money one way or another"
When you said "Company Bounty Hunters", the Mandalorian theme started playing in my head.
Idea: What if a player became a Company Bounty Hunters (possible plot line)?
That was literally the LEAST helpful comment that could have been made.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
1. Not a new DM 2. We already did the Low-Magic thing in our last campaign. We went from 1-20 with magic in general being a NEW thing to the world and thus, rare. by the end of the campaign, the party wasn't even completely attuned out. And guess what? That wasn't the best for our table. At the end of that campaigns story, the party FLOODED the world with magic and now, 150 years later, magic has become a regular household thing. I mainly did this to change things up. We ALREADY did low-magic, so we wanted to play with HIGH magic.
3. I will NEVER understand why so many DM's think that strong players are bad, or "make Dm's work harder". If my player min-max, munchkin themselves to hell and back, go shopping at fantasy magic Wal-Mart and become demigods by level 5 (which won't happen since I control the acquisition of items and which are available), So be it. That just means I can use stronger enemies? IF players = OP, THEN encounters = more difficult
I was thinking something simple like "company bounty hunters" for late payments lol.
I have 2 players in particular who, if given a thread of realism, will make the WHOLE campaign about that. So by introducing TRUE credit, they will likely try and turn the campaign in to "Banking Simulator 2021" and that would be hoooorible for everyone else at the table lol.
I guess I'm just looking for ways to stress and enforce the fact that "you don't pay, we GET our money one way or another"
When you said "Company Bounty Hunters", the Mandalorian theme started playing in my head.
Idea: What if a player became a Company Bounty Hunters (possible plot line)?
There's an idea! I actually had the thought of having the "HR Department" being a bounty office for people tardy on payments lol
And maybe using that opportunity to expand on some NPC's the party knows. Like, have one of the NPC's they know BE a bounty
That was literally the LEAST helpful comment that could have been made.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
1. Not a new DM 2. We already did the Low-Magic thing in our last campaign. We went from 1-20 with magic in general being a NEW thing to the world and thus, rare. by the end of the campaign, the party wasn't even completely attuned out. And guess what? That wasn't the best for our table. At the end of that campaigns story, the party FLOODED the world with magic and now, 150 years later, magic has become a regular household thing. I mainly did this to change things up. We ALREADY did low-magic, so we wanted to play with HIGH magic.
3. I will NEVER understand why so many DM's think that strong players are bad, or "make Dm's work harder". If my player min-max, munchkin themselves to hell and back, go shopping at fantasy magic Wal-Mart and become demigods by level 5 (which won't happen since I control the acquisition of items and which are available), So be it. That just means I can use stronger enemies? IF players = OP, THEN encounters = more difficult
Comment on 2: What if the pcs from that campaign founded the magic corporation.
That was literally the LEAST helpful comment that could have been made.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
It's best not to assume you know what's best for other people's campaigns.
My players recently arrived at a multi-dimensional magic market. They were limited by the amount of money they had available, but they had access to most Uncommon and Rare items (they could afford 4 uncommon or 1 rare item between them). This is fine, as I prefer to put in a lot of strong magical items so that my players get to choose what they want to use, rather than being obligated to use the ones that I dish out. I don't want my Barbarian to have to use the weapon he finds at level 4 until level 7 because it's simply "the best you'll ever find." I'd rather that there are choices.
Of course, I have to power up encounters accordingly. That's not a problem. And they'll soon be leaving that magic item market for good, having made too many enemies there to return. My players really enjoyed it. It allowed them to come up with solutions for a couple of things that had been making their gameplay less fun, and let them further customise their characters. Player choice is almost always a good thing.
I wouldn't bother with 'credit' because it's just a lot of book keeping to enable the players to have things that they can't currently afford. I love the idea of Evil Disney World but I'm not sure who is having fun doing the book keeping. I prefer to keep the gameplay focused on adventuring, monster slaying, exploring and dramatic storylines.
I wouldn't bother with 'credit' because it's just a lot of book keeping to enable the players to have things that they can't currently afford. I love the idea of Evil Disney World but I'm not sure who is having fun doing the book keeping. I prefer to keep the gameplay focused on adventuring, monster slaying, exploring and dramatic storylines.
