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MEATY BONES CLASSES

ACOLYTE OF BOKI

 
Armor and Weapons: 4 slots. Magic: 8 slots. Gear: 8 slots   An Acolyte of Boki's most important Stats are Dexterity and Intelligence.   An Acolyte knows the Language Auldewyrm.  

ARMOR

An Acolyte can use a Helmet (1 slot), Gambeson (1 slot), Leather (2 slots), or Brigadine (3 slots).  

WEAPONS

An Acolyte uses Unarmed Master, Basic Weapons, and Sling.  

WEAPON COMBAT

  • An Acolyte fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 15, the Acolyte can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

DUAL COMBAT

At level 11, the Acolyte can make two melee attacks in one turn.  

UNARMED MASTERY

Unarmed Attack
When a successful hit is made with an Unarmed Attack, add +1 to the damage for every EMPTY GEAR SLOT they have. This will be a maximum of +8. On a critical hit, the Acolyte adds a maneuver to their critical damage:
  • Throw the foe 5 feet
  • Grapple the foe
  • Disarm the foe
  • Knock Back the foe 10 feet
  • Stun the foe
  • Trip the foe prone
 
Unarmed Damage
An Acolyte has mastered the art of unarmed fighting and they do more damage with their blows. Critical damage can happen on natural rolls on a 1d20. These are shown in the Advancement table below. When making an Unarmed Attack, an Acolyte declares the damage type as:
  • Smashing Strike (blunt damage)
  • Spike Strike (pierce damage)
  • Shear Strike (slash damage)
 
Power Attack
When using a Power Attack with an Unarmed Attack, the Acolyte will take 1 HP damage in order to add their Strength Bonus to the damage. If the attack is a Critical, the Acolyte takes 2 HP damage but adds double their Strength Bonus.  
Blows of Fury
At level 7, an Acolyte can make a Melee Attack Roll and hit the target with 2 blows once per turn.  
Blows of Iron
At level 14, an Acolyte can make a Melee Attack Roll and hit the target with 3 blows once per turn.  

MAGIC BASED ON INTELLIGENCE

Cantrips
At level 1, the Acolyte has four Cantrip Spells (spells that do not use up a magic slot when cast). The names of these Cantrips must be spoken (a whisper or shout will work just fine). They are:
  • Dew'l: Run on air or water. Known at Level 1
  • Elementia: Simple non-damaging elemental effects. Known at Level 1
  • Mid: resist mundane damange. Known at Level 1
  • Sef: Forceful knockback. known at Level 1
Magic Slot Spells
As an Acolyte levels they gain enlightenment in the form of spells. Casting them merely requires a hand gesture. These spells are each placed in a magic slot and can then be cast as many times per day as the advancement table below indicates.  
Using Scrolls and Books
An Acolyte cannot prepare greenleaf, prayers, or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the greenleaf, prayer, or spell once used. Using magic from a scroll or book is a full turn action and the Acolyte can take no other action that turn. Acolytes cannot make scrolls.  
Enlightenment Spells
  • Grah: Hide an object in a dimensional pocket. Learned at level 1
  • Nir: Magically fling a loose object at a target. Learned at Level 1
  • Lah: Bind two foes with magic. Learned at Level 3
  • La'as: Spread ice and water or turn them into an icy attack. Learned at level 5
  • Kyne: End a curse. Learned at Level 7
  • Qo:Magically appear and pummel a foe. Learned at Level 9
  • Klo: Protect someone from death. Learned at Level 11
  • Nos: Conjure an ethereal dragon. Learned at Level 13

Reading The Table

Spec. Ab. = Special Abilities

 

BARBARIAN

 
Armor and Weapons: 12 slots Magic: 0 slots Gear: 8 slots   An Barbarian's most important Stat is Strength.  

ARMOR

A Barbarian can use a Shield (1 slot), Helmet (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots), Plate and Chain (5 slots), Full Plate (6 slots)  

WEAPONS

A Barbarian can use Basic, One-Hand, Two-Hand, Reach, and Missile Weapons. The table shows advancement for Non-Mastery weapon Styles.  

NON-MASTERY COMBAT

  • A Barbarian fighting with a Non-Mastery Weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage plus 1 to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 15, the Barbarian can add two additional dice of the weapon's damage plus 2 to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

USING SCROLLS AND BOOKS

A Barbarian cannot prepare greenleaf, prayers, or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the greenleaf, prayer, or spell once used. Using magic from a scroll or book is a full turn action and the Barbarian can take no other action that turn. Barbarians cannot make scrolls.  

