Rokugan: Return of the Jade Raven
All of the base classes from Dungeons & Dragons 5th Edition apply as normal. Their relations to society and culture may vary somewhat, and new archetypes supplement the original material, but any class from the Player’s Handbook is viable.
Barbarian: While typically anger and aggression are seen as uncivilized or primitive by the social elite, those fueled by rage are no less prevalent on the battlefield. Barbarians are found among the finest soldiers, and their bravery in war makes them a force to be reckoned with.
Bard: Whether shouting tales of inspiration in the midst of battle, or dancing to a serene melody in the court of the Emperor, bards and courtesans can be seen in every level of society. They are artisans, companions, motivators and healers. Regardless of their capacity, bards are considered an esteemed position and offered great respect.
Cleric: Priests are both highly-respected and sought-after, with magic valued in times of peace and war alike. As messengers of the gods, they are a conduit for the Celestial Order. Few would be foolish enough to invoke the wrath of the heavens by dishonoring a cleric.
Druid: Relatively rare in Rokugan, druids can be found far from the walls of society. Some – such as the elemental shugenja – are drawn to city life, but they are more of the exception than the rule. Among the nonhuman populations of the kingdom, druids are both feared and treasured.
Fighter: Fighters are by far the most common archetype found among the feudal orders of samurai. They are warriors, defenders, and heroes of the people. Even the most dishonorable bandits, mercenaries, and assassins are deadly with the blade and trained in the arts of war.
Monk: Enlightened of mind and strong of body, monks are both esteemed and criticized by samurai. Their skills in combat cannot be denied, but their tendency to eschew the regiments of bushido and honored weapons of the samurai often set them apart from society. As such, many seclude themselves to monasteries or private dwellings.
Paladin: Paladins are all but unheard of in Rokugan. With an emphasis of honor over dishonor, as opposed to good versus evil, there is little call for a divine emissary. The exception would be the sohei, a sect of zealous warriors who take it upon themselves to be the messengers of the gods and spirits. Yet even the sohei find their services dismisses except on rare occasion.
Ranger: Much like druids, rangers are fairly rare. Most serve as scouts to armies headed into forested regions, while others are ronin who have made a living for themselves in the wilds. Swift as shadows and silent as the wind, they make for dangerous foes and invaluable allies.
Rogue: With little exception, rogues are condemned as dishonorable thugs. Their reliance on stealth and deception is an affront to the tenets of bushido, and their tactics are considered cowardly by the samurai. Still, they are far more common than the Emperor would care to admit – and growing in number wherever tyrants force the people into a life of crime.
Sorcerer: Those instilled with innate magic are looked upon with awe and suspicion. With the origin of their powers in question, sorcerers often find themselves accused of demonic possession or oni worship. As such, sorcerers tend to keep a low profile. A few, however, have ascended social ranks as leaders or advisers.
Warlock: With the secrecy of rogues and magic of sorcerers, warlocks are often outcast or even hunted as evil cultists. This superstitious judgement is not without cause, as most warlocks encountered have arisen from the Shadowlands and caused nothing but death and destruction. The most infamous and powerful warlord of all time, Daigotsu, was himself a nearly omnipotent warlock.
Wizard: Protected within the walls of most academies and nearly every royal temple is the prized wizard. They are seers and mystics, who guide nobles with divinity or smite foes with fire from the sky. Those wise and powerful enough to wield great magic are treasured, often afforded higher rank for their knowledge alone. As such, however, they also make prime targets. Killing an enemy wizard is considered a victory in itself by many.