And that's pretty much the idea I'm leaning towards. The party would pretty much be getting a cheaper magic item, for the risk of future bounty hunters tracking them down. I wouldn't really be doing any bookkeeping, other than maybe a "Balance" written somewhere in my notes that they can make payments on
I HONESTLY don't expect them to go through with it. Their characters are all where they are because they were seeking privacy on this "new-world" so I can't imagine they'd want to give up so much personal information (That could very well be stolen from the company by OTHER bad guys.... just thought of that...hmmmm...) I mainly wanted to do this cause it would be funny when the character says "I can't afford this" to come back with "Well, this purchase qualifies you for our payment plan! you just need to provide us with X, Y, Z etc..."
I would most certainly bother with 'credit'. I would also make the 'people' running the mart be devils and falling behind on your payments could be really bad...
You don't mention the levels of the players. You don't mention how long the "adventure" is going to run. I think those are essential bits of information. I have yet to find *anyone* who enjoyed being on the sharp end of Financing Plans.
I'd like to be helpful, so this is the best thing I can think of. Have the Evil Disney Corporation offer Sponsorship. The characters get their magic items for free, and in return they have to advertise for Disney. They have to wear the corporate colors and logos. They have to tell people where-ever they go all about the virtues of the company. They may be required to set up franchises, open a shop, and hire people to run it, then hang around until they are sure the shop will prosper.
All the while they are pretty much constantly under observation through scrying spells. They can duck the spells easily enough, but any time they do they will get a stern warning about this being against Company Policy. How will Disney enforce this? I'm sure something properly Evil will occur to you. I'd imagine that the Inhuman Resources department is run by a Balor or some Thing.
That was literally the LEAST helpful comment that could have been made.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
As an experienced DM I can not disagree more, magic shops and items are prevalent in all my worlds, is everything in the DM guide available, no, is it all affordable, no, does it break the game, absolutely not, I have been DMing for 30+ years and for about 20 of those I have, as a general rule, allowed magical shops to exist in various forms in my worlds.
In one campaign I ran I did have a magic shop owner run a similar thing to yours
The rules for the magic shop where simple, each magic item was considered "hired" until fully paid off. On buying the magic item 10% minimum was expected to be paid down and the player also had to name 2 guarantors who would agree to either complete the loan, or return the item in the event of the characters death.The player was then given a variation on the bag of holding, much smaller, anything placed in it is transported to an equivalent bag stored in the magic shop. This way payments can be made where ever the player was. The bag itself was inert and did not count as an extra dimensional space, so could not be used to trigger a bag of holding for instance, the player was expected to make daily, payments into the bag. A lump sum could be paid but would not replace the expected daily amounts.
In addition a magical bracelet was attached to the purchaser and there 2 guarantors wrists. This bracelet was solid with no visible opening, could not be taken off over the hand and could not be cut even by magical means. If a payment was missed (regular payments where expected) the bracelet of the prime purchaser would activate on the next short/long rest. The bracelet acted as a localised anti magic field, that covered just the user. It meant that all magic items held by the player, apart from the magical bag of payment, ceased to count as magical, any spells cast on the player failed to work and any potions drunk also failed to work, in addition if the character was a magic user they lost the ability to cast anything by cantrips. In addition while attempting to sleep the band would emit a psychic high pitched noise that all within 30 feet could hear, this required a wisdom saving throw DC 17 for the bearer and Dc13 for anyone within 30 feet, in order to be able to benefit from the advantages of a rest (long or short). After 1 day one of the guarantors (whoever was closest) would have their bracelet activated, then after the 3rd day the final guarantor would. In order to deactivate the bracelet the outstanding payment plus 20% for each day missed would need to be paid.
Items where significantly marked up if bought in this way, but it was possible for the character to make ad hoc payments to pay down the debt whenever they wanted. As long as the daily amount was paid the bracelt did not activate and the character could use the item. Until paid off the item could only be used/attuned to one of the bracelet bearers. On completing the final payment then at some point (usually within 48 hours) as long as the players was in a safe location, (checked with a scry) an individual would teleport to the characters location, deactivate the bracelets, and collect the bag, give a thankyou and leave.
In game it was great, on 3 occasions mid combat the players suddenly started to hear a loud whine and the player who had not paid that day would be yelled at by the other players.
