Character Classes

Cleric

Clerics are ordained servants of the Creator, bound to His service through the patronage of a Praefectus—a celestial being appointed by the Creator to oversee His creation.

Although their orders may emphasize purity, war, governance, or truth, all Clerics share the same faith and convictions. They serve as healers, protectors, and relentless foes of the undead.

Clerics are expected to answer their temple's call by healing the sick, guarding holy places, defending the faithful, and giving a significant tithe to support their temple's mission.

In combat, Clerics channel divine power to heal the wounded, banish the undead, and smite evil with righteous indignation.

Class Information

Primary Ability Score: Wisdom, minimum 4
Secondary Ability Score: Vitality
Starting Hit Points: 1d6 + Vitality modifier + 2

Class Features:

Restrictions and Proficiencies:

Turn Undead

Clerics can channel divine power to repel or turn undead creatures, forcing them to retreat. A Cleric may use this ability a number of times per day, or between rests, equal to half their current level, rounded up.

Range: 30 ft. radius
Area of Effect: All undead inside the targeted area
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: Wisdom 6

When this ability is used, the player rolls a number of d6 based on the Cleric's level and Wisdom modifier:

Cleric Turn Undead
Cleric Level Number of Dice Rolled
1 Wisdom modifier
2-4 Wisdom modifier + 1
5-8 Wisdom modifier + 2
9 Wisdom modifier + 3

If any die shows a 5 or 6, the turning attempt succeeds. All undead creatures within 30 feet must then roll a 6 on a Wisdom Resistance Roll to avoid being turned.

Undead creatures that fail must flee at their full Movement Speed away from the Cleric. They cannot willingly approach or attack the Cleric for a number of rounds equal to the Cleric's Wisdom modifier. Undead creatures that succeed are unaffected.

At the GM's discretion, weaker undead such as skeletons or zombies may be destroyed instead. For every 6 rolled during the turning attempt, the Cleric destroys one undead creature without allowing a Resistance Roll.

Certain intelligent undead creatures may be immune to Turn Undead.

Divine Channeling

Clerics are entrusted with Divine Channeling, allowing them to draw upon spiritual energy and manifest divine magic. This power is bestowed through the Praefectus to whom the Cleric has sworn service.

A Cleric prepares spells by meditating during an eight-hour long rest. During meditation, the Cleric commits spells from the Divine Spell List to heart.

Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot. Consumed spell slots are restored after meditation during a long rest.

A Cleric may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

Clerics must use a relic to channel divine energy. The relic must be held in the Cleric's hand or mounted upon their equipped shield while casting.

Cleric Divine Spell Progression
Cleric Level Level 1 Level 2 Level 3 Level 4
1 2 — — —
2 3 1 — —
3 3 2 — —
4 3 2 1 —
5 4 3 1 —
6 4 3 2 —
7 4 3 2 1
8 5 4 2 1
9 5 4 3 2

Cleric Level Progression

Cleric Experience Point Progression
Level Total XP Required
1 —
2 1,500
3 3,000
4 6,000
5 12,000
6 25,000
7 50,000
8 100,000
9 200,000

Weapon and Armor Proficiency

Clerics are restricted by their vows from wielding weapons that intentionally draw blood. This includes swords, axes, missile weapons, bows, and firearms.

Clerics may wield blunt weapons such as maces, mauls, and hammers, as well as staves and rods. They may equip any armor, shields, and helmets.

Hit Point Bonus per Level

Each time a Cleric advances in level, their maximum Hit Points increase by their current Vitality modifier plus 2.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Sacred Path

The Sacred Path represents a Cleric's steady growth and maturity in their divine calling. Every Cleric follows this path as part of their level progression.

The Sacred Path
Level Enhancement
2 +1d6 maximum HP or 1 Skill
3 +1 to any Ability Score
4 1 Skill or +1 Attack Score
5 +1d6 maximum HP or +1 Defense Score
6 +1 to any Ability Score
7 1 Skill
8 +1d6 maximum HP or 1 Skill
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Cleric's maximum raw Strength Ability Score is 6.

Dwarf

Dwarves are stout warriors known for their toughness and discipline. They are often unrivaled in both exploration and combat and possess an unwavering spirit even in the face of overwhelming odds.