BARBARIAN RAGE

The Rage
  • At Level 1, the Barbarian chooses a totem to pattern their rage after. The Barbarian can then rage, getting +2 to melee attack and melee damage as well as Resist For Half Damage: Bludgeon, Piercing, Slashing. The Rage lasts for 10 turns. A Barbarian can rage as many times a day as the table below indicates.
  • At Level 7, the Barbarian gains the second stage of their totem
  • At Level 14, the Barbarian gains the third stage of their totem
 
Totems
Bull:
  • At Stage 2, the Bull grants the Barbarian Lucky to all non-attack Strength Rolls. It also grants immunity to being Knocked Back for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Bull will appear to fight for the Barbarian. It attacks with its Horns doing 3d6 + 1 die Piercing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Knocks Back the target 10 feet unless the target succeeds at an Unlucky Strength Roll: 17. The Spirit Bull remains for the duration of the Barbarian's Rage.
  Catamount:
  • At Stage 2, the Catamount grants the Barbarian Lucky to all Dexterity Rolls. It also grants Immunity to Grapple for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Catamount will appear to fight for the Barbarian. It attacks with its Claws doing 3d6 + 1 die Slashing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Grapples the target unless the target succeeds at an Unlucky Dexterity Roll: 17. The Spirit Catamount remains for the duration of the Barbarian's Rage.
  Bear:
  • At Stage 2, the Bear grants the Barbarian Lucky to all Constitution Rolls. It also grants Immunity to Throw for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Bear will appear to fight for the Barbarian. It attacks with its Claws doing 3d6 + 1 die Slashing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Throws the target 5 feet in a chosen direction unless the target succeeds at an Unlucky Constitution Roll: 17. The Spirit Bear remains for the duration of the Barbarian's Rage.
  Owl:
  • At Stage 2, the Owl grants the Barbarian Lucky to all Intelligence non- spell attack Rolls. It also grants Immunity to Stun for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Owl will appear to fight for the Barbarian. It attacks with its Talons doing 3d6 + 1 die Piercing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Stuns the target unless the target succeeds at an Unlucky Intelligence Roll: 17. The Spirit Owl remains for the duration of the Barbarian's Rage.
  Eagle:
  • At Stage 2, the Eagle grants the Barbarian Lucky to all Wisdom non-attack Rolls. It also grants Immunity to Disarm for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Eagle will appear to fight for the Barbarian. It attacks with its Beak doing 3d6 + 1 die Slashing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Disarms the target unless the target succeeds at an Unlucky Wisdom Roll: 17. The Spirit Eagle remains for the duration of the Barbarian's Rage.
  Wolf:
  • At Stage 2, the Wolf grants the Barbarian Lucky to all Charisma Rolls. It also grants Immunity to Trip for the duration of the Barbarian's Rage.
  • At Stage 3, if the Barbarian drops to zero HP and/or takes Injuries a Spirit Wolf will appear to fight for the Barbarian. It attacks with its Bite doing 3d6 + 1 die Piercing damage for every 2 levels beyond 14th the Barbarian is. On a crit it deals double damage AND Trips the target unless the target succeeds at an Unlucky Charisma Roll: 17. The Spirit Wolf remains for the duration of the Barbarian's Rage.
 

MASTERY

  • Weapon Mastery
    • A Barbarian must choose one weapon style to master in. These styles are Basic, One-Hand, Two-Hand, Reach, and Missle.
    • At Level 11, the Barbarian gains Grand Weapon Mastery and adds +2 to attacks made with weapons from their chosen weapon style.
 
  • Mastery Combat
    • A Barbarian fighting with a mastery Weapon deals damage equal to the damage of that mastery weapon plus 1. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
    • At level 7, the Barbarian adds one additional die of the mastery weapon's damage and +2 to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
    • At level 13, the Barbarian can add two additional dice of the mastery weapon's damage and +3 to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
    • At level 18, the Barbarian can add three additional dice of the mastery weapon's damage and +4 to the total damage and their chance of a critical hit happens on a natural 17-20 on a 1d20 roll.
 
  • Power Attack
    When using a Power Attack, a Barbarian has a 30% chance of breaking their weapon in order to add their Strength Bonus to the damage. If the attack is a Critical they add double their bonus.
 