I would say they should not be allowed to lease or keep the item until it is paid, but rather, use the old time concept of "lay away." With this system, before there were credit-cards, stores would put the item aside for you if you made a down payment, and then you would pay them monthly or weekly or whatever was agreed to. Once you had paid it off, the item was yours. The advantage of doing this, vs. saving up and then buying it, is that by the time you save up, the item might be bought by someone else. So you would pay the store some percent, say 10%, and then 10% a month for 9 months, and they would put that fancy drill or dining set or whatever it was aside with your name on it. If you missed payments, the item went back out onto the floor (and the store, I think, kept your money).
So I would suggest, the magic items can be done this way. The +1 sword costs 1,000 gp (or whatever). You pay 100 gp, and then each time you come back to town, you pay more toward it. Once you have paid the 1,000, you have it. Meanwhile the sword is set aside in the back of the shop and no one else can buy it.
I don't think it makes any sense at all to have the magic item leave the shop with a promise of future payment. Having scrying and teleport functions may help a little, but the main issue becomes, what happens if the magic item is destroyed, say by the fire of a dragon, and the PC killed? How does the shop get back its sunk cost? So, to me, if I were going to do this, I would do a lay-away plan.
Another way, would be to have a shop where the PCs can build up "store credit" by doing quests for the shop owner. Maybe the owner needs some magic pearls to make a magic item, and is too lazy or unable to get them. The PCs can go on a quest to that mountain over there and go into the ruins of the old crypt, where there are rumored to be some pearls, and if they bring back some pearls, they get store credit with the shop that they can use to buy the items.
Rollback Post to RevisionRollBack
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I would most certainly bother with 'credit'. I would also make the 'people' running the mart be devils and falling behind on your payments could be really bad...
Someone has been reading a bit too much of Myth Adventures (not that it's a bad read, there are many ideas to be had in there).
I haven't read Myth Adventures in years, but the concept of a devil's bargain is way older than that.
They're going to find items like +1 weapons and spellcasting foci here and probably definitely gonna wanna buy them. I thought it would be fun/funny to have the company offer a "layaway" payment plan that has requirements to assure payment such as:
1. A down payment of at least 10%
2. A Full name 3. A strand of hair (for scrying purposes)
4. an object from your place of residence (for teleportation)
5. 24 hours for Confirmation of residence (the employee teleports to the location and confirms that this is indeed where the PC lives)
Can you guys think of anything else that would be good to add/change from this list?
If we're talking high magic here, you could make the items "shut off" in the event of nonpayment, reverting to nonmagical items until the payment is made.
Bit of Background
In my current campaign, there is a company that is essentially Capitalism incarnate. If you've played The Outer Worlds, think like those companies mixed with Disney. There claim to fame is essentially their ability to produce cheap (though not the best) magic items quickly and at large scales.
The campaign takes place on a "New World" type island and this company has established an industrial city that takes advantage of the resources and land to pump out low tier magic items.
The outer part of this city is essentially "disney world" with overpriced shops, attractions, shows etc. made to draw in customers. The party will likely be going here soon but they have like NOOOOOOO money.
Now to my actual question
They're going to find items like +1 weapons and spellcasting foci here and
probablydefinitely gonna wanna buy them. I thought it would be fun/funny to have the company offer a "layaway" payment plan that has requirements to assure payment such as:1. A down payment of at least 10%
2. A Full name
3. A strand of hair (for scrying purposes)
4. an object from your place of residence (for teleportation)
5. 24 hours for Confirmation of residence (the employee teleports to the location and confirms that this is indeed where the PC lives)
Can you guys think of anything else that would be good to add/change from this list?
The very idea that a group can shop at "Magic R Us" is just wrong.
That was literally the LEAST helpful comment that could have been made.
Well, it sounds like you’re basically inventing the idea of credit, which is not easy. I’d say beyond what you have,, the lender wants to get their money back. So they’d want to know the borrower (the PC) is employed, and has a steady stream of income. And of course, buying on credit is always more expensive. You certainly don’t want to go through amortization charts, but I’d really stick it to them, like a 50% increase if they’re not paying cash. Make them really think about if they want to buy it now or wait until they either find one in the wild or can afford the price.
Trust me, in the long run, it is the best advice a new DM can get. When players get to shop for magic items, they will choose ones that are a force multiplier for their chars, which makes the life of a DM far more difficult.
I was thinking something simple like "company bounty hunters" for late payments lol.
I have 2 players in particular who, if given a thread of realism, will make the WHOLE campaign about that. So by introducing TRUE credit, they will likely try and turn the campaign in to "Banking Simulator 2021" and that would be hoooorible for everyone else at the table lol.
