1. Notes

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 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 in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant 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 number of priests, paladins, and devotees who share his faith.


Your class gives you a variety of special features, such as a fighter's mastery of weapons and armor, 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 on this site 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. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player's Handbook.


Sixteen classes—listed in the Classes table—are available for play in this campaign. Those are Artificer, barbarian, bard, blood hunter, Cleric, druid, fighter, monk, Paladin, Ranger, Rogue, socialite, Sorcerer, warlock, witch, and wizard.

Classes Table

Classes

ClassDescriptionHit DiePrimary AbilitySaving Throw ProficienciesArmor & Weapon Proficiencies
Artificer




BarbarianA fierce warrior of primitive background who can enter a battle raged12Strength

BardAn inspiring magician whose power echoes the music of creationd8Charisma

Blood Hunter




Cleric

A priestly champion who wields divine magic in service of a higher powerd8Wisdom

DruidA priest of the Old Faith, wielding the powers of nature—moonlight, and plant growth, fire and lightning—and adopting animal formsd8Wisdom

FighterA master of martial combat, skilled with a variety of weapons and armord10Strength or Dexterity

MonkAn master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfectiond8Dexterity & Wisdom

PaladinA holy warrior bound to a sacred oathd10Strength & Wisdom

RangerA warrior who uses martial prowess and nature magic to combat threats on the edges of civilizationd10Dexterity & Wisdom

Rogue

A scoundrel who uses stealth and trickery to overcover obstacles and enemiesd8Dexterity

Socialite




Sorcerer

A spellcaster who draws on inherent magic from a gift or bloodline d6Charisma

WarlockA wielder of magic that is derived from a bargain with an extraordinary entityd8Charisma

Witch




WizardA scholarly magic-user capable of manipulation the structures of realityd6Intelligence


Notes