  • Dual Combat
    At level 5, the Barbarian can make two melee attacks in one turn.
 
  • Dual Mastery
    At Level 6, the Barbarian can make two melee strikes in one attack once per turn.
 
  • Dread Assault
    At Level 12, the Barbarian can do a Dread Assault allowing them to make a single Melee Attack Roll and hit the target with 3 blows. They can do this only if they take no other action during that turn.
 
  • Triple Combat
    At level 15, the Barbarian can make three melee attacks in one turn.
 
  • Triple Mastery
    At Level 16, the Barbarian can make three melee strikes in one attack once per turn.
 
  • Deadly Whirl
    At Level 18, the Barbarian can do a Deadly Whirl where they make an attack against every target within reach. They can do this only if they take no other action during that turn.

Reading the table

Spec. Ab. = Special Abilites.

 

BARD

 
Armor and Weapons: 7 slots Magic: 5 slots Gear: 8 slots   A Bard's most important Stat is Charisma.  

ARMOR

A Bard can use a Helmet (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots), Plate and Chain (5 slots), Full Plate (6 slots)  

WEAPONS

A Bard can use Unarmed Attack, Basic Weapons, One-Hand Weapons, and Missile Weapons.  

WEAPON COMBAT

  • A Bard fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 11, the Bard gain Dual Combat, allowing them to make two melee attacks in one turn.
  • At level 15, the Bard can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

MAGIC BASED ON CHARISMA

  • Performance
    By using their music or poetic ability, a bard can create magical effects that last for the duration of the playing of the music or recitation of the poetry. The Bard cannot move on the turn they begin their performance. If they move at anytime during a turn while performing, the effect ends. A successful attack on a Bard will also end the effect.
  • Bardic Magic
    • Countermagic
    • Enthrall
    • Bravery
    • Compulsion
    • Break Free
    • Heroism
    • Mass Compulsion
  • Magic Slot Spells
    As a Bard levels, they gain bardic magics. These effects are each placed in a magic slot and can then be cast as many times per day as the advancement table below indicates.

Using Scrolls and Books

A Bard cannot prepare greenleaf, prayers, or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the greenleaf, prayer, or spell once used. Using magic from a scroll or book is a full turn action and the Bard can take no other action that turn. Barbarians cannot make scrolls.  

Reading the table

Spec. Ab. = Special Abilites, Counter M. = Counter Magic, Mass Comp. = Mass Compulsion.

 

CLERIC

 
Armor and Weapons: 5 slots Magic: 7 slots Gear: 8 slots   A Cleric's most important Stat is Constitution.  

ARMOR

A Cleric can use a Helmet (1 slot), Shield (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots)  

WEAPONS

A Cleric can use Unarmed Attack, Basic Weapons, One-Hand Weapons, and Missile Weapons.  

USING SCROLLS AND BOOKS

A Cleric cannot prepare greenleaf or spells into magic slots, but can still use those scrolls and spellbooks from gear slots. This destroys the greenleaf or spell once used. Casting greenleaf or spells from a scroll or book is a full turn action and the Cleric can take no other action that turn. Clericss cannot make greenleaf or spell scrolls.  

WEAPON COMBAT

  • A Cleric fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 11, the Cleric gains Dual Comabt, allowing them to make two melee attacks in one turn.
  • At level 15, the Cleric can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

HEALING BASED ON CONSTITUTION

QUICK HEAL
At level 1, the Cleric heals themself by rolling their Racial Hit Dice and adding their Constitution Bonus. This ability recharges when a 5-6 is rolled on a d6. This recharge roll can only be made once per turn.  
DISRUPT THE DEAD
At level 6, the cleric can use their Quick Heal roll to deal that much extra damage to an undead/demonic creature if they successfully touch that creature with a melee attack. This touch can be through their weapon.  
MASTER'S HEAL
At level 7, the Cleric heals themself and one other touched creature by rolling their Racial Hit Dice and adding their Constitution Bonus then applying the total to each of them. They can touch another creature and heal them by this same total. This ability can only be used 3 times per day.  
MASTER'S DISRUPT THE DEAD
A level 12, if the cleric successfully hits with Disrupt the Dead, they can arc the Quick Heal roll damage to another undead/demonic creature within 5 feet of the targeted undead.  
GRANDMASTER'S HEAL
At level 14, the Cleric heals themself and all allies withing 30 feet by rolling their Racial Hit Dice and adding their Constitution Bonus then applying the total to each of them. This ability can only be used once a day.  
GRANDMASTER'S DISRUPT UNDEAD
At level 18, if the cleric successfully hits with Disrupt the Dead, they can arc the Quick Heal roll damage to all undead/demonic creatures within 10 feet of the targeted undead.  

