This campaign provides at least one new sub-class for each official class of D&D 5th edition. Along with these new sub classes, you can find a reworking of the Mystic Class from Unearthed Arcana. This version has been toned down in an attempt to make it a little more balanced and easier to use, as well as align it more with the concepts of most spellcasters in the game. Finally, you can find an entirely new class unique to this campaign. While this new class has lost some of it's lore relevancy in this reworking of the campaign, it provides a powerful mixture of magic and might.
A new sub-class was added to the brand new Artificier class. This new class follows the ideals of the class as being characters that focus on augmenting objects around them with special enchantments. The Enhancer Artificer is a speical brand of artificer trained in the Ironclast Empire as part of their army. The focus on magic weapons deadlier and armor more purable and protective. They focus on Artificer Infusions and gain some special features related to the use of those abilities.
The Elemental Fury barbarian has been added as an option for this campaign. Barbarians that can choose this path are restricted by their lineage. Only creatures that have a tangible connection to the elemental planes can manifest the abilities of these powerful elemental bararians. These warriors have their elemental blod manifest as they rage, exploding out from them as bursts of powerful elemental energy.
The Bard class has access to a new an unique College in ferrum; The College of Sonics. This college teaches Bards to master the powers of sound - and when a warrior already relies on their voice or instruments their control of sound can become quite deadly. These bards learn to master the power of thunder damage, magnifying it and learning to tap into the right sounds to make even the strongest creature crumble at their notes.
Eight new domains have been added to the Cleric class. Each of these domains focuses on a particular element. There are a number of gods that hold sway over these new domains, but they were domains originally dominated by the Divine Elementals. They grant the character a selection of domain spells related to their element and special abilities tied to their power of choice. Each is unique and you should check out each of them on the Cleric page!
The protectors of the land also get a chance to be protectors of the seas in Ferrum. The Circle of the Waves is a new option for Druid characters that focuses on the powers of the oceans and the autic creatures that live within them. In order to help visit their powers while land-locked, these druids have also practiced an art that simulates the nature of the waves even while on land, letting them manifest their true power when needed.
Masterful warriors, the fighter class gains access to a powerful sub-class that allows them to stand strong in even the most daunting conditions. The Immortal is a powerful warrior that has earned their title through their resillience and perserverance in battle. They specialize in using a weapon and a shield and have abilities that allow them to survive feeling blows - allowing them to fight longer and harder than most. A bit of a fighter with a touch of barbarian.
Mystical masters of the martial arts, monks blend their fists with powerful magic-like abilities born from their soul and training. In Ferrum, one monastic tradition has created a new brand of monk mysticism; The Way of the Granite Fist. Learning from the resillience and power of Earth Elementals, these powerful monks learn to draw strength form the ground on which they stand. The most powerful among them are able to summon up powerful eruptions when needed.
Originally from an oft maligned release of Unearthed Arcana, the Mystic is powerful warrior that uses the power of their mind to alter reality and impose their will on others. This page presents a reworking of the class, bringing their structure slightly more in line with the structure of spellcasters. They still use Psi Points, but the amoutn they get and how they recover has been modified to try and make them a little less versitile in every situation. In that same regard, the Mystic must now be more critical of the Disciplines they take, as they are much more limited in scope, but with many more individual options available.
Despite their name, the Mystic Bladesman has no actual connection to the Mystic class. This powerful new class is designed to meld the power of the blabe and magic in new ways. The class gains a spellcasting structure similar to the Warlock. Using it, they can augment their abilities, or gain powerful spells. They have no limit on what spells they can potentially learn, but they learn spells by seeing them in action or reading about them in detail. As they level, they gain abilities to blend their two tools, such as using cantrips as Bonus Actions, or even using some spells as Bonus Actions based on their Blade Focus
The Mystic Bladesman class offers four sub-classes, referred to as Blade Focuses. Each of these sub-classes offers a unique focus for the warrior. One focuses on the powering up their abilities with their weapons, while another focuses on mastering their arcane powers. There is also the more eccletic sub-class that focuses more on battlefield control, and one last focus that uses their powers in a unique and ecclectic manner.
The stalwart defender, the Paladin gains four additional Oaths to chose from. Two of these oaths offer ways to protection and help those in need. But the other two revive the concept of the malicious and evil paladins from 3.5; The Paladin of Slaughter and Paladin or Tyranny. These dominating options focus on driving fear it enemies and relish in the pain they cause.
For this campaign, I have decided to use the Revised Ranger of Unearthed Arcana as the base of the class, rather than the normal - arguably weaker - standard option. When using the Ranger, you also gain access to another path for them in the Elemantle. These rangers have mastered the art of protecting the lands from the invading forces of the Elemental Planes. They specialize in fighting elemental creatures, and gain additional benefits against them. While they were born from ancient combat long settled, many still remain and their practice continues in case the threat should ever return.
Stealthy knaves and ne'erdowells, the rogue class gains access to the new Shadow Dancer archetype. This new sub-class grants the rogue a few magical abilities that allow them to master shadows and darkness in new ways. You can think of it a bit as a reworking of the Shadow Dancer class from 3.5, including many of the same abilities and some new intresting ones.
The Sorcerer has a new source for their innate abilities - infusion or raw elemental energy lingering in the world. The Elementalist Sorcerer focuses on an element to power their spells. They gain a small additional pool of Sorcery Points that they can use only on certain spells tied to their element, as well as special ways to manifest that elements powers.
The warlock also gains a new Patron for them to draw their powers from; The Divine Elemental. There are nine different divine elementals in thsi campaign, each with dominion over a particualr element. As you might imagine, this Patron's abilities can vary based on the element you sign a pact with. But is it worth to make a deal with a being that once tried to dominate the Material Plane and enslave the whole world?
The studied wizard now has a new focus he can devote himself to; The Summoner. This powerful new school of study allows the Wizard to summon pawns to defend and fight on their behalf. They gain abilities that make their summons stronger, as well as abilities that make them safer in all situations - even if they loose concentration.