Paths
Paths serve as classes for Weird Wizard and each character will choose three total over the course of a campaign. The first path you choose at character creation is your novice path.
Novice Paths
Your character chooses from the four basic Novice paths at level one (or the novice path for their ancestry if you prefer) and gain features from it at character levels 1, 2, and 5.
Each novice path suggests a set of scores for your attributes.
Expert Paths
Expert paths are more numerous and specific than novice paths. You can choose any expert path you would like, no matter what you chose as a novice path. Choose something that reflects how your character is growing and changing in the story.
You gain expert class features at Levels 3, 4, 6, and 9.
These are divided into several categories and listed below.
Expert Paths of Battle
| Path | Quick Descripton | Bonus Damage | Traditions/Spells |
|---|---|---|---|
| Berserker | A wild, ferocious combatant who grows even mightier when the fury takes hold | 4 | No |
| Commander | A natural leader in battle, the commander shows allies the path to victory | 4 | No |
| Gladiator | A combatant who uses tricks and feints to overcome enemies | 4 | No |
| Knight Errant | A honorable warrior who lives by a chivalrous code | 4 | No |
| Martial Artist | One who specializes in unarmed combat, turning their body into a weapon | 4 | No |
| Myrmidon | A philosopher and warrior, committed to excellence in all things | 4 | No |
| Ranger | A wilderness combatant, knowledgeable in woodcraft, herbalism, and overcoming the dangers of the wild | 4 | No |
| Swashbuckler | A daring combatant skilled at outwitting and outmaneuvering enemies | 4 | No |
| Veteran | A seasoned combatant, reliable in a fight and ready for action | 4 | No |
| Warden | A wild combatant and protector aided by the spirits of the land | 4 | No |
Expert Paths of Faith
| Path | Quick Descripton | Bonus Damage | Traditions/Spells |
|---|---|---|---|
| Channeler | A divine adept who draws magic directly from the gods | 2 | Yes |
| Chaplain | One who draws from faith to encourage those who fight on their side | 2 | Yes |
| Cleric | A devoted servant of the gods who channels supernatural powers to create miracles | 2 | Yes |
| Friar | An itinerant devotee of a faith, the friar depends on the charity of others and has a knack for escaping danger | 2 | Yes |
| Godsword | A militant member of the faith, the godsworn fights against their gods’ enemies | 2 | Yes |
| Holy Avenger | A sworn champion of the gods who seeks out and destroys their enemies | 2 | Yes |
| Inquisitor | Authorized by the gods, these devotees hunt demons, fiends, undead, and other evil things and destroy them | 2 | Yes |
| Oracle | Host to divine beings who use the oracle's body to communicate with the mortal world | 2 | Yes |
| Paladin | A devout combatant aided by faith and divine favor | 2 | Yes |
| Templar | A protector of holy sites, relics, and the faithful | 2 | Yes |
| Theurge | One who calls forth angels and persuades them to give aid | 2 | Yes |
Expert Paths of Power
| Path | Quick Descripton | Bonus Damage | Traditions/Spells |
|---|---|---|---|
| Arcanist | A skilled magician able to shape spells to suit their needs | 0 | Yes |
| Artificer | A spellcaster who learns to infuse technological creations with magic | 0 | Yes |
| Druid | A manipulator of people and events to serve the greater goal of protecting this world | 0 | Yes |
| Elementalist | A wielder of the fundamental forces of reality, commanding air, earth, fire, and water | 0 | Yes |
| Psychic | One who taps into a reservoir of mental energy and uses that energy to create magical effects | 0 | Yes |
| Sorcerer | A conjurer of evil spirits from whom comes magical knowledge | 0 | Yes |
| Wild Guardian | One who draws magic from nature to protect it from harm | 0 | Yes |
| Witch | A student of the old magical methods, keeper of secrets, and protector of the innocent | 0 | Yes |
| Wizard | A cunning practitioner of magic who keeps arcane knowledge in grimoires | 0 | Yes |
Expert Paths of Skill
| Path | Quick Descripton | Bonus Damage | Traditions/Spells |
|---|---|---|---|
| Annihilator | It’s not enough to kill one’s enemies; the annihilator aims to destroy the world in which they live | 2 | No |
| Assassin]] | A ruthless killer who employs underhanded techniques to murder | 2 | No |
| Bard | A wandering performer, keeper of lore, and jack-ofall-trades | 2 | Yes |
| Beastfriend | A strong magically bonded beast offers a potent ally | 2 | No |
| Inheritor | A combatant armed with a magical weapon forged to carry out a great purpose | 2 | If Chosen |
| Jester | One whose antics and jokes demoralize others | 2 | No |
| Mountebank | A cunning scoundrel able to outwit almost anyone | 2 | No |
| Physician | One skilled in medical training and the healing arts | 2 | No |
| Scout | Skill at hiding and sneaking help the scout gain insights against enemies | 2 | No |
| Spellfighter | One who wields magic and martial skill with equal proficiency | 2 | Yes |
| Thief | An expert criminal armed with a variety of techniques to thwart almost any defense | 2 | No |
| Warlock | A dreadful bargain with the Adversary imbues this antihero with fiery power | 2 | Yes |