I guess I'm just looking for ways to stress and enforce the fact that "you don't pay, we GET our money one way or another"
When you said "Company Bounty Hunters", the Mandalorian theme started playing in my head.
Idea: What if a player became a Company Bounty Hunters (possible plot line)?
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
1. Not a new DM
2. We already did the Low-Magic thing in our last campaign. We went from 1-20 with magic in general being a NEW thing to the world and thus, rare. by the end of the campaign, the party wasn't even completely attuned out. And guess what? That wasn't the best for our table. At the end of that campaigns story, the party FLOODED the world with magic and now, 150 years later, magic has become a regular household thing. I mainly did this to change things up. We ALREADY did low-magic, so we wanted to play with HIGH magic.
3. I will NEVER understand why so many DM's think that strong players are bad, or "make Dm's work harder". If my player min-max, munchkin themselves to hell and back, go shopping at fantasy magic Wal-Mart and become demigods by level 5 (which won't happen since I control the acquisition of items and which are available), So be it. That just means I can use stronger enemies?
IF players = OP, THEN encounters = more difficult
There's an idea! I actually had the thought of having the "HR Department" being a bounty office for people tardy on payments lol
And maybe using that opportunity to expand on some NPC's the party knows. Like, have one of the NPC's they know BE a bounty
Comment on 2: What if the pcs from that campaign founded the magic corporation.
Supreme Cat-lover Of The First Grade
I AM A CAT PERSON. /\_____/\
She/her pronouns please. (=^.^=)
In fact, One of them Did! It has since changed course an and expanded since she ran it, but it is still in the family name (though distantly now)
It's best not to assume you know what's best for other people's campaigns.
My players recently arrived at a multi-dimensional magic market. They were limited by the amount of money they had available, but they had access to most Uncommon and Rare items (they could afford 4 uncommon or 1 rare item between them). This is fine, as I prefer to put in a lot of strong magical items so that my players get to choose what they want to use, rather than being obligated to use the ones that I dish out. I don't want my Barbarian to have to use the weapon he finds at level 4 until level 7 because it's simply "the best you'll ever find." I'd rather that there are choices.
Of course, I have to power up encounters accordingly. That's not a problem. And they'll soon be leaving that magic item market for good, having made too many enemies there to return. My players really enjoyed it. It allowed them to come up with solutions for a couple of things that had been making their gameplay less fun, and let them further customise their characters. Player choice is almost always a good thing.
To answer the OP:
I wouldn't bother with 'credit' because it's just a lot of book keeping to enable the players to have things that they can't currently afford. I love the idea of Evil Disney World but I'm not sure who is having fun doing the book keeping. I prefer to keep the gameplay focused on adventuring, monster slaying, exploring and dramatic storylines.
And that's pretty much the idea I'm leaning towards. The party would pretty much be getting a cheaper magic item, for the risk of future bounty hunters tracking them down.
I wouldn't really be doing any bookkeeping, other than maybe a "Balance" written somewhere in my notes that they can make payments on
I HONESTLY don't expect them to go through with it. Their characters are all where they are because they were seeking privacy on this "new-world" so I can't imagine they'd want to give up so much personal information (That could very well be stolen from the company by OTHER bad guys.... just thought of that...hmmmm...)
I mainly wanted to do this cause it would be funny when the character says "I can't afford this" to come back with "Well, this purchase qualifies you for our payment plan! you just need to provide us with X, Y, Z etc..."
I would most certainly bother with 'credit'. I would also make the 'people' running the mart be devils and falling behind on your payments could be really bad...
You don't mention the levels of the players. You don't mention how long the "adventure" is going to run. I think those are essential bits of information. I have yet to find *anyone* who enjoyed being on the sharp end of Financing Plans.
I'd like to be helpful, so this is the best thing I can think of. Have the Evil Disney Corporation offer Sponsorship. The characters get their magic items for free, and in return they have to advertise for Disney. They have to wear the corporate colors and logos. They have to tell people where-ever they go all about the virtues of the company. They may be required to set up franchises, open a shop, and hire people to run it, then hang around until they are sure the shop will prosper.
All the while they are pretty much constantly under observation through scrying spells. They can duck the spells easily enough, but any time they do they will get a stern warning about this being against Company Policy. How will Disney enforce this? I'm sure something properly Evil will occur to you. I'd imagine that the Inhuman Resources department is run by a Balor or some Thing.