Dwarves typically live between 200 and 400 years, reaching adulthood at approximately 40 years of age. They traditionally dwell in tight-knit communities near mountains, rivers, or forests, where they dedicate themselves to acquiring natural resources for the good of their people.

Some Dwarves leave their communities to pursue a more exciting life, though their kin may view this departure as an abandonment of duty. A Dwarf might become a hired blade, skilled craftsman, or fearless explorer.

Class Information

Primary Ability Scores: Vitality, minimum 4; Strength, minimum 4
Secondary Ability Score: Wisdom
Starting Hit Points: 1d6 + Vitality modifier + 3

Class Features:

Restrictions and Proficiencies:

Stoneblood

Dwarves possess an innate resilience known as Stoneblood. Their hardy vitality makes them exceptionally resistant to toxins.

When making a Vitality Resistance Roll against poison, a Dwarf applies the Stoneblood bonus instead of relying on the Resilience skill.

Dwarven Stoneblood
Dwarf Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Dwarven Stamina

Because of their remarkable endurance and toughness, Dwarves receive the Dwarven Stamina class feature.

When making an Ability Roll or Resistance Roll that relies upon Stamina, a Dwarf applies the Dwarven Stamina bonus instead of relying on the Stamina skill.

Dwarven Stamina
Dwarf Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Bonus Skill

The Dwarf gains one Bonus Skill during character creation. The player may choose one of the following:

  • Cartography
  • Crafting
  • Detect Traps
  • Disarm Traps
  • Dungeoneering

Dwarf Level Progression

Dwarf Experience Point Progression
Level Total XP Required
1 —
2 1,500
3 3,000
4 6,000
5 12,000
6 24,000
7 48,000
8 96,000
9 192,000

Weapon and Armor Proficiency

Dwarves are inherently skilled in the use of arms and armor. Even from an early age, they are trained in combat, making them proficient with all weapon types.

A Dwarf may also equip any type of armor, including shields and helmets.

Hit Point Bonus per Level

Each time a Dwarf advances in level, their maximum Hit Points increase by their current Vitality modifier plus 3.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Stone Path

The Stone Path symbolizes the relentless discipline of the Dwarf. As they advance in level, they draw upon the strength of their heritage and indomitable will.

The Stone Path
Level Enhancement
2 +1 to any Ability Score
3 +1d6 maximum HP or 1 Skill
4 +1d6 maximum HP or +1 Attack Score
5 +1 to any Ability Score
6 1 Skill or +1 Defense Score
7 +1d6 maximum HP
8 1 Skill or +1 Defense Score
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Dwarf's maximum raw Strength Ability Score is 7.

Fighter

Masters of weapons and war, Fighters are the backbone of many adventuring parties. Trained in the brutal art of combat, they rely on strength and endurance to survive the deadliest encounters.

Fighters may come from military backgrounds as soldiers, mercenaries, or guards, though many are self-taught warriors weathered through personal trials. Their training grants them versatility in combat, making them equally suited to leading a charge or protecting their allies.

What Fighters lack in magical power or subtlety, they make up for with toughness and martial prowess. They are often the first into the fray and the last to fall.

Class Information

Primary Ability Score: Strength, minimum 4
Secondary Ability Scores: Dexterity and Vitality
Starting Hit Points: 1d6 + Vitality modifier + 4

Class Features:

Proficiencies:

Two-Weapon Fighting

Fighters may wield a weapon in each hand and attack with both during their turn. Both weapons must be light, one-handed weapons, with one equipped in each hand.

When attacking with the off-hand weapon, the Fighter suffers a -1 penalty to their Attack Score, reflecting the difficulty of dividing their focus between two weapons.

A Fighter with the Ambidextrous skill does not suffer this off-hand penalty.

Both attacks are resolved separately. The Fighter may target the same opponent with both attacks or attack two different opponents.

Counterstrike

When engaged in melee combat, a Fighter may attempt an immediate counterattack each time they are attacked.

After the opponent's attack is resolved and the Fighter has made their Defense Roll, roll a number of d6 equal to half the Fighter's level, rounded up.

If at least one die shows a 6, the Fighter may make one melee counterattack against the attacker, provided the target is within close range.

