Class: Barbarian

Barbarian

 

The Barbarian

 
Rage consumes you in battle. You delight in wreaking havoc and using powerful weapons to carve through your enemies, relying on astonishing durability without needing complicated techniques or rigid training. Your rages draw upon a vicious instinct, which you might associate with an animal, a spirit, or some part of yourself. To many barbarians, brute force is a hammer and every problem looks like a nail, whereas others try to hold back the storm of emotions inside them and release their rage only when it matters most.
 

Barbarian Mindset

 

Playing a Barbarian

The Barbarian is a classic TTRPG staple, a dumb rage monster capable of strolling into battle with little explanation and crushing their enemies. Adhering to the theme, they tend to have built-in drawbacks that prevent them from doing one thing or another when using their Rage.

In this game, Barbarians are the "simple but effective" starter class, with a design that has less to do with their rage and much more to do with what they're able to do with and without it. While other classes have more roundabout ways of achieving their goals, Barbarians and their Class Talents (called Adages, based on Action-Genre quotes and other Barbarian-vibe quotes) are based on breaking their opponents and, sometimes, the game to do so. This applies both in and out of combat, allowing Barbarians to be erudite philosophers of war or more, who are still dumb rage monsters when push comes to shove.

   

Roleplay

During Social Encounters; you use your might and ferocity (either the reality and/or the display of) to get what you need, especially when gentler persuasion can’t get the job done.

While Exploring; you look out for danger, ready to rush headfirst into battle in an instant or protect what is the greatest to you in life. You climb the challenging rock wall and drop a rope for others to follow, and you wade into the risky currents to reach the hidden switch beneath the water’s surface. And, if something needs breaking, you’re up to the task!

In Downtime; you might head to a tavern to carouse, build up the fearsome legend of your mighty deeds, or recruit followers to become a warband in your own right. Barring a few circumstances, many look to you either as a leader, or to pick one to follow.

 
You Might...
  • Be holding back a deep-seated well of something that causes your emotions to run wild. It's a mark of your patience to withhold it, and a fearsome sight to not.
  • Prefer a "straightforward" approach to one requiring patience and tedium.
  • Engage in a regimen of intense physical fitness, while entreating others to join or piss off.
Others Probably...
  • Rely on your courage, strength, and/or resilience, trusting that you can hold yourself in a fight, or them accountable.
  • See you as uncivilized or a boorish lout unfit for high society, even if you're able to prove otherwise.
  • Believe that you are loyal to your friends and allies, and will never relent until the fight is done.
 

Mechanical Talk

  How to play, etc etc.  

Key Attribute(s):

  • Strength. Almost all features the Barbarian relies on, as well as increasing their damage with melee and thrown weaponry. As Barbarians are "simple, but effective", strength is a good catch-all for everything a Barbarian wishes to do.
  • Dexterity and Constitution. Dexterity and Constitution contribute to a Barbarian's survivability and endurance. Barbarians naturally have one of the highest innate health pools in CHASE, with DEX and CON contributing to their AC and HP, respectively. The latter does so more than the former, due to the nature of some Barbarian features
  • Key Terms

    BONUS/PENALTY DICE): Bonus and Penalty dice are important to all characters. For the Barbarian, your kit will give you bonus dice on weapon damage, chance to hit, and various boons to your innate defenses.

    PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Barbarian, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...

    Raging / Enrage: Barbarians rely on their ability to enter a state called 'Rage'. While Raging, a Barbarian gains various boons based on their class and subclass.

     
    Class Level Class Features
    1
    • Initial Character Additions
      • Ancestry (and Heritage), 1st level General Talent(s), etc
    • Class Features
     
    2
    Subclass Feature(s)
    3
    Subclass Feature(s)
    4
     
    5
    6
    Subclass Feature(s)
    7
    8
    9
    Subclass Feature(s)
    10
    11
    12
    Subclass Feature(s)
    13
    14
    15
    Subclass Feature(s)
    16
    17
    18
    Subclass Feature(s)
    19
    20 Capstone Feature Choice
     

    Barbarian Basics

     

    Initial Character Additions

    If the Barbarbian Class is your Starting Class, you gain the following features and proficiencies:  

    First Level Character Progression

    You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your 1st level General Talent, etc.