<Insert clever signature here>
As an experienced DM I can not disagree more, magic shops and items are prevalent in all my worlds, is everything in the DM guide available, no, is it all affordable, no, does it break the game, absolutely not, I have been DMing for 30+ years and for about 20 of those I have, as a general rule, allowed magical shops to exist in various forms in my worlds.
In one campaign I ran I did have a magic shop owner run a similar thing to yours
The rules for the magic shop where simple, each magic item was considered "hired" until fully paid off. On buying the magic item 10% minimum was expected to be paid down and the player also had to name 2 guarantors who would agree to either complete the loan, or return the item in the event of the characters death.The player was then given a variation on the bag of holding, much smaller, anything placed in it is transported to an equivalent bag stored in the magic shop. This way payments can be made where ever the player was. The bag itself was inert and did not count as an extra dimensional space, so could not be used to trigger a bag of holding for instance, the player was expected to make daily, payments into the bag. A lump sum could be paid but would not replace the expected daily amounts.
In addition a magical bracelet was attached to the purchaser and there 2 guarantors wrists. This bracelet was solid with no visible opening, could not be taken off over the hand and could not be cut even by magical means. If a payment was missed (regular payments where expected) the bracelet of the prime purchaser would activate on the next short/long rest. The bracelet acted as a localised anti magic field, that covered just the user. It meant that all magic items held by the player, apart from the magical bag of payment, ceased to count as magical, any spells cast on the player failed to work and any potions drunk also failed to work, in addition if the character was a magic user they lost the ability to cast anything by cantrips. In addition while attempting to sleep the band would emit a psychic high pitched noise that all within 30 feet could hear, this required a wisdom saving throw DC 17 for the bearer and Dc13 for anyone within 30 feet, in order to be able to benefit from the advantages of a rest (long or short). After 1 day one of the guarantors (whoever was closest) would have their bracelet activated, then after the 3rd day the final guarantor would. In order to deactivate the bracelet the outstanding payment plus 20% for each day missed would need to be paid.
Items where significantly marked up if bought in this way, but it was possible for the character to make ad hoc payments to pay down the debt whenever they wanted. As long as the daily amount was paid the bracelt did not activate and the character could use the item. Until paid off the item could only be used/attuned to one of the bracelet bearers. On completing the final payment then at some point (usually within 48 hours) as long as the players was in a safe location, (checked with a scry) an individual would teleport to the characters location, deactivate the bracelets, and collect the bag, give a thankyou and leave.
In game it was great, on 3 occasions mid combat the players suddenly started to hear a loud whine and the player who had not paid that day would be yelled at by the other players.
I would say they should not be allowed to lease or keep the item until it is paid, but rather, use the old time concept of "lay away." With this system, before there were credit-cards, stores would put the item aside for you if you made a down payment, and then you would pay them monthly or weekly or whatever was agreed to. Once you had paid it off, the item was yours. The advantage of doing this, vs. saving up and then buying it, is that by the time you save up, the item might be bought by someone else. So you would pay the store some percent, say 10%, and then 10% a month for 9 months, and they would put that fancy drill or dining set or whatever it was aside with your name on it. If you missed payments, the item went back out onto the floor (and the store, I think, kept your money).
So I would suggest, the magic items can be done this way. The +1 sword costs 1,000 gp (or whatever). You pay 100 gp, and then each time you come back to town, you pay more toward it. Once you have paid the 1,000, you have it. Meanwhile the sword is set aside in the back of the shop and no one else can buy it.
I don't think it makes any sense at all to have the magic item leave the shop with a promise of future payment. Having scrying and teleport functions may help a little, but the main issue becomes, what happens if the magic item is destroyed, say by the fire of a dragon, and the PC killed? How does the shop get back its sunk cost? So, to me, if I were going to do this, I would do a lay-away plan.
Another way, would be to have a shop where the PCs can build up "store credit" by doing quests for the shop owner. Maybe the owner needs some magic pearls to make a magic item, and is too lazy or unable to get them. The PCs can go on a quest to that mountain over there and go into the ruins of the old crypt, where there are rumored to be some pearls, and if they bring back some pearls, they get store credit with the shop that they can use to buy the items.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
I haven't read Myth Adventures in years, but the concept of a devil's bargain is way older than that.
If we're talking high magic here, you could make the items "shut off" in the event of nonpayment, reverting to nonmagical items until the payment is made.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm