I'm prepping to play in a sci-fi/noir campaign in which druids (due to gross levels of urbanization) are flavored as being more like sorcerers in terms of where their abilities originate. In other words, rather than Druidic power originating from some mystical connection with nature, their powers are inborn (the result of their bloodline or some sort of ancestral memory).
My plan is to play 2 levels of Wildfire Druid and 4 levels of Inquisitor Rogue. My idea for the character backstory is that when she reached level 2 in wildfire druid, her wildfire spirit manifested itself for the first time and started a devastating fire which killed her original party. She is thus saddled with a deep seated fear of her wildfire spirit, and her fire based abilities. She continued to adventure however, and invested 4 levels into rogue as she tried to avoid using her druidic power.
My DM and I have talked it over, and we're both really excited for her potential character arc. Perhaps over time, she'll begin to come to terms with her trauma and see the good she can do using her powers? We've even talked about homebrewing a mechanic which would remove her control of when the spirit is summoned (it isn't as impactful if I'm choosing to summon the sprit and then roleplaying being scared of it). It's also in the cards that my DM could be in control of the spirit when it is summoned (still consuming my bonus action for the spirit to take actions other than dodge, just not being controlled by me).
The problem I'm running into is this: How do I roleplay a character who's scared of using her own abilities in a way that's both believable and not a nuisance to the party at large? It doesn't quite feel right to just have her run away whenever the spirit shows up (nuisance to the party) but it also doesn't feel believable that she'd continue to stay and fight while the object of her PTSD is running around the battlefield.
I'm in a bit of pickle here so I thought I'd source some ideas from a third party. I should also mention that I'm extremely open to changing basically any of the details here if it might make things easier/better.
If the DM is controlling the spirit, I wouldn't force you to use a bonus action on it. Maybe if you're trying to yell at it to stop, but elsewise that feels a little over-punitive.
That said, there's also a very clean solution for "I want to help, but I'm terrified of this thing". Whenever your spirit is on the field, you're Frightened of it. You can move and act mostly as you choose, but you have disadvantage on attacks and checks (which means no Sneak Attack), and you physically cannot bring yourself to move closer to the spirit. Within those restrictions, you help however you can while battling your fear. Accomplishes everything you want, so far as I can tell.
I don't see why the character should have an active debuff: they could do the exact same thing just through roleplay, the only difference would be that they wouldn't be nerfing a character who's already going to be a bit lower in power than the rest of the party.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I personally think that it might not be as much fun to actually play a character that is too frightened for the reasons you already mentioned. My suggestion would be to play your character in such a way that she has overcome her initial terror and fear already and accepted that the fire is a part of her.
Some ideas for roleplaying:
She might still be hestitened to use her fiery abilities and tries to put out fires as fast as possible. She could be very vocal about the dangers of using innate powers in general and remind party members to be very careful around your spirit. She could see her innate power as a curse rather than a gift (which might change in the future ;-)). She could be shocked at the destruction her fires caused after an engagement. I wouldn't bother too much about running away during combat and the such because that can be quite annoying for the rest of the party and possibly the dm*
*Short anecdote: We had a ranger that was afraid of undead. The first encounter we encountered a skeleton she cowered in a corner. So, my character tried to get her out of the fear and cast bless on her to get her back on the feet. Next turn, she described how she would crawl away from the skeleton. At this point, my DM and I were rather annoyed.
I'm ambivalent about characters who have as a part of their story that they can't make full use of their abilities. I've had some great role-playing moments with another player's child warlock who was afraid to cast spells. I've also had some thoroughly frustrating game experiences with that warlock. The two went hand in hand, and in the broadest analysis, I think the story was worth the frustration.
The problem I'm running into is this: How do I roleplay a character who's scared of using her own abilities in a way that's both believable and not a nuisance to the party at large? It doesn't quite feel right to just have her run away whenever the spirit shows up (nuisance to the party) but it also doesn't feel believable that she'd continue to stay and fight while the object of her PTSD is running around the battlefield.
As her powers are innate, she could be literally ambivalent about them -- still processing the trauma of that first incident, but at the same time fascinated by her new abilities and feeling a deep urge to use them and explore them further
The trauma could also manifest in ways beyond simply being afraid of her powers. Maybe she goes into a kind of shock during combat -- still functioning, but basically on autopilot -- and then you save the heavy RP stuff for post-combat as she tries to deal with what she just did. There are all kinds of symptoms you could employ too: guilt/shame over using her powers which causes her to pull away from the party emotionally, nightmares, that sort of thing
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I think the trick is to act in role play how your character would react to the presence of this thing, but mechanically use it with strategy and skill. For example, let's say you're in a bad situation where your wildfire spirit would be super useful... So you summon the spirit and use it to attack an enemy, but your character is panicking because, for the character, this thing just showed up on it's own and, thanks to the spirit's presence, you can't focus enough to use your cunning action, since you're too distracted by the spirit.