     

    Attributes

    You gain two Attribute Boosts. One of which must be used on Strength, or Constitution. The other can be whatever you wish. The former of these (STR or CON) will be your class’s Key Attribute.

    The Key Attribute will govern the Barbarian’s Save DC and other aspects of your Class Feature (unless otherwise noted) and Abilities, if your class uses them.

     

    Health

    Starting HP (HP per Character Level or HD): 12 (7 or 1d12 + CON

    (Rule for HP), and how it affects getting Bloodied)
     

    Starting Proficiencies, General

    Armor Proficiency: Light Armor (List), Medium Armor (List)

     

    Includes relevant Shields according to Armor Proficiency.

    Weapon Proficiency: All Simple Weapons (List), All Martial Weapons (List).

    Saving Throw Proficiency: Fortitude Save (CON/CHA) and Reflex Save (STR/DEX)

     

    Starting Proficiencies, Skill

    Choice of 3 Primary Skills from the following list:
    Choice of 1 Secondary Skillfrom the following list:
    Class Skill Talents + Other Additions:

    A number of skill talents of your choice, equal to 1 + INT* (you must still qualify for them).

     

    *For each additional INT above 0, you gain Skill Talents equal to that number. This is factored in to the above.

    Note: As per the Origin Customization Rule, picking a skill you are already proficient in allows you to pick any other skill regardless of whether it is on the lists above. You must still choose the same kind of skill (A Primary Skill for a Primary Skill, and a Secondary Skill for a Secondary Skill).

         

    Starting Gear

    You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs: , Warrior Group, Explorer's Pack.

     

    Other Barbarian Info

    Class Hit Dice / HD D12

    Class Group: Warrior

    Favored Class Bonus: You gain Damage Reduction from all sources equal to 1/2 your Class Level, rounded up. Additionally, you gain +1 to your max HP equal to your Character Level.

       

    Multiclassing

     
    Multiclass Entry Requirements

    STR / Strength +2 or more

    Multiclass Additions

    • Added Proficiency with all Simple Weapons
    • Added Proficiency with all Martial Weapons
    • +2 Maximum Health per class level

     

    Starting Gear

    You gain either 3d6 times 10 sp (or 105 sp / 10 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter gear packs:  

    • Barbarian Class Pack
    • Warrior Group Pack
    • Adventurer’s Pack
    • Explorer's Pack
    • Nomad’s Dungeoneer's
    • Parson’s Pack
    •    

     

    Note: If you’re not sure what to pick, just pick the one that matches your Class’s name.

     

    Other Barbarian Info

    Class Hit Dice / HD D12

    Class Group(es): Warrior

    Favored Class Bonus: You gain Damage Reduction from all sources equal to 1/2 your Class Level, rounded up. Additionally, you gain +1 to your max HP equal to your Character Level.

       

    Multiclassing

     
    Multiclass Entry Requirements

    STR +3 or more

    Multiclass Additions

    • Added Proficiency with all Simple Weapons
    • [liAdded Proficiency with all [Martial Weapons](article:ed6b17bf-4809-4445-83ac-498f156e1089)
    • +2 Maximum Health per class level

     

    Class Features

    As a Barbarian, you gain these Features associated with your class, acting as milestones for your continued progression in this class. Features gained at higher levels list what level you gain them next to the feature’s name.

      .

    At Class Levels 1, 2, 3, 5, 8, 11, 14, and 17, you gain your Base Class Features, which are unique to your class and help establish your role in the game. That said, many class features that are shared between classes with little uniqueness will also be present (all martials have more attacks, all spellcasters cast spells, etc.). These are Common Feature, as the name implies.

     

    At levels 4, 7, 10, 13, 16, and 19, you will gain Class Mastery Features, or features that improve and build on your main feature’s functions.

    If the improvements are not to your liking, you can forgo them for a Dedication Features from a Dedication you qualify for, expanding your playstyle in an another way (although, you can gain Dedication Features from taking a select general talent as well).

    .  

    No matter what, all Features will be within a quote box that looks just like this.