A counterattack cannot be made with a missile weapon. It can only use one weapon and one attack, even when the Fighter is wielding two weapons.

Multiple Attacks per Round

Beginning at Level 4, a Fighter gains the ability to make more than one Attack Roll per turn. Each attack must be resolved in sequence, including the opponent's Defense Roll, before the next attack is attempted.

If the Fighter is using Two-Weapon Fighting, they may attack with both weapons for each attack.

Fighter Attacks per Turn
Fighter Level Attacks per Turn
1-3 1 per turn
4-6 3 every 2 turns
7-9 2 per turn

Three attacks every two turns means the Fighter alternates between making two attacks and one attack.

Fighter Level Progression

Fighter Experience Point Progression
Level Total XP Required
1 —
2 1,250
3 2,500
4 5,000
5 10,000
6 20,000
7 40,000
8 80,000
9 160,000

Weapon and Armor Proficiency

Fighters are proficient with every type of weapon. Whether trained in formal military ranks or combat as a sport, Fighters adapt quickly to newly acquired weapons.

Fighters may equip any type of armor, including shields and helmets.

Hit Point Bonus per Level

Each time a Fighter advances in level, their maximum Hit Points increase by their current Vitality modifier plus 4.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Warrior's Path

The Warrior's Path embodies the martial instincts and discipline of the Fighter. Each step reflects countless hours of training and the scars of battle.

As Fighters advance, they refine their techniques and sharpen their instincts. Every Fighter follows the Warrior's Path as part of their progression.

The Warrior's Path
Level Enhancement
2 +1d6 maximum HP or +1 Attack Score
3 +1 to any Ability Score
4 +1d6 maximum HP or 1 Skill
5 1 Skill or +1 Defense Score
6 +1 to any Ability Score
7 +1d6 maximum HP or +1 Attack Score
8 1 Skill
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Fighter's maximum raw Strength Ability Score is 6.

Monk

Masters of both body and spirit, Monks are disciplined martial warriors who pursue physical perfection through relentless training, meditation, and spiritual devotion.

Unlike heavily armored Fighters who rely upon strength and steel, Monks overcome their enemies with speed and precision. Through years of rigorous practice, they transform their bodies into living weapons capable of striking with incredible force and defending themselves without armor.

Many Monks are raised within secluded monasteries, temples, or monastic orders far removed from civilization. Others wander the world as ascetics, bodyguards, or seekers of enlightenment. Although their traditions vary, all Monks share a devotion to discipline and self-mastery.

Class Information

Primary Ability Scores: Strength, minimum 5; Dexterity, minimum 5; Wisdom, minimum 4
Secondary Ability Score: Vitality
Starting Hit Points: 1d6 + Vitality modifier + 4
Starting Gold: 2d6 × 10 gold coins

Class Features:

Restrictions and Proficiencies:

About the Monk

Monks living among the monastics of Shin Xu-Xyng are generally expected to donate their treasure and earnings, aside from what they need to live, to impoverished people or their temples.

Monks have access to the Wakizashi and Katana, specialized swords unavailable to other classes. Both are lightweight finesse weapons.

When wielding either weapon, a Monk may use Dexterity instead of Strength to determine their Attack Target.

Monk Specialty Weapons
Weapon Type Attack Score Cost
Wakizashi Finesse, one-handed, melee 2 100 gold
Katana Finesse, two-handed, melee 3 200 gold

Martial Mastery

Unlike most character classes, Monks begin play with an improved Attack Score. Instead of beginning with a Base Attack Score of 1, a Monk begins with a Base Attack Score of 2.

Sin-Xu Fighting Style

Through disciplined training and mastery of unarmed combat, a Monk's body becomes a deadly weapon.

When making unarmed attacks, the Monk's Attack Score equals their Base Attack Score plus half their Monk level, rounded up.

When wielding a weapon, the Monk instead uses their normal Base Attack Score plus the weapon's Attack Score.

Bare Defense

Due to their physical discipline and keen reflexes, Monks can defend themselves without armor. A Monk's Base Defense Score improves as their level increases.

Monk Bare Defense
Monk Level Base Defense Score
1-3 3
4-6 4
7-8 5
9 6

Ascetic's Gale

Beginning at Level 3, a Monk gains the ability to move with improved speed and precision.

