top of page

Classes

These are the classes available to you in our Hud.

â—‰-------------------- Paladin ----------------------â—‰

​

â–ºIn short:

 

A religious warrior bound by a sacred oath. The Paladin class is a melee physical class plus healer that uses holy abilities to damage enemies and defend or heal allies.

 

â–ºDescription:

 

A paladin is a knight of justice, to stand with the good things of the world against evil, wherever they lurk. Different paladins choose various aspects of the cause of righteousness, but all are bound by oaths that grant them power to do their work. Many paladins are devoted to gods of good, but a paladin's power may also come from a commitment to justice.

 

As guardians paladins are rarely of evil alignment, but Dark Paladins do exist. Take in consideration how your alignment spices the way you pursue your holy quest.

 

â–ºPrimary abilities

 

Strength and Charisma

 

â–ºSaves

 

Wisdom and Charisma

â—‰-------------------- Ranger ----------------------â—‰

â–ºIn short:

 

A warrior who faces the threats on the edges of civilization.

 

â–ºDescription:

 

Rangers specialize in hunting. They learn to track as a predator, sliding stealthily through the wilderness, finding refuge and camouflage in brush and rubble. Rangers focus their training on techniques that are useful against their specific favored foe. Because of their familiarity with the wild, rangers sometimes acquire the ability to cast spells harnessing nature's power, emphasizing speed, stealth and the hunt.

 

â–ºPrimary abilities

 

Dexterity and Wisdom

 

â–ºSaves

 

Strength and Dexterity

â—‰-------------------- Rogue ----------------------â—‰

â–ºIn short:

 

A rascal who uses trickery and stealth to overcome obstacles and foes.

 

â–ºDescription:

 

Rogues focus on stealth and deception, devoting as much effort mastering their combat abilities and perfecting the use of a set of different skills. Some decide to focus on things like climbing, finding and disarming traps, and lock picking.

 

In combat, rogues work on cunning over brute strength, and since they have a knack for avoiding danger, a few can learn small magical tricks to supplement their skills. Some have perfected their skills with the purpose of infiltrating ruins and hidden crypts in search of treasure.

 

Every place has a group of scoundrels that live up to the worst stereotypes, making a living as burglars, assassins, cutpurses and con artist. As adventurers, rogues fall on both sides of the law. Sometimes they organize in guilds or crime families, although plenty of rogues operate independently, recruiting apprentices to help them with scams and heists. Some other rogues even try to make an honest living as locksmiths, exterminators and investigators.

 

â–ºPrimary abilities

 

Dexterity

 

â–ºSaves

 

Dexterity and Intelligence.

â—‰-------------------- Druid ----------------------â—‰

â–ºIn short:

 

A priest of the ancient faith, harnessing the power of nature and adopting animal forms.

 

â–ºDescription:

 

Above all, druids revere nature. Their magical and spiritual powers come whether from a force of nature itself, or a nature god. Some druids pursue the path of mystic spirituality, seeking to transcend union with nature, rather than devote to a godly entity, while other serve old gods, elemental forces, and animals.

 

The old druidic traditions are referred in many ways: the ancient faith, old faith, or archaic lore, contrasting with the worship in temples.

 

Druid spells are oriented to nature, harnessing the power of the sun, moon, fire, storms, tooth, and claw. Sometimes they take animal forms, and all druids are concerned with the delicate balance of nature, plants and animals.

 

Druids accept the cruelty of nature, but tend to dislike that which is unnatural and aberrant, like the undead. They often function as guardians of  sacred areas of unspoiled nature, but take active roles in combating unnatural threats.

â–ºPrimary abilities

 

Wisdom

 

â–ºSaves

 

Wisdom and Intelligence

â—‰-------------------- Fighter ----------------------â—‰

â–ºIn short:

 

Specialist of martial combat, with skills in different weapons and armor.

 

â–ºDescription:

 

A fighter has a lot of scope for interesting variations of this archetype. Fighters learn the basics of several combat styles and basic weapons, but they function best if specialized. The same with armor and martial style. The wide variations depend on the character, some fighters specialize on archery, two handed weapons, or artificial magic augmentation.

 

The combination with general ability and specialization makes a fighter a superior combatant. Not ever member of the militia or city guards is a fighter, most of these troops are relatively untrained or with basic combat knowledge. Military Officers, trained body guards, monster hunters, dedicated knights, veterans and the like are fighters.

 

â–ºPrimary abilities

 

Strength or Dexterity

 

â–ºSaves

 

Strength and Constitution

â—‰-------------------- Monk ----------------------â—‰

â–ºIn short:

 

A student of martial arts, mastering the power of the body to reach both spiritual and physical perfection.

 

â–ºDescription:

 

Monks study the magical energy that most cloister and monastic traditions call ki. This energy is an element that flows through living bodies. Monks harness this power within to create magical effects and take their bodies to the limits of physical capabilities. Channeling their ki, they can infuse uncanny strength and speed into unarmed strikes.