    To this end, you gain the following features:

       

    (1st) Barbaric Rage

    Feature Traits: Enrage

    Something within you manifests as a font of ferocity.

     

    You gain the Rage and Frenzied Rage Signature Abilities, which increases your potential to fight. They’re also used in tandem with any other talents, features, and abilities that also have the Enrage trait.

     

    Additionally, you gain the following Common Features, which will aid you in your adventuring career.

     
    Humble Strikes
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    Even the most unassuming weapons can accomplish great deeds.

     

    When you are wielding a Simple Weapon, increase the size of that weapon’s Weapon Damage Dice by one Step.

     
    Focus Point Pool, Half
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    You have a pool of points that fuels your extraordinary abilities, called Focus Points.

    Your Focus Point Pool is equal to 1 + half the Class Level of the class that gave this feature (rounded up)+ other features or talents.

    You may spend these points on Maneuvers, Hybrid Abilities, Ability Augment Talents, and Signature Abilities if they’re available.

     

    You regain all these points on a Swift Rest. You also gain focus points at the start of your turn in combat, equal to your Half-Proficiency.

     

    (1st) Unarmored Defense, Barbarian

    Feature Traits: …

    Without wearing armor or raging, you're able to shrug off most forms of damage with ease.

     

    You gain the gain the Brutal Defense and Determined Defense common features.

     

    Both allow you to make your Armor Class very high without wearing armor if you choose, setting your base AC to 10 + Half-Proficiency + DEX, plus your choice of your STR, CON, or WIS (your choice). As a bonus, too, you gain this benefit even while wearing a Shield, and this will scale higher if you have the Natural Armor common feature.

     
    Brutal Defense
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    Your might matches speed in terms of defense. The best defense is a good offense, after all.

     

    If you choose, your base AC is 10 + Half-Proficiency + DEX + either your CON or STR (your choice). You can use a Shield and still gain this benefit.

    If you have the Natural Armor Common Feature, you may add your Proficiency Bonus, instead of your Half-Proficiency.

     
    Determined Defense
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    Your natural defenses rely on your steadfastness, rather than your agility.

     

    If you choose, your base AC is 10 + Half-Proficiency + DEX + either your CON or WIS modifiers. You can use a Shield and still gain this benefit.

    If you have the Natural Armor Common Feature, you may add your Proficiency Bonus, instead of your Half-Proficiency.

     

    (2nd) Barbarian Primal Paths (Subclass Choice)

    All Barbarians find a path others have traveled down. Sometimes it's metaphorical, sometimes it's not. No matter what, this way forward reflects what's learned as the raw idea of a warrior.

     

    At Class Level 2, you start your walk down this Primal Path. For you, this is your subclass.

    Your subclass gives you features at Class Levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a semi-unique Capstone choice at class level 20.

     

    (2nd) Barbarian Adages (Class Talents)

    ...

    Although Barbarians are known for their instinctual savagery, they can also appreciate other aspects of life and battle. Lyrics, sayings, and quotes, many Barbarians will get by even knowing a few simple phrases.

     

    For you, these one-liners take the form of Barbarian Adages, or Class Talents that give you Passive, but special ways to augment yourself during your adventuring career. These effects are particularly strong for you, as their Intensified Effects activate when you Rage.

     

    You gain a Class Talent of your choice every odd Class Level, even retroactively (1, 3, 5, 7, 9, 11, 13, 15, 17, and 19), though other features may give you more. The full list of Class Talents will be listed at the end of the Feature Summary, or can be found here.

     
    Danger Sense
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    Passive Effect: You gain a Bonus Dice (base d4) on Reflex Saves against effects you can Visually⚙️ see or perceive, such as traps or spells. Equally, you gain the same bonus dice to skill checks involving the Insight, Knowledge: Martial, or Perception Primary Skills, as long as they have not attacked you within the last hour or they cannot see you.

     

    Intensified Effect: While Raging, you can take a moment to size up your foe(s). You may make an Insight check or use the Recall Action / ◈ against all enemy creatures in 30 ft of you. You can only do this once every Swift Rest.

     

    "Always pay attention to your surroundings."

     

    (3rd) Finishing Blows

    Feature Traits:..