While using Ascetic's Gale, the Monk's Movement Speed improves from Moderate to Fast, their Attack Target is reduced by 1, and their Defense Target is reduced by 1.

Ascetic's Gale lasts for a number of rounds equal to the Monk's Wisdom modifier. It may be used a number of times per day equal to half the Monk's level, rounded up.

Tranquil Soul

Through meditation, controlled breathing, and spiritual insight, Monks recover from injury at an accelerated rate.

During an eight-hour long rest, the Monk restores Hit Points equal to their Vitality modifier plus their Class Hit Point bonus of 4, multiplied by two.

Beginning at Level 8, this amount is multiplied by three instead.

Multiple Attacks per Round

Beginning at Level 2, a Monk may make more than one Attack Roll per turn while fighting unarmed.

Each attack must be resolved in sequence, including the opponent's Defense Roll, before the next attack is attempted.

Monk Attacks per Turn
Monk Level Attacks per Turn
1 1 per turn
2-4 3 every 2 turns
5-8 2 per turn
9 3 per turn

Monk Level Progression

Monk Experience Point Progression
Level Total XP Required
1 —
2 1,100
3 2,200
4 5,400
5 12,000
6 26,000
7 50,000
8 120,000
9 240,000

Only one Level 9 Monk may exist at a time. A Level 8 Monk who earns enough experience to reach Level 9 must find and defeat the existing Level 9 Monk to receive that level's benefits.

The Level 9 Monk must either be defeated in a consensual match to the death or concede defeat and fall upon their own sword.

Weapon and Armor Proficiency

Monks may wield daggers, rods, staves, Wakizashi swords, and Katanas. They may not equip armor, shields, or helmets.

Hit Point Bonus per Level

Each time a Monk advances in level, their maximum Hit Points increase by their current Vitality modifier plus 4.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Disciple's Path

The Disciple's Path embodies the martial instincts and discipline of the Monk. As Monks advance, they refine their techniques and sharpen their instincts.

The Disciple's Path
Level Enhancement
2 +1d6 maximum HP or +1 Attack Score
3 1 Skill or +1 Defense Score
4 +1 to any Ability Score
5 +1d6 maximum HP or 1 Skill
6 +1 to any Ability Score
7 +1d6 maximum HP or +1 Attack Score
8 1 Skill
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Monk's maximum raw Strength Ability Score is 6.

Notes on the Optional Monk Class

The Monk is an optional and particularly powerful warrior class. Like the Paladin, it requires exceptional Ability Scores during character creation.

The Monk reaches Levels 2 and 3 quickly, but advancement slows before Level 4. Its powerful features are also balanced by the special requirements for reaching Level 9.

Game Masters are encouraged to incorporate the Level 9 Monk tradition into their campaigns. To preserve the title's mystery and significance, only one Level 9 Monk should normally exist within the campaign world.

Paladin

Paladins are holy champions who embody both martial prowess and divine purpose. They take up arms in service to the Creator, guided by a covenant that binds them to a sacred cause.

Paladins swear an oath, often to a king, nation, or group such as the poor. It is through this commitment that the Creator grants them power. They are expected to uphold their oath unto death, with severe consequences for breaking their vows.

Paladins use divine energy to heal the wounded, smite the wicked, and banish corruption. Although their magic is limited, their conviction and resolve are not.

Class Information

Primary Ability Scores: Charisma, minimum 5; Strength, minimum 5; Vitality, minimum 4
Secondary Ability Score: Wisdom
Starting Hit Points: 1d6 + Vitality modifier + 5

Class Features:

Restrictions and Proficiencies:

Cure Disease

By laying a hand upon an afflicted creature, the Paladin may remove one disease of natural or magical origin. This ability may be used a number of times per day equal to half the Paladin's level, rounded up.

Range: Touch
Area of Effect: One creature
Duration: Instantaneous
Casting Time: 1 round
Resistance Roll: None

When this ability is used, the Paladin places a hand upon the target and calls upon the Creator. The player rolls a number of d6 based on the Paladin's level and Charisma modifier.