+1 for using the Frightened condition. Yeah, it's a mechanical debuff. But it also makes the most sense. And having a mechanical effect means everyone will care about the narrative. They'll probably even be motivated to try to help your character get past it.
Sounds like a great way to get Inspiration, also.
And it's not like it totally shuts down your character. I mean, you're a spellcaster. You'll be fine. Lol
No no no. Like Trans said, there is no mechanic needed here. This is RP, you don't need mechanics for RP.
This is your character and you control how it behaves and reacts. If you - as a player - have full control over when and how the spirit is summoned and what it does, that gives you full control over what happens for your character. You are just as capable of playing an antagonistic spirit as your DM is, and you can RP it better because you know exactly what you want from it.
It's not the DM's job to play "everything you're scared of" or "everything that opposes you." It's the DM's job to play everything besides the PCs, and the spirit is a part of your PC. Having control of this gives you SO much more power over your own RP. Don't give that up.
How to make it not annoying? Don't actually run in terror or cower in fear. Play the spirit smart and maybe mischievous and play your character as terrified, but determined to not lose another party. You can still make good decisions as a player while using RP to spin it. Shoot your crossbow from behind a rock. Your voice wavers as you chant your vocal components. You cry after the encounter, whatever you want. Just play your rogue/druid as normal and flavor it. What would be annoying is if you were useless in battle, but the good news is that you don't have to be.
Mechanics and narrative should reflect and reinforce each other. Saying "act afraid but don't actually do anything different" feels like it misses the point of this gal's story. The player is looking for an arc where the character slowly comes to terms with her fiery nature and learns to rely on it more over time - if she's slinging spells and summoning her spirit with wild abandon from day 1, how does that support the arc she's supposed to be experiencing?
It's up to the player and their DM, and the rest of the table, how intrusive to make the whole thing, but accepting actual hindrance on your character and actions has weight and power that no amount of quavering voice can mimic. It's why so many other systems have Hindrance-style rules.
I think, if we're going by mechanics, The Wildfire Spirit's presence still represents the player being unable to act to their full potential because the player can't use their Bonus Action on their turn to do all their cool Rogue skills (of which an Inquisitive Rogue has even more than a regular rogue) since the player's bonus action is used to command their wildfire spirit. A good roleplayer can play with that and have it be part of the character's journey.
If you want the Wildfire Spirit to be a danger to yourself and your party mates, or even just have it give you a debilitating condition that prevents you from using your primary class feature (it's very hard to get a sneak attack when you've willingly given yourself the Frightened condition), you're just inconveniencing the rest of your party in order to play out this story. It falls very much into "That Guy" territory where you justify being a load to the rest of your party because of some variation of "That's what my character would do".
Agreed that it is risky. Ideally it only lasts a couple of sessions before it's resolved. And ideally the DM recognizes it's a debuff. I mean really, PCs can handle a lot if we're talking level 5+, which we are. But if it's all extremely tuned to be as challenging as possible, then this probably isn't appropriate.
It falls very much into "That Guy" territory where you justify being a load to the rest of your party because of some variation of "That's what my character would do".
Yes. If you can get across 80% of your concept without inconveniencing others, just do that. It will still be fun for you, and it avoids stepping on anyone else's fun.
Saying "act afraid but don't actually do anything different" feels like it misses the point of this gal's story.
Media is riddled with this trope, and more often than not the character grits their teeth, says "not this time!" and proceeds to kick ass. Feel free to mentally fall apart after the battle when the adrenaline wears off, but if you're truly a sobbing mess when your team needs you then you just shouldn't be adventuring at all.
It falls very much into "That Guy" territory where you justify being a load to the rest of your party because of some variation of "That's what my character would do".
Yes. If you can get across 80% of your concept without inconveniencing others, just do that. It will still be fun for you, and it avoids stepping on anyone else's fun.
This is also a good point. I guess I'd just talk it out with the group. Personally, this wouldn't bother me at all. So if your group was made up of me and my clones, you'd be fine taking the Frightened condition for a few battles. But it probably isn't.
It falls very much into "That Guy" territory where you justify being a load to the rest of your party because of some variation of "That's what my character would do".
Yes. If you can get across 80% of your concept without inconveniencing others, just do that. It will still be fun for you, and it avoids stepping on anyone else's fun.