    You can pour all your strength or rage into a single blow, dealing furious damage that may finish a fight quickly.

     

    All your weapons gain the Charging⚙️ trait, allowing you to multiply your weapon damage per extra Action / ◈-◈◈◈ spent on the attack (example: 1d12+2 becomes 2d12+4 by spending ◈).

    Additionally, when you Blockstun, Bloody, Critically Strike, or kill an enemy during an attack, you can attack once more, generating another attack as if you had used Additional Attack. This effect activates once per enemy.

     

    (3rd) Unwavering Vigor

    ...

    Others struggle to get things past you in social situations as well as combat.

     

    You gain a Bonus Dice (base d4) to all rolls made with your Athletics, Intimidation, Insight, and Perception checks.

     

    (3rd) Subclass Features

    A Subclass Feature will be gained at this level.

     

    At Class Level 3, and every 3rd level after until 18 (6, 9, 12, 15, and 18), you will get features from your subclass.

     

    (4th) MF: Barbarian Adages, Bonus Feat

    Feature Traits: …

    Your Barbarian Adages feature improves with your mastery.

     

    You gain the Bonus Feat Choice common feature, giving you the option of picking a General Talent of your choice.

     
    Bonus Feat Choice
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    You gain a bonus feat, or general talent, of your choice. As a treat.

     

    You gain an additional General Talent Talent at this Class Level, adding it to your character's ever-growing arsenal.

     

    (5th) Additional Attacks

    Feature Traits: …

    As a character capable of fighting well, you're trained in pressing the attack.

     

    You gain an instance of the Additional Attack common feature, if you don't already have it.

    Additionally, you gain the Attacks of Opportunity common feature, allowing you to retaliate against enemies freely when it’s not your turn (a number of times per round equal to your Half-Proficiency).

      Additional Attack
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    The first time, on your turn, you use the Attack Action / ◈◈ or ◈-◈◈◈ or an Ability that starts an Attack (such as Sudden Charge, you gain one more ‘Attack’ for free, as if you spent the 2 actions / ◈◈ to do so. This extra attack is called an Additional Attack, or an extra attack.

    These extra Attacks can be used at any point during your turn as Free Action / ◇, and can be broken up between other actions (such as moving or using an ability).

    The number of additional attacks you generate is the same number of times you have this common feature, generating them all at once.

      Attacks of Opportunity
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    Even when it's not your turn, you can attack your enemies far more than usual.

    At the start of your turn, you gain a number of free Reactive Strikes / ⮌ equal to your Half-Proficiency.

    These Reactive Strikes you can use instead of consuming your Reaction / ⮌ to attack an enemy outside of your turn. Anything that also uses your Reaction to attack can use these Reactive Strikes instead, preserving your reaction till you wish to use it.

       

    (5th) Weapon Mastery

    Feature Traits: …

    You know how to wield weapons in a particularly deadly fashion.

     

    You gain the Reliable Attacks common feature and the Weapon Specialization General Talent for free (or another General Talent of your choice if you already have it).

    For Weapon Specialization, it applies to every weapon you’re trained in, not just one weapon group.

     
    Reliable Attacks
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    Every mistake is just another lesson.

     

    When you miss fail to hit an enemy with an attack or Ability, you’re fully refunded any resources spent to use, or Augment, the ability.

    Special: If you're using the Multiattack Penalty optional rule, your missed attacks do not contribute to the penalty.

     
    Weapon Specialization
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    Your prowess with weaponry is uncanny, able to take advantage of windows of opportunity in ways others cannot.

     

    Pick a Weapon Group. Weapons you wield from that group gain the Specialization Passive and/or the Critical Success effects of that group or weapon. You gain the passives even if you are trained in in those weapons, and can always decide not to add the effects when you critically strike.

    You can gain this talent multiple times, picking a new weapon group each time. Once you take this talent, however, you cannot gain it again for the next 1 level (e.g. gaining this talent at Character Level 3, you have to wait till character level 3, you have to wait till character level 5).

     

    (5th) Quick Movements

    Feature Traits: …

    You move quickly, both on your feet and with your weapons.

     

    While you’re not wearing armor, your Base Movement increases by 10 ft.