 

Monks tend to seek personal perfection through rigorous training and contemplation. Most live secluded, apart from anything that might impede their spiritual progress, but don't shun their neighbors, making frequent visitors to nearby towns for exchanging their service for food and other goods. Other monks are sworn to isolation, emerging only to serve as spies or investigators.

 

Monks have no particular armor or shield proficiencies. If any, monks get simple weapons and short swords. However, monks tend to use their fists and feet as their main weapons. As a monk, you get to choose two skills of specialization from acrobatics, athletics, history, insight, religion, and stealth.

 

â–ºPrimary abilities

 

Dexterity and Wisdom

 

â–ºSaves

 

Strength and Dexterity

Monk_edited.jpg
â—‰-------------------- Barbarian -------------------â—‰

â–ºIn short:

 

A ferocious warrior who can enter battle rage.

 

â–ºDescription:

 

Towns and cities take pride in the progress of their settled ways, protected from wild nature, but to a barbarian, sedentary life style is no virtue rather, a sign of weakness. Barbarians embrace the stronger aspects of nature, value sharp instincts, primal physicality, fierce rage. They thrive in the wilds, whether it be tundra, jungle or grassland, where barbarian tribes tend to live and hunt.

 

Barbarians live for the chaos of combat. They can enter a berserk state, giving them superhuman strength and constitution. A barbarian's reservoir of fury can work only a few times without resting, but that rage can suffice to defeat threats.

 

Some barbarians play important roles as protectors of people and leaders in times of war. They charge into dangers, from rival tribes, deadly weather or monsters, so that their people don't have to.

 

â–ºPrimary abilities

 

Strength

 

â–ºSaves

 

Strength and Constitution

â—‰-------------------- Bard ----------------------â—‰

â–ºIn short:

 

A performer whose power echo the music of creation.

 

â–ºDescription:

 

In this world, words and music are not just mere sounds, they are vibrations that carry power on their own and with their meaning. A bard is a master of words, rhetoric, speech and song, tapping from the powers of primordial creation, which some myths say, was shaped by music.

 

Bards strength it's their versatility. Some prefer to be support during combat, using their magic to inspire allies and demoralize enemies... from a distance. They are, nonetheless, capable of using melee if necessary, using their power to reinforce their armor and weapon.

 

Their spells tend to charms and illusions rather than destructive spells, but you never know. True bards are not common, not every singer in a tavern and not every jester is a bard. Discovering the magic hidden in music require study and natural talent. Given the nature of their skills, bards rarely stay in one place for long, seeking new tales to tell and discovering new melodies.

 

â–ºPrimary abilities

 

Charisma

 

â–ºSaves

 

Dexterity and Charisma

â—‰------------------- Artificer ----------------------â—‰

â–ºIn short:

 

Natural inventors, artificers use magic and inventiveness to unlock astonishing capabilities in ordinary objects.

 

â–ºDescription:

 

Magic is a complex system, and Artificers see this as a challenge to be decoded and harnessed into their inventions. They use various tools to channel their arcane power, for example, to cast a spell, an artificer might delve into alchemist supplies to create potions, calligrapher's supply to write sigils and tinker temporary charms.

 

Many lives have been improved because of the work of kind artificers, but countless lives have also been lost because of the destruction unleashed by certain artificers' creations. After the war against the Curators, and with the expansion of trading routes, the ability to harness arcane magic as a form of science has been made common knowledge and deployed throughout society.

 

They get excited over the discovery of new metals, sources or elemental energies. In Artificer's circles, strange discoveries and wacky inventions get the most prestige, so artificers always look to innovate, creating something fresh over mundane designs. This drive for novelty makes of them good adventurers, going as far as the frontiers of civilization to make discoveries in arcane research. Some artificers choose a more quiet live, running businesses that fix problems that normal services deem unfixable. Some other work along other classes: with their knowledge on alchemy can function as pharmacists. Sometimes they serve as armorers, artillerists or Battle Smiths. The versatility of the Artificer is only matched by that of the Bard, imagination is the limit.

 

â–ºPrimary abilities

 

Intelligence

 

â–ºSaves

 

Intelligence and Constitution

â—‰------------------- Warlock ----------------------â—‰

â–ºIn short:

 

Holder of magic that comes from a bargain with an extraplanar entity.

 

â–ºDescription:

 

A pact with an otherworldly being defines a warlock. The nature of this relationship varies, but even if it's like that of a cleric and a deity, the beings serving as patrons for the warlocks are not gods. The arrangements tend to be similar to those between a master and an apprentice, the warlock grows in power in exchange of the occasional service performed on the patron's behalf.

 

The magic of a warlock ranges from minor (but lasting) alterations, like see in the dark or read any language, to larger spells. Unlike the bookish wizards, warlocks supplements their magic with melee combat. They are comfortable in light armor and know how to use simple weapons.

 

Stories of warlocks binding themselves to fiends are widely known, but many serve beings who are not fiendish. It can be a fae lord encountered in the wilds, or an ancient tome channeling alien beings from the outer void. Warlocks are driven by an insatiable need of power and knowledge, leading them to lead lives shaped by a pact, rather than mere academic pursue.