Paladin Cure Disease
Paladin Level Number of Dice Rolled
1 Charisma modifier
2-4 Charisma modifier + 1
5-8 Charisma modifier + 2
9 Charisma modifier + 3

If any die shows a 5 or 6, the cleansing succeeds and one disease affecting the creature is cured.

This ability may cure natural or magical diseases, including plagues and rotting curses such as Rotting Grasp or Rotting Touch, at the GM's discretion.

Multiple Attacks per Round

Beginning at Level 4, a Paladin may make more than one Attack Roll per turn. Each attack must be resolved in sequence, including the opponent's Defense Roll, before the next attack is attempted.

Paladin Attacks per Turn
Paladin Level Attacks per Turn
1-3 1 per turn
4-6 3 every 2 turns
7-9 2 per turn

Divine Fortitude

Paladins possess a heightened resilience against sickness. When making a Vitality Resistance Roll against disease, including rotting curses, a Paladin applies their Divine Fortitude bonus instead of relying on the Resilience skill.

Divine Fortitude
Paladin Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Immunity to Fear

Paladins possess unshakable courage and steadfast devotion to the Creator. They are immune to mundane and magical fear effects and cannot be frightened, intimidated, or compelled to flee through supernatural terror.

Once per battle or encounter, allies within 60 feet of the Paladin gain a +1d6 bonus to their Resistance Rolls against fear.

Divine Channeling

At Level 4, Paladins gain the ability to cast Divine magic. This power allows them to invoke restorative magic and protective blessings through their faith and devotion.

A Paladin prepares spells by meditating during an eight-hour long rest. Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot, and consumed slots are restored after meditation during a long rest.

A Paladin may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

Paladins may only use spells from the Healing and Protection spheres of Divine Magic.

Paladin Divine Spell Progression
Paladin Level Level 1 Level 2 Level 3 Level 4
1 — — — —
2 — — — —
3 — — — —
4 1 — — —
5 2 — — —
6 2 1 — —
7 2 2 — —
8 2 2 1 —
9 3 3 1 —

Paladin Level Progression

Paladin Experience Point Progression
Level Total XP Required
1 —
2 2,000
3 4,500
4 9,000
5 18,000
6 36,000
7 75,000
8 150,000
9 300,000

Weapon and Armor Proficiency

Paladins are trained in all weapon types, whether light or heavy, simple or complex. They may also equip any armor, shields, and helmets.

Hit Point Bonus per Level

Each time a Paladin advances in level, their maximum Hit Points increase by their current Vitality modifier plus 5.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Valiant Path

The Valiant Path represents the devotion and conviction of the Paladin. Each step reflects their sacred oath and indomitable resolve, granting greater strength and divine favor.

The Valiant Path
Level Enhancement
2 +1d6 maximum HP or 1 Skill
3 +1 to any Ability Score
4 +1d6 maximum HP or +1 Attack Score
5 1 Skill or +1 Defense Score
6 +1 to any Ability Score
7 +1d6 maximum HP or +1 Defense Score
8 1 Skill or +1 Attack Score
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Paladin's maximum raw Strength Ability Score is 6.

Ranger

Rangers are wilderness warriors, lone scouts, and hunters who thrive beyond the reach of civilization. They are solitary wanderers who know the land and survive where others might perish.

Whether stalking prey through dense forests, protecting ancient paths, or ambushing invaders, Rangers remain prepared for the worst. They forge bonds with beasts, harness divine power from the natural world, and strike their foes with speed and precision.

Class Information

Primary Ability Scores: Wisdom, minimum 4; Strength, minimum 4; Dexterity, minimum 4
Secondary Ability Score: Vitality
Starting Hit Points: 1d6 + Vitality modifier + 3

Class Features:

Restrictions and Proficiencies:

Two-Weapon Fighting

Rangers may wield and attack with two weapons at once. Both weapons must be light, one-handed weapons, with one equipped in each hand.

When attacking with the off-hand weapon, the Ranger suffers a -1 penalty to their Attack Score. A Ranger with the Ambidextrous skill does not suffer this penalty.

Both attacks are resolved separately. The Ranger may target the same opponent with both attacks or attack two different opponents.

Animal Bond

Rangers share a natural kinship with beasts, allowing them to guide and command animals with ease.

Rangers apply their Animal Bond bonus instead of using the Animal Handling skill.

