Chapter 3: Classes
Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser people can’t stand against.
Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers of the universe. A warrior, for example, might view the world in pragmatic terms of strategy and maneuvering, and see themself as just a pawn in a much larger game. A priest, by contrast, might see themself as a willing servant in a higher power’s unfolding plan. While the warrior has contacts in a mercenary company or army, the priest might know a number of priests, paladins, and devotees who share their faith.
Your class gives you a variety of special features, such as a warrior’s mastery over weapons and armor, and a mage’s spells. At low levels, your class gives you few features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.
Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin. A warrior might discover latent magical ability and dabble in the mage class while continuing to advance as a warrior. Elves are known to combine martial mastery with magical training and advance in both warrior and mage or hunter and priest simultaneously. Rules for combining classes in this way, called multiclassing, appear in Chapter 6.
Twelve classes—listed in the Classes table—can be found nearly everywhere in the world of warcraft and define the spectrum of typical adventurers.
Class | Description | Hit Dice | Primary Abilities | Saving Throw Proficiencies | Armor and Weapon Proficiencies |
---|---|---|---|---|---|
Artificer | A tinkerer who combines science and magic to produce fantastic items. | d8 | Intelligence | Constitution & Intelligence | Light armor, medium armor,
shields (but not tower shields), Simple weapons, hand crossbows, heavy crossbows. |
Barbarian | A fierce warrior of primitive background who can enter a battle rage. | d12 | Strength | Strength & Constitution | Light and medium armor,
shields (but not tower shields), simple and martial weapons |
Bard | An aspiring magician whose power echoes the music of creation | d8 | Charisma | Dexterity & Charisma | Light armor, simple weapons,
hand crossbows, longswords, rapiers, shortswords |
Death Knight | An undead warrior using dark magic, and combat prowess to destroy foes. | d10 | Strength & Constitution | Strength & Constitution | all armor and shields, Simple
melee weapons and martial melee weapons |
Demon Hunter | An agile fighter accepting the powers of demons to use it against them. | d10 | Dexterity & Charisma | Dexterity & Charisma | Light armor, Simple weapons,
Scimitar, Shortsword |
Druid | A caster balancing the forces of nature and assuming animal forms to protect the wilds. | d8 | Wisdom & Dexterity | Wisdom & Dexterity | Light and medium armor (nonmetal),
shields (nonmetal, but not tower shields), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears |
Hunter | Fighter, tracker, sharpshooter, and beast tamer rolled into one. | d10 | Strength & Dexterity | Strength & Dexterity | Light and medium armor,
shields (but not tower shields), simple and martial weapons |
Mage | A scholarly magic-user capable of manipulating the structures of reality | d6 | Intelligence | Intelligence & Wisdom | Daggers, darts, slings, quarterstaffs,
light crossbows, and wands |
Monk | A calm fighter using their own body as a deadly weapon. | d8 | Dexterity & Wisdom | Strength & Dexterity | Simple weapons, shortswords |
Paladin | A holy warrior safeguarding their allies and smiting their enemies. | d10 | Strength & Charisma | Strength & Charisma | All armor, shields, simple and
martial weapons |
Priest | A follower of a higher power wielding granted magic, be it from faith or maddening shadows. | d6 | Wisdom | Intelligence & Wisdom | All simple melee weapons and
wands |
Rogue | A jack of all trades with tricks for every occasion and skilled enough to hold their own in combat. | d8 | Dexterity | Dexterity & Intelligence | Light armor, simple weapons,
hand crossbows, longswords, rapiers, shortswords |
Shaman | Commands the elemental powers of earth, fire, water, and wind. | d8 | Dexterity & Wisdom | Dexterity & Wisdom | Light armor, medium armor, and
shields (but not tower shields), Simple weapons |
Sorcerer | A spellcaster who draws on inherent magic from a gift or bloodline. | d6 | Charisma | Constitution & Charisma | Daggers, darts, slings, quarterstaffs,
light crossbows, and wands |
Warlock | Forces demons into service and destroys foes with dark magic. | d6 | Intelligence | Intelligence & Charisma | Daggers, darts, slings, shortswords,
quarterstaffs, light crossbows, and wands |
Warrior | Master of martial combat, weapons, and armor. | d10 | Strength & Constitution | Strength & Constitution | All armor, shields, simple and martial weapons |
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