 

â–ºPrimary abilities

 

Charisma

 

â–ºSaves

 

Wisdom and Charisma

â—‰-------------------- Witcher ----------------------â—‰

â–ºIn short:

 

Witchers are dedicated monster hunters, versed in more arts than just melee combat

 

â–ºDescription:

 

Using different approaches, Witchers train in swordplay, alchemy, crafting and magic. They study monsters to learn their weaknesses and effectively kill them. Witchers may discover creatures in the wild, but the bulk of their work is spent dealing with threats closer to civilization, living in the fringes.

 

To make a living, some Witchers seek contracts where people will pay to get rid of local threats, making a them frequently move from place to place.

 

The life of a Witcher is considered to be one of great danger, for they not only have to deal with beasts, but endure hard trainings. Every human who become Witchers undergo the Trial of the Grasses, a series of mutations designed to help them turn more into the predators their task require. Though they train hard and prepare extensively for their fights, not many survive to reach old age.

 

Although they are a sought class for their amazing capabilities as monster hunters, many commoners still distrust them, not only due to the physical changes of their mutations, but also for the conception that they are greedy vagabonds preying of the needy to hand over their valuables to deal with their problems.

 

Some Witchers work alone, but some work along others in small parties in order to face more safely the perils of the world.

​

â–ºPrimary abilities

 

Strength and/or Dexterity

 

â–ºSaves

 

Constitution and Intelligence

â—‰-------------------- Wizard ----------------------â—‰

â–ºIn short:

 

A scholarly magic user with the power to manipulate structures of reality.

 

â–ºDescription:

 

The power of magic, enigmatic and varied in form and structure draw students who seek to master these mysteries. Some go as far as aspiring to become like gods, shaping reality itself. Even if the casting of a spell seems to be the mere whispering of words, fleeting gestures and sometimes a pinch of a mysterious powder, it's nothing but the surface components of a much more complicated system. These expertise is attained after years of work and countless hours of study.

 

Wizards' lives are rarely mundane. The closest a wizard can aspire to a normal life is to work as a sage or lecturer. Others sell their services as diviners, serve in the militia, in royal courts, or pursue lives of crime, and pursue world domination.

 

The lure of knowledge would bring out even the most bookish wizard out of their libraries, for an adventure where power of information is a possible reward.

 

â–ºPrimary abilities

 

Intelligence

 

â–ºSaves

 

Intelligence and Wisdom

â—‰------------------- Sorcerer ----------------------â—‰

â–ºIn short:

 

A caster who draws on inherent magic from a bloodline or a gift.

 

â–ºDescription:

 

Magic is part of the Sorcerer, coating body, mind and spirit with a latent power that needs to be tapped. Some draw their power from a bloodlines infused with ancient magic, some others carry a raw magic that can't be controlled. A chaotic storms manifesting in unexpected ways.

 

Their powers seem quite unpredictable, some bloodlines produce only a sorcerer per generation, other stronger lines make of every descendant a sorcerer.

 

Most of the times, the talents of sorcery appear as flukes. Some sorcerers can't even name the origin of their power, while other trace it to strange events of their lives. So the gift might also come from a deity of magic, exposure to bizarre elemental forces of other Planes, the maddening chaos of Limbo, or a glimpse into the workings of reality who sparked magic instead of just insanity.

 

Sorcerers do not rely on books the way wizards do, nor on a patron's grant like warlocks do. By learning to channel their own magic, they can discover staggering ways to unleash their power.

 

Often, they have obscure motivations driving them into adventure. It can be a greater understanding of the magic that infuses them, or solve the mystery of it's origin. Some others even hope to find a way to get rid of it, or unleash it's pull potential.

 

â–ºPrimary abilities

 

Charisma

 

â–ºSaves

 

Constitution & Charisma

â—‰-------------------- Cleric ----------------------â—‰

â–ºIn short:

 

A champion of the faith, wielding divine magic in the service of a higher power.

 

â–ºDescription:

 

A cleric magic's source comes from the power of the gods, flowing from them into the worlds. Clerics are the conduit, manifesting their miracles. The gods don't grant this power to anyone, just those fit to fulfill a higher calling.

 

Divine magic doesn't rely on study or training. Clerics might learn chants and prayers, but the ability to cast relies on devotion and intuition. They combine the magic of healing and inspiration to help their allies and hinder enemies. They can cause awe and dread, lay curses like plagues, call on flames from heavens, or bless and heal.

 

Not every acolyte or preacher is a clerics. Some priests carry out simple temple services, like prayer and sacrifice instead of magic and strength of arms. If  clerics venture in life, is usually because their deity demands it, pursuing their divine goals. Some adventurous Clerics might aid parties hunting monsters, some other choose work as ambassadors, negotiating peace between warring regions. Whatever they are doing, most maintain a connection with their temple or order of faith.

 

â–ºPrimary abilities

 

Wisdom

 

â–ºSaves

 

Wisdom and Charisma

bottom of page