This is also a good point. I guess I'd just talk it out with the group. Personally, this wouldn't bother me at all. So if your group was made up of me and my clones, you'd be fine taking the Frightened condition for a few battles. But it probably isn't.
Ooh, that's a good point. I think if everyone is down for the concept and potentially even excited for it, then being mechanically flawed in a way that inconveniences the game mechanically while improving the experience narratively is less of a problem. I think it's worth talking to your fellow players about it.
If the table is going to reject any character that isn't acting at their razor-sharpened optimized best, this isn't a table where this character should be played at all. Either the table jas bought into the idea and is happy to see it play out, or this character should be shelved for a time when people aren't pushing for the bleeding edhes of top performance. Saying "I'm frightened of my power" and then using that power absolutely freely with absolutely no qualms or issues whatsoever isn't getting eighty percent of the story - it is getting zero percent of it and annoying your tablemates with constant narrative dissonance.
I would honestly be happier to see the character act in a way that actually matches her tale, were I playing there. It'd give me opportunities to bounce off that story and interact, whether with recrimination ("what the hell, are you trying to get us killed?!") or succor ("...okay. What's wrong? Because that wasn't normal and we need to know why if we want to help"). There's plenty of plot potential to mine there, but there won't be any story at all if the lady simply acts like a normal wildfire druid with no fear or nervousness around her abilities whatsoever.
Yurei, I think you know the world's not as black and white as all that. If it were, we wouldn't accept the reflavoring of spells -- the chicken magic missile shown in Tasha's is clearly 0% of the narrative and forcing dissonance because it's not dealing piercing damage, which is what beaks do. There's a spectrum.
I think you may find some insight into roleplay after reading Armor by John Steakley. The story is set in a future SciFi universe but the main character has had a trauma of similar aspect. The book is a worthwhile read in any event.
Man. I read that book when I was, like...twelve. Heh, it traumatized me. Had so many nightmares about that scene with the well and the rocks. If you know, you know.
Saying "I'm frightened of my power" and then using that power absolutely freely with absolutely no qualms or issues whatsoever isn't getting eighty percent of the story - it is getting zero percent of it and annoying your tablemates with constant narrative dissonance.
I totally agree. Fortunately, that's not what I was recommending. In the case of a wildfire druid, it's particularly easy to play the spirit as manifesting on its own while the druid looks on in horror.
There's the actions you take and how you act when you take them. Put some effort into figuring out how to make it work without reducing yourself to an NPC. And when I say effort, I don't mean one line of flat dialogue that makes no attempt to reconcile how you're feeling and how you're acting.
"I'm scared so I'm spending my turn trembling in fear" isn't exactly galaxy-brain level roleplaying either. This is not a challenging concept to roleplay on its own, the challenge is to make it work with your baseline duties as an adventurer. Your teammates deserve a little effort and compromise. At least I would ask that of my group. Of course if everyone's fine with it, do whatever you want.
Hello all,
I'm prepping to play in a sci-fi/noir campaign in which druids (due to gross levels of urbanization) are flavored as being more like sorcerers in terms of where their abilities originate. In other words, rather than Druidic power originating from some mystical connection with nature, their powers are inborn (the result of their bloodline or some sort of ancestral memory).
My plan is to play 2 levels of Wildfire Druid and 4 levels of Inquisitor Rogue. My idea for the character backstory is that when she reached level 2 in wildfire druid, her wildfire spirit manifested itself for the first time and started a devastating fire which killed her original party. She is thus saddled with a deep seated fear of her wildfire spirit, and her fire based abilities. She continued to adventure however, and invested 4 levels into rogue as she tried to avoid using her druidic power.
My DM and I have talked it over, and we're both really excited for her potential character arc. Perhaps over time, she'll begin to come to terms with her trauma and see the good she can do using her powers? We've even talked about homebrewing a mechanic which would remove her control of when the spirit is summoned (it isn't as impactful if I'm choosing to summon the sprit and then roleplaying being scared of it). It's also in the cards that my DM could be in control of the spirit when it is summoned (still consuming my bonus action for the spirit to take actions other than dodge, just not being controlled by me).
The problem I'm running into is this: How do I roleplay a character who's scared of using her own abilities in a way that's both believable and not a nuisance to the party at large? It doesn't quite feel right to just have her run away whenever the spirit shows up (nuisance to the party) but it also doesn't feel believable that she'd continue to stay and fight while the object of her PTSD is running around the battlefield.
I'm in a bit of pickle here so I thought I'd source some ideas from a third party. I should also mention that I'm extremely open to changing basically any of the details here if it might make things easier/better.