    Additionally, you may also draw and stow weapons quickly, too, doing so as a ◇ once a turn.

     

    (7th) MF: Unwavering Vigor, Unstoppable Strength

    Feature Traits: …

    Your Unwavering feature improves with your mastery. You've become unstoppable on the field of battle, becoming a lone thorn in the sides of your enemies at times.

     

    You become trained in in all Saving Throws.

    Additionally, you have Advantage on all saving throws and defensive Skill Checks (such as using Athletics or Acrobatics to contest or prevent a grapple). If you are given Advantage from another source, you add a Bonus Dice(base d4) to the save or check instead.

     

    (8th) The Best Defense

    Feature Traits: …

    You've learned that being proactive in combat is the berserker way, making you both faster and harder to kill.

     

    You have Advantage on Initiative checks, and giving Aid or being Aided by others gives them (or you) Advantage.

    Additionally, the weapon you’re wielding gives you the benefits of a Heavy Shield, including the +2 to your AC and +10 to your Armor HP.

     

    (10th) MF: Barbaric Rage, Unending Fury

    Feature Traits: …

    Your Primal Rage feature improves with your mastery. When you Rage, you become too angry to die. Literally.

     

    You become immune to the Wounded condition.

    Additionally, if you were to take a lethal blow while Raging (such as taking enough damage to gain the Dying, or be outright killed from an effect), you ignore it and gain a level of the Exhausted condition. After the first, you gain more levels of exhaustion each time you take lethal damage. 1 level of exhaustion is gained per lethal blow, or damage equal to 10 + your Character Level, beyond you reaching 0 HP (minimum 1 level, even if it’s 1 damage).

    This Exhaustion cannot be mitigated by any means, and you still die when you reach the maximum amount.

    If you’ve gained any levels of exhaustion from this feature when you exit your rage, you fall Unconscious for 10 minutes or until a Swift Rest passes (whichever comes first). If your levels of exhaustion exceed the threshold to die outright, you just die instead.

     

    (11th) Resolute Warrior

    Feature Traits: …
     

    As much as you can be consumed by rage, your ability to control it can be just as scary, if not moreso.

     

    You gain +2 maximum Hit Points equal to your Class Level.

     

    Additionally, whle out of combat, while using any Primary Skill Skill Check that relies on your Strength, Constitution, or Charisma. If you do, the result for that roll must be at least 12.

    Finally, you gain the Bonus Action common feature.

     
    Bonus Action
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    You have one more action. As a treat.

    You gain another Standard Action / ◈. This brings your base number of actions to ◈◈◈◈ or 4◈, with more for each version of this feature you have.

     

    (13th) MF: The Best Defense, The Best Offense

    Feature Traits: Anti-Magic

    Your The Best Offense feature improves with your mastery.

     

    You ignore Damage Resistance and Damage Reduction when you deal Bludgeoning, Piercing, or Slashing Damage.

    Additionally, you gain the Counterspell skill talent, and may use your Reactive Strikes / ⮌ to counter spells by striking them down mid-flight. You roll a weapon’s attack vs the DC, rather than consuming a magical ability. You also treat your Proficiency Bonus as an ability’s rank. Finally, you must be positioned in such a way that you can intercept the spell.

     
    Counterspell
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    When a foe casts a Spell, you can feel its manifestations and use your own magical power to disrupt, or even reflect, the magic.

     

    Note: This is fairly complicated, so give it a read a few times.

    If an enemy uses a Feature or Ability with the Magical trait, you may attempt to counter it using a reaction / ⮌[./p]

    To do so, you use your reaction to cast one of your own abilities with the Magical trait (spending the Resource Points or Spell Slot, but not the action cost) and roll a Spellcraft check vs a DC (either the Threat Level / TL or Character Level of the creature, plus the Ability Rank x 2 (if applicable), plus 15).  

    Additionally, how you counter the spell or ability is also important, giving you bonuses to your roll. Your result gains a flat Numerical Bonus equal to 2 times the rank of the ability you use with your reaction. If the ability you use shares a trait (such as Fire, Force, etc) or Ability Tradition (Evocation, Universal, Warfare, etc), the check gains a Bonus Dice (base d4) for each shared tradition. If the ability is the exact same as the one being countered, you may make the check with Advantage.