MAGIC BASED ON INTELLIGENCE

  • Faith
    A Cleric chooses to worship a god from those worshiped by their chosen Culture. As long as they do not offend their chosen god by violating their tenants, they are gifted the power to cast prayers. This grows as they level and is shown on the table.
  • Cantrip
    This prayer can be cast without a spell slot. At level 1, the Cleric chooses a prayer to be their cantrip from the following list:
    • Bend Fate
    • Hostile
    • Magic Dampener
    • Pacify
Prayers
A Cleric can learn a variety of prayers they keep in Prayer Books. Each day, they determine which prayers they prepare into each slot they have available. Only the prayer prepared for that slot can be cast however many times the slot allows. A prayer can be prepared into more than one slot. At level 1, The Cleric chooses one prayer to add to their Prayer Book from the following list:
  • Astral Prison
  • Bend Fate
  • Command
  • Curative
  • Greed
  • Hostile
  • Magic Dampener
  • Night Sphere
  • Pacify
  • Raise Spirit
Complete Prayer List
  • Astral Prison
  • Bend Fate
  • Command
  • Curative
  • Greed
  • Hostile
  • Magic Dampener
  • Night Sphere
  • Pacify
  • Raise Dead
  • Raise Spirit
  • Star Paladin
  • Summon Idol

Reading the table

Spec. Ab. = Special Abilites.

 

DRUID

Armor and Weapons: 5 slots Magic: 7 slots Gear: 8 slots   A Druid's most important Stat is Charisma.  

ARMOR

A Druid can use a Helmet (1 slot), Shield (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots).  

WEAPONS

A Druid can use Unarmed Attack, Basic Weapons, One-Hand Weapons, and Missile Weapons.  

WEAPON COMBAT

  • A Druid fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 11, the Druid gains Dual Combat, allowing them to make two melee attacks in one turn.
  • At level 15, the Druid can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

ELEMENTAL SOUL

At Level 1, the Druid chooses to have fire or cold in their soul. All Melee Attacks and Range Attacks using ammo add 1 damage of their chosen type of the type chosen to the damage. The Druid also adds 1 additional die to the damage for the spells of their choose element:
  • Fire Spells
    • Fire Strike
    • Fire Wall
  • Cold Spells
    • Ice Strike
At Level 8, the added damage to Melee Attacks and Range Attacks using ammo increases to 1d4 damage of their chosen type. The Druid adds 2 additional die to the spells of their chosen element.   At Level 15, the added damage to Melee Attacks and Range Attacks using ammo increases to 2d4 damage of their chosen type. The Druid adds 3 additional die to the spells of their chosen element.  

CONJURE SIMPLE WEAPON

At Level 4, the Druid creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of their Element. These weapons appear with a +1 bonus to attack and damage. The base die of the weapon remains the same while the type of damage it delivers of the chosen element. Elemental Soul damage stacks with this weapon. This weapon last for 1 minute.  

CONJURE MARTIAL WEAPON

At Level 8, the Druid creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of their Element. These weapons appear with a +2 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage is that of the chosen element. Elemental Soul damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE GREATER WEAPON

At Level 12, the Druid creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of their Element. These weapons appear with a +3 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage is that of the chosen element. Elemental Soul damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE EPIC WEAPON

At level 16, the Druid creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of their Element. These weapons appear with a +4 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage is that of the chosen element. Elemental Soul damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE LEGENDARY WEAPON

At level 20, the Druid creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of their Element. These weapons appear with a +5 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage is that of the chosen element. Elemental Soul damage stacks with this weapon. This weapon lasts for 1 minute.