If the DM is controlling the spirit, I wouldn't force you to use a bonus action on it. Maybe if you're trying to yell at it to stop, but elsewise that feels a little over-punitive.
That said, there's also a very clean solution for "I want to help, but I'm terrified of this thing". Whenever your spirit is on the field, you're Frightened of it. You can move and act mostly as you choose, but you have disadvantage on attacks and checks (which means no Sneak Attack), and you physically cannot bring yourself to move closer to the spirit. Within those restrictions, you help however you can while battling your fear. Accomplishes everything you want, so far as I can tell.
Please do not contact or message me.
I don't see why the character should have an active debuff: they could do the exact same thing just through roleplay, the only difference would be that they wouldn't be nerfing a character who's already going to be a bit lower in power than the rest of the party.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I personally think that it might not be as much fun to actually play a character that is too frightened for the reasons you already mentioned. My suggestion would be to play your character in such a way that she has overcome her initial terror and fear already and accepted that the fire is a part of her.
Some ideas for roleplaying:
She might still be hestitened to use her fiery abilities and tries to put out fires as fast as possible. She could be very vocal about the dangers of using innate powers in general and remind party members to be very careful around your spirit. She could see her innate power as a curse rather than a gift (which might change in the future ;-)). She could be shocked at the destruction her fires caused after an engagement. I wouldn't bother too much about running away during combat and the such because that can be quite annoying for the rest of the party and possibly the dm*
*Short anecdote: We had a ranger that was afraid of undead. The first encounter we encountered a skeleton she cowered in a corner. So, my character tried to get her out of the fear and cast bless on her to get her back on the feet. Next turn, she described how she would crawl away from the skeleton. At this point, my DM and I were rather annoyed.
I'm ambivalent about characters who have as a part of their story that they can't make full use of their abilities. I've had some great role-playing moments with another player's child warlock who was afraid to cast spells. I've also had some thoroughly frustrating game experiences with that warlock. The two went hand in hand, and in the broadest analysis, I think the story was worth the frustration.
As her powers are innate, she could be literally ambivalent about them -- still processing the trauma of that first incident, but at the same time fascinated by her new abilities and feeling a deep urge to use them and explore them further
The trauma could also manifest in ways beyond simply being afraid of her powers. Maybe she goes into a kind of shock during combat -- still functioning, but basically on autopilot -- and then you save the heavy RP stuff for post-combat as she tries to deal with what she just did. There are all kinds of symptoms you could employ too: guilt/shame over using her powers which causes her to pull away from the party emotionally, nightmares, that sort of thing
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I think the trick is to act in role play how your character would react to the presence of this thing, but mechanically use it with strategy and skill. For example, let's say you're in a bad situation where your wildfire spirit would be super useful... So you summon the spirit and use it to attack an enemy, but your character is panicking because, for the character, this thing just showed up on it's own and, thanks to the spirit's presence, you can't focus enough to use your cunning action, since you're too distracted by the spirit.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
+1 for using the Frightened condition. Yeah, it's a mechanical debuff. But it also makes the most sense. And having a mechanical effect means everyone will care about the narrative. They'll probably even be motivated to try to help your character get past it.
Sounds like a great way to get Inspiration, also.
And it's not like it totally shuts down your character. I mean, you're a spellcaster. You'll be fine. Lol
No no no. Like Trans said, there is no mechanic needed here. This is RP, you don't need mechanics for RP.
This is your character and you control how it behaves and reacts. If you - as a player - have full control over when and how the spirit is summoned and what it does, that gives you full control over what happens for your character. You are just as capable of playing an antagonistic spirit as your DM is, and you can RP it better because you know exactly what you want from it.
It's not the DM's job to play "everything you're scared of" or "everything that opposes you." It's the DM's job to play everything besides the PCs, and the spirit is a part of your PC. Having control of this gives you SO much more power over your own RP. Don't give that up.
How to make it not annoying? Don't actually run in terror or cower in fear. Play the spirit smart and maybe mischievous and play your character as terrified, but determined to not lose another party. You can still make good decisions as a player while using RP to spin it. Shoot your crossbow from behind a rock. Your voice wavers as you chant your vocal components. You cry after the encounter, whatever you want. Just play your rogue/druid as normal and flavor it. What would be annoying is if you were useless in battle, but the good news is that you don't have to be.
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
Mechanics and narrative should reflect and reinforce each other. Saying "act afraid but don't actually do anything different" feels like it misses the point of this gal's story. The player is looking for an arc where the character slowly comes to terms with her fiery nature and learns to rely on it more over time - if she's slinging spells and summoning her spirit with wild abandon from day 1, how does that support the arc she's supposed to be experiencing?
