Character 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 women and men cannot stand against.
Class is the primary definition of what your character can do. It is more than a profession; it is 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 in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and manoeuvring, and see themselves as just pawns in a much larger game. A cleric, by contrast, might see themselves as willing servants in a god’s unfolding plan or a conflict brewing among various deities. While the Fighter has contacts in a mercenary company or army, the cleric might know a few, or many priests, paladins, and devotees who share their faith.
Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armour, and a wizard’s spells. At low levels your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry 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 barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously.
Classes
Artificer
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Intelligence |
Constitution & Intelligence. |
Light & medium
armour, shields, Simple
weapons, Thieves’ tools,
tinker’s tools, one type
of artisan’s tools of
your choice. |
|
|
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|
Barbarian
A fierce warrior of primitive background who can enter a battle rage.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D12 |
Strength |
Strength & Constitution |
Light and Medium
Armour & Shields
Simple & Martial
Weapons |
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Bard
An inspiring magician whose power echoes the music of creation.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Charisma |
Dexterity & Charisma |
Light Armour and
Simple Weapons:
Longswords, Rapiers,
Shortswords, and
Hand Crossbows |
|
|
|
|
Cleric
A priestly champion who wields Divine magic in service of a higher power.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Wisdom |
Wisdom & Charisma |
Light and Medium
Armour & Shields
Simple Weapons, Divine Magic |
|
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|
Druid
A priest of the Old Faith, wielding the powers of nature-moonlight and plant growth, fire and lightning-and adopting animal forms.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Wisdom |
Wisdom & Intelligence |
Light and Medium
Armour & Shields
(Non Metal Only)
Clubs, Daggers,
Darts, Javelins,
Maces, Scimitars,
Quarter Staffs,
Sickles, Slings,
And Spears |
|
|
|
|
Fighter
A master of martial combat, skilled with a variety of weapons and armour.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D10 |
Strength or Dexterity |
Strength & Constitution |
All Armour & Shields
Simple and
Martial Weapons |
|
|
|
|
Monk
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Dexterity & Wisdom |
Strength & Dexterity |
Simple Weapons
and shortswords |
|
|
|
|
Paladin
A holy warrior bound to a sacred oath.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D10 |
Strength & Charisma |
Wisdom & Charisma |
All Armour & Shields,
Simple and Martial
Weapons |
|
|
|
|
Ranger
A warrior who uses martial prowess and nature magic to combat threats on the edges of civilization.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D10 |
Dexterity & Wisdom |
Strength & Dexterity |
Light & Medium
Armour & Shields
Simple and
Martial Weapons |
|
|
|
|
Rogue
A scounrel who uses stealth and trickery to overcome obstacles and enemies.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Dexterity |
Dexterity & Intelligence |
Light Armour
Simple Weapons
Hand Crossbows,
Longswords, Rapiers,
and Shortswords |
|
|
|
|
Sorcerer
A spellcaster who draws on inherent magic from a gift or bloodline.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D6 |
Charisma |
Constitution & Charisma |
Daggers, Darts,
Slings, Quarterstaffs,
and Light Crossbows |
|
|
|
|
Warlock
A wielder of magic that is derived from a bargain with an extraplanar entity.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D8 |
Charisma |
Wisdom & Charisma |
Light Armour and
Simple Weapons |
|
|
|
|
Wizard
A schorlarly magic-user capable of manipulating the structures of reality.
Hit Dice |
Primary
Ability |
Saving Throw
Proficiencies |
Armour and Weapon
Proficiencies |
|
|
|
|
D6 |
Intelligence |
Intelligence & Wisdom |
Daggers, Darts,
Slings, Quarterstaffs,
and Light Crossbows |
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