MAGIC BASED ON WISDOM

  • Natural Magic
    Druid magic manipulates nature, fire, and cold. This power evolves as the Druid gains levels.
  • Cantrips
    This greenleaf can be cast without a spell slot. At level 1, the Druid chooses a greenleaf to be their cantrip from the following list:
    • Beast Form
    • Bird Person
    • Control Plants
    • Fog Cloud
  • Greenleaf
    A Druid can learn a variety of greenleafs they keep in Leafletters. Each day, they determine which greenleafs they prepare into each slot they have available. Only the greenleaf prepared for that slot can be cast however many times the slot allows. A greenleaf can be prepared into more than one slot. At level 1, The Druid chooses one greenleaf to add to their Leafletter from the following list:
    • Anthropomorphize
    • Beast Form
    • Bird person
    • Control Plants
    • Control Weather
    • Earthquake
    • Fire Strike
    • Fire Wall
    • Fog Cloud
    • Ice Strike
    • Ice Wall
    • Ooze Form
    • Primeval Surge
    • Scry
    • Sculpt Elements
    • Sniff
    • Spider Climb
    • Summon Cube
    • Swarm
    • Thicket
    • Upwell
    • Web

Using Scrolls And Books

A Druid cannot prepare prayers or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the prayer or spell once used. Using magic from a scroll or book is a full turn action and the Druid can take no other action that turn. Druids cannot make prayer or spell scrolls.

Reading the table

Spec. Ab. = Special Abilites.

 

FIGHTER

Armor and Weapons: 12 slots Magic: 0 slots Gear: 8 slots   A Fighter's most important Stat is Strength or Dexterity or Wisdom.  

ARMOR

A Fighter can use a Shield (1 slot), Helmet (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots), Plate and Chain (5 slots), Full Plate (6 slots).  

WEAPONS

A Fighter can use Basic, One-Hand, Two-Hand, Reach, and Missile Weapons. The table shows advancement for Non-Mastery weapon Styles.  

USING SCROLLS AND BOOKS

A Fighter cannot prepare greenleaf, prayers, or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the greenleaf, prayer, or spell once used. Using magic from a scroll or book is a full turn action and the Fighter can take no other action that turn. Fighters cannot make scrolls.  

WEAPON COMBAT

  • Non-Mastery Combat
    • A Fighter using a Non-Mastery weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
    • At level 8, they can add one additional die of the weapon's damage plus 1 to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
    • At level 15, the Fighter can add two additional dice of the weapon's damage plus 2 to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 
  • Weapon Mastery
    • A Fighter must choose one weapon style to master in. These styles are Basic, One-Hand, Two-Hand, Reach, and Missle.
    • At Level 6, the Fighter chooses a second weapon style to master in. These styles are Basic, One-Hand, Two-hand, Reach, and Missile
    • At Level 11, the Fighter gains Grand Weapon Mastery and adds +2 to attacks made with weapons from their chosen weapon style.
    • At Level 16, the Fighter chooses a third weapon style to master in. These styles are Basic, One-Hand, Two-hand, Reach, and Missile
 
  • Mastery Combat
    • A Fighter using a Mastery Weapon deals damage equal to the damage of that mastery weapon plus 1. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
    • At level 7, the Fighter adds one additional die of the mastery weapon's damage and +2 to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
    • At level 13, the Fighter can add two additional dice of the mastery weapon's damage and +3 to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
    • At level 18, the Fighter can add three additional dice of the mastery weapon's damage and +4 to the total damage and their chance of a critical hit happens on a natural 17-20 on a 1d20 roll.
 
  • Power Attack
    When using a Power Attack, a Fighter has a 30% chance of breaking their weapon in order to add their Strength Bonus to the damage. If the attack is a Critical, they add double their bonus.
 
  • Dual Combat
    At level 5, the Fighter can make two melee attacks in one turn.
 
  • Dual Mastery
    At Level 6, the Fighter can make two melee strikes in one attack once per turn.
 
  • Dread Assault
    At Level 12, the Fighter can do a Dread Assault allowing them to make a single Melee Attack Roll and hit the target with 3 blows. They can do this only if they take no other action during that turn.
 
  • Triple Combat
    At level 15, the Fighter can make three melee attacks in one turn.
  • Triple Mastery
    At Level 16, the Fighter can make three melee strikes in one attack once per turn.
 
  • Deadly Whirl
    At Level 18, the Fighter can do a Deadly Whirl where they make an attack against every target within reach. They can do this only if they take no other action during that turn.
 