     

    Example: Counterspelling a Commoner casting a 0th rank spell requries a DC of 15. If an adventurer counters with a 1st Rank Spell, such as Faultless Fusillade, they would need to get a result of at least 13 to pass. Conversely, if a TL 15 Black Dragon is casting a 5th Rank spell that needs to be countered, the DC would be 40, and the adventurer would need to somehow get a result of 38.

     

    Rolling a Normal Success against the DC causes both spells fizzle and the foe's opposing spell slot to be wasted. On a Critical Success, the spell is reflected back to the original caster, not only cancelling the spell but potentially turning the user's magic against themselves.

     

    Note: identifying a spell through various means, such as Recognize Magic, can be used to help identify spells that can be countered.

     

    (14th) Indomitable Will

    Feature Traits: …

    You are no longer held by the confines of regular combat. Fighting you, now, is like fighting a legendary creature of myth due to your willpower alone.

     

    A harmful Condition on you that lasts for 1 minute or less is cured by you using ◈◈. You may activate this even while Enthralled or Compelled.

     

    (14th) Mighty Rage

    Feature Traits: …

    Your rage flows like water. Adaptable and unyielding. Passive and powerful.

     

    While you are raging, everything that uses your Strength modifier gains a Numerical Bonus equal to your 1 + Half-Proficiency (minimum +4). This does not raise your strength, but does improve everything it affects (including damage).

     

    (16th) MF: Finishing Blows, Whirlwind of Fury

    Feature Traits: …

    Your Finishing Blows feature improves with your mastery.

     

    You gain another instance of the Additional Attack common feature. Additionally, all your attacks gain a Bonus Dice (base d4) to hit.

     

    (17th) Flesh is Stronger

    Feature Traits: …

    For you, true strength lies not in steel, but in the spirit and will of an individual. Others may disagree, but in comparison to the raging barbarian before them: they are wrong.

     

    You emit an Aura of Dominance, with a range of 10 ft times your Proficiency Bonus.

    Additionally,

     
    • Your enemies tremble at the sight of you. As long as you are in their line of sight, they gain the Frightened for 1 round and are of an equal or lower threat level. If they are immune to the frightened condition, they lose that immunity with you alone (though they cannot gain the condition from this feature).
    • Any enemies with the frightened condition in the range of your aura treat running away from you as Difficult Terrain.
    • Your allies within range of your aura gain the benefit of Indomitable Will with your encouragement. You may spend 1 Focus Point per ally to activate it on their behalf.
     

    (19th) MF: Indomitable Will, Inner Calm

    Feature Traits: …

    Your Indomitable Will feature improves with your mastery.

     

    You are immune to effects, including your own, that would give you the Unconscious condition. You can still fall unconscious due to health damage.

    Additionally, you've acclimated to the effects of your Rage so thoroughly that it's become second nature to you. You remain under a constant effect of a normal Rage even while Unconscious, and you may turn any effect with the Enrage trait on and off by using a once per turn.

    Your allies do not gain this benefit from 'Flesh is Stronger'.

     

    (20th) Capstones

    When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), its subclass/dedication(s)/template(s), or from one below.   3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
     

    (!!th) Living Juggernaut

    You've obtained the power of unstoppable legends. Henceforth, you gain this feature and forevermore become a living juggernaut.

     

    Your Maximum Hit Points are double, and you have 5 stages of a Bonus Dice (base d12) on all your non-combat strength checks.

     

    (!!th) Warrior's Pinnacle

    You've found the limit that many have faced, and have broken past it.

    Pick two Attribute Scores of your choice. They increase by +5, and their natural and enhanced maximums are increased by +5 as well (base, +15 and +25 for each).

     

    All Adage Talents

     
    Minimum Class Level 1
    Minimum Class Level 3
    Minimum Class Level 5
    Minimum Class Level 7
    Minimum Class Level 9
    Minimum Class Level 11
    Minimum Class Level 13
    Minimum Class Level 15
    Minimum Class Level 17
    Minimum Class Level 19
       

    Subclasses and Archetypes

    Subclasses

    Archetypes

     

    Sample Builds

      To come.

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