It's up to the player and their DM, and the rest of the table, how intrusive to make the whole thing, but accepting actual hindrance on your character and actions has weight and power that no amount of quavering voice can mimic. It's why so many other systems have Hindrance-style rules.
Please do not contact or message me.
I think, if we're going by mechanics, The Wildfire Spirit's presence still represents the player being unable to act to their full potential because the player can't use their Bonus Action on their turn to do all their cool Rogue skills (of which an Inquisitive Rogue has even more than a regular rogue) since the player's bonus action is used to command their wildfire spirit. A good roleplayer can play with that and have it be part of the character's journey.
If you want the Wildfire Spirit to be a danger to yourself and your party mates, or even just have it give you a debilitating condition that prevents you from using your primary class feature (it's very hard to get a sneak attack when you've willingly given yourself the Frightened condition), you're just inconveniencing the rest of your party in order to play out this story. It falls very much into "That Guy" territory where you justify being a load to the rest of your party because of some variation of "That's what my character would do".
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
Agreed that it is risky. Ideally it only lasts a couple of sessions before it's resolved. And ideally the DM recognizes it's a debuff. I mean really, PCs can handle a lot if we're talking level 5+, which we are. But if it's all extremely tuned to be as challenging as possible, then this probably isn't appropriate.
Yes. If you can get across 80% of your concept without inconveniencing others, just do that. It will still be fun for you, and it avoids stepping on anyone else's fun.
Media is riddled with this trope, and more often than not the character grits their teeth, says "not this time!" and proceeds to kick ass. Feel free to mentally fall apart after the battle when the adrenaline wears off, but if you're truly a sobbing mess when your team needs you then you just shouldn't be adventuring at all.
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
This is also a good point. I guess I'd just talk it out with the group. Personally, this wouldn't bother me at all. So if your group was made up of me and my clones, you'd be fine taking the Frightened condition for a few battles. But it probably isn't.
Ooh, that's a good point. I think if everyone is down for the concept and potentially even excited for it, then being mechanically flawed in a way that inconveniences the game mechanically while improving the experience narratively is less of a problem. I think it's worth talking to your fellow players about it.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
If the table is going to reject any character that isn't acting at their razor-sharpened optimized best, this isn't a table where this character should be played at all. Either the table jas bought into the idea and is happy to see it play out, or this character should be shelved for a time when people aren't pushing for the bleeding edhes of top performance. Saying "I'm frightened of my power" and then using that power absolutely freely with absolutely no qualms or issues whatsoever isn't getting eighty percent of the story - it is getting zero percent of it and annoying your tablemates with constant narrative dissonance.
I would honestly be happier to see the character act in a way that actually matches her tale, were I playing there. It'd give me opportunities to bounce off that story and interact, whether with recrimination ("what the hell, are you trying to get us killed?!") or succor ("...okay. What's wrong? Because that wasn't normal and we need to know why if we want to help"). There's plenty of plot potential to mine there, but there won't be any story at all if the lady simply acts like a normal wildfire druid with no fear or nervousness around her abilities whatsoever.
Please do not contact or message me.
Yurei, I think you know the world's not as black and white as all that. If it were, we wouldn't accept the reflavoring of spells -- the chicken magic missile shown in Tasha's is clearly 0% of the narrative and forcing dissonance because it's not dealing piercing damage, which is what beaks do. There's a spectrum.
I think you may find some insight into roleplay after reading Armor by John Steakley. The story is set in a future SciFi universe but the main character has had a trauma of similar aspect. The book is a worthwhile read in any event.
Man. I read that book when I was, like...twelve. Heh, it traumatized me. Had so many nightmares about that scene with the well and the rocks. If you know, you know.
Please do not contact or message me.
I totally agree. Fortunately, that's not what I was recommending. In the case of a wildfire druid, it's particularly easy to play the spirit as manifesting on its own while the druid looks on in horror.
There's the actions you take and how you act when you take them. Put some effort into figuring out how to make it work without reducing yourself to an NPC. And when I say effort, I don't mean one line of flat dialogue that makes no attempt to reconcile how you're feeling and how you're acting.
"I'm scared so I'm spending my turn trembling in fear" isn't exactly galaxy-brain level roleplaying either. This is not a challenging concept to roleplay on its own, the challenge is to make it work with your baseline duties as an adventurer. Your teammates deserve a little effort and compromise. At least I would ask that of my group. Of course if everyone's fine with it, do whatever you want.
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