DRILL MASTERY

  • Drill Cadet
    At Level 1, if an ally is within 5 feet of the target, the Fighter can make Lucky Attack rolls against that target.
  • Drill Sergeant
    At Level 7, if an ally is within 5 feet of the target, the Fighter can make a Lucky Attack Rolls and add one extra weapon die to the damage. This will stack with Weapon Combats.
  • Drill Major
    At Level 14, if an ally is within 5 feet of the target, the Fighter can make Lucky Attack Rolls and add two extra weapon die to the damage. This will stack with Weapon Combats.

Reading the table

Spec. Ab. = Special Abilites.

 

KNAVE

 
Armor, Weapons, Magic: 12 slots. Gear: 8 slots   A Knave's best stat is Dexterity.  

ARMOR

A Knave can use a Helmet (1 slot), Shield (1 slot), Gambeson (1 slot), Leather (2 slots), Brigadine (3 slots), Chain (4 slots), Plate and Chain (5 slots), Plate (6 slots).  

WEAPONS

A Knave can use Unarmed Attack, Basic Weapons, One-Hand Weapons, and Missile Weapons.  

USING SCROLLS AND BOOKS

A Knave cannot prepare greenleaf, prayers, or spells into magic slots, but can still use scrolls and spellbooks from gear slots. This destroys the greenleaf, prayer, or spell once used. Using magic from a scroll or book is a full turn action and the Knave can take no other action that turn. Knaves cannot make scrolls.  

WEAPON COMBAT

  • A Knave fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 11, the Knave gains Dual Combat, allowing them to make two melee attacks in one turn.
  • At level 15, the Druid can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

THIEVERY BASED ON DEXTERITY

  • Lockpicker
    Starting at Level 1, the Knave can use thieves tools to pick 1 mechanical lock and disable 1 mechanical trap trigger during a turn with a + 1 bonus. This bonus increases as they level and is noted on the table. Bonuses from tools and the Knaves Intelligence are be stacked with this. They also this ability to find magical or mechanical locks and trap triggers.
  • Skulking
    Starting at Level 1, the Knave can move silently and stay hidden. The Knave uses their Lockpicker bonus fropm the table and adds their Dexterity Bonus. They must roll every turn they are moving or every 15 minutes hidden and not attacking. If they are moving faster than half-speed, they must make an Unlucky Roll.
  • Expert Lockpicker
    At Level 4, the Knave can pick 2 mechanichal locks or disable 2 mechanical trap triggers per turn.
  • Notable Lockpicker
    At Level 8, the Knave can pick 1 magical lock or disable 1 magical trap trigger per turn.
  • Master Lockpicker
    At Level 12, the Knave can pick 3 mechanical locks or disable 3 mechanical trap triggers per turn.
  • Grand Master Lockpicker
    At Level 16, the Knave can pick 2 magical locks or disable 2 magical trap triggers per turn.
 

USE TOXINS

At level 1, the knave can uses adding their Lockpicker Bonus from the table. They do not have the UNLUCKY ROLL penalty when using toxins.

Reading the table

Spec. Ab. = Special Abilites, Loc. Dev. = Locks and Devices.

 

SORCEROR

Armor and Weapons: 3 slots, Magic: 9 slots, Gear: 8 slots.   A Sorceror's most important Stat is Intelligence.  

ARMOR

A Sorceror can use a Helmet (1 slot), Gambeson (1 slot), Leather (2 slots).  

WEAPONS

A Sorceror can use Unarmed Attack, Basic Weapons, One-Hand Weapons, and Missile Weapons.  

WEAPON COMBAT

  • A Sorceror fighting with a weapon deals damage equal to the damage of that weapon. Their chance of a Critical hit, which will deal double that damage, happens on a natural 20 on a 1d20 dice roll.
  • At level 8, they can add one additional die of the weapon's damage to the total damage and their chance of a critical hit happens in a natural 19-20 roll on a 1d20 dice roll.
  • At level 11, the Sorceror gains Dual Combat, allowing them to make two melee attacks in one turn.
  • At level 15, the Sorceror can add two additional dice of the weapon's damage to the total damage and their chance of a critical hit happens on a natural 18-20 on a 1d20 dice roll.
 

STORMY BLOOD

  • 1) At Level 1, all of teh Sorceror's Melee Attacks and Range Attacks using ammo add 1 lightning damage. The Druid also adds 1 additional die to the damage for the spell Sky Bolt.
 
  • 2) At Level 8, the added damage to Melee Attacks and Range Attacks using ammo increases to 1d4 lightning. The Sorceror adds 2 additional die to the spell Sky Bolt.
 
  • 3) At Level 15, the added damage to Melee Attacks and Range Attacks using ammo increases to 2d4 lightning. The Sorceror adds 3 additional die to the spell Sky Bolt.
 

CONJURE SIMPLE WEAPON

At Level 4, the Sorceror creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of Lightning. These weapons appear with a +1 bonus to attack and damage. The base die of the weapon remains the same while the type of damage changes to lightning. Stormy Blood damage stacks with this weapon. This weapon last for 1 minute.  

CONJURE MARTIAL WEAPON

At Level 8, the Sorceror creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of Lightning. These weapons appear with a +2 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage changes to lightning. Stormy Blood damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE GREATER WEAPON

At Level 12, the Sorceror creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of Lightning. These weapons appear with a +3 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage changes to lightning. Stormy Blood damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE EPIC WEAPON

At level 16, the Sorceror creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of lightning. These weapons appear with a +4 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage changes to lightning. Stormy Blood damage stacks with this weapon. This weapon lasts for 1 minute.  

CONJURE LEGENDARY WEAPON

At level 20, the Sorceror creates into their hands any Basic weapon, One-Hand Weapon, Two-Hand Weapon, Reach Weapon, or Missle Weapon with 6 Ammo made of lightning. These weapons appear with a +5 bonus to attack and damage. The base die of the weapon remains the the same while the type of damage changes to lightning. Stormy Blood damage stacks with this weapon. This weapon lasts for 1 minute.  

MAGIC BASED ON INTELLIGENCE

  • Innate Magic
    A sorceror is born with the ability to cast magic. Their known spells are limited to the number of spell slots they have, with a known spell taking up a slot. As a sorceror levels, they gain more slots. A sorceror can change any spell in any slot at any time but they will then forget the previous spell in favor of the new spell.
  • Using Scrolls And Books
    A Sorceror does not prepare spells. They can use scrolls and spellbooks from gear slots. This destroys the scroll once used. Using magic from a scroll or book is a full turn action and the Sorceror can take no other action that turn. Sorcerors cannot make scrolls.
 
  • Cantrip
    The sorceror chooses one spell from the list provided as a cantrip that they do not need a slot or scroll or book to cast. The cantrip cannot be changed once chosen. These spells are:
    • Animate Object
    • Attract/Repel
    • Detect Magic
    • Displace
    • Filch
    • Gravity Shift
    • Increase Gravity
    • Invisible Tether
    • Marble Madness
    • Pull/Push
    • Sort
    • Telekinesis
  • Slot Spells
    At Level 1, a Sorceror chooses a spell for Slot 1 from the list provided. As they level and gain more spells slots, they choose a new spell for each new slot. Also when leveling up, the sorceror may swap spells in their other slots for new ones. These spells are:
    Acid Spray
    Adhere
    Animate
    Arcane Eye
    Attract/Repel
    Babble
    Befuddle
    Body Swap
    Charm
    Comprehend
    Counterspell
    Deafen
    Detect Magic
    Disassemble
    Disguise
    Displace
    Elasticity
    Filch
    Frenzy
    Gravity Shift
    Haste
    Hear Whispers
    Hover
    Hypnotize
    Illuminate
    Illusion
    Increase Gravity
    Invisible Tether
    Knock
    Leap
    Manse
    Marble-Madness
    Masquerade
    Miniaturize
    Mirrow Image
    Mirror Walk
    Morph
    Multi-Arm
    Phantom Coach
    Phobia
    Pit
    Psychometry
    Pull/Push
    Read Minds
    Shroud
    Shuffle
    Sky Bolt
    Sleep
    Smoke Form
    Sort
    Spectacle
    Spellseize
    Telekinesis
    Telepathy
    Teleport
    Thaumaturgic Anchor
    Time Jump
    True Sight
    Vision
    Ward
    X-Ray Vision

Reading the table

Spec. Ab. = Special Abilites.
 

WARDER

BEST STAT: Wisdom and Charisma.
Armor and Weapons: 9 slots
Magic: 3 slots
Gear: 8 slots

WIZARD

BEST STAT: Intelligence.
Armor and Weapons: 3 slots
Magic: 9 slots
Gear: 8 slots.

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