Animal Bond
Ranger Level Bonus Dice Rolled
1-4 +1d6
5-8 +2d6
9 +3d6

Multiple Attacks per Round

Beginning at Level 4, a Ranger may make more than one Attack Roll per turn. Each attack must be resolved in sequence, including the opponent's Defense Roll, before the next attack is attempted.

If the Ranger is using Two-Weapon Fighting, they may attack with both weapons for each attack.

Ranger Attacks per Turn
Ranger Level Attacks per Turn
1-3 1 per turn
4-6 3 every 2 turns
7-9 2 per turn

Bonus Skill

The Ranger gains one Bonus Skill during character creation. The player may choose one of the following:

  • Hunting
  • Marksman
  • Scouting
  • Survival

Divine Channeling

At Level 2, Rangers gain the ability to cast Divine magic through their connection to the natural world and the divine spark that resides within nature.

A Ranger prepares spells by meditating during an eight-hour long rest. Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot, and consumed slots are restored after meditation during a long rest.

A Ranger may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

Rangers may only use spells from the Divination, Enchantment, and Protection spheres of Divine Magic.

Ranger Divine Spell Progression
Ranger Level Level 1 Level 2 Level 3 Level 4
1 — — — —
2 1 — — —
3 2 — — —
4 2 1 — —
5 2 2 — —
6 2 2 1 —
7 3 2 1 —
8 3 3 1 —
9 3 3 2 —

Ranger Level Progression

Ranger Experience Point Progression
Level Total XP Required
1 —
2 2,000
3 4,500
4 9,000
5 18,000
6 36,000
7 75,000
8 150,000
9 300,000

Weapon and Armor Proficiency

Rangers are proficient with all weapon types, from simple blades to greater instruments of war.

Rangers may equip leather or chain armor, shields, and helmets. They may not equip plate armor.

Hit Point Bonus per Level

Each time a Ranger advances in level, their maximum Hit Points increase by their current Vitality modifier plus 3.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Hunter's Path

The Hunter's Path represents the Ranger's growth in skill and connection to the natural world. As Rangers advance, their instincts sharpen, their bodies harden, and their bond with nature deepens.

The Hunter's Path
Level Enhancement
2 +1d6 maximum HP or 1 Skill
3 +1 to any Ability Score
4 +1d6 maximum HP or +1 Attack Score
5 1 Skill
6 +1 to any Ability Score
7 +1d6 maximum HP or 1 Skill
8 1 Skill or +1 Defense Score
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Ranger's maximum raw Strength Ability Score is 6.

Rogue

Masters of shadows and deadly with a blade, Rogues rely on speed and subtlety instead of brute strength. They move unseen, strike where their enemies are weakest, and slip away before the alarm is raised.

Rogues come from diverse backgrounds. Many join Thieves' Guilds for protection or profit, learning the arts of stealth, lock-picking, and the silent blade.

Others pursue freedom and adventure, applying their cunning to exploration or espionage. Whether acting as thieves, scouts, or assassins, Rogues thrive where others falter.

Class Information

Primary Ability Scores: Dexterity, minimum 4; Intellect, minimum 3
Secondary Ability Score: Vitality
Starting Hit Points: 1d6 + Vitality modifier + 2

Class Features:

Restrictions and Proficiencies:

Sneak Attack

Rogues are experts at striking when their enemies are most vulnerable. When attacking an unsuspecting foe, a Rogue may attempt to deliver a devastating Sneak Attack.

To perform a Sneak Attack, the Rogue must be unnoticed by the opponent, positioned behind or beside them, and wielding a light melee weapon.

Rogue Sneak Attack Dice
Rogue Level Dice Rolled
1 Dexterity modifier
2-4 Dexterity modifier + 1
5-8 Dexterity modifier + 2
9 Dexterity modifier + 3

This roll is compared against the opponent's Wisdom modifier or Awareness Score in the same manner as an Opposed Ability Roll.

Sneak Attack Target
Opposing Modifier Target
1 4+
2 5+
3 6
4 6 × 2
5 6 × 3

A target of 6 × 2 requires at least two sixes. A target of 6 × 3 requires at least three sixes.

If any die meets or exceeds the Target Number, the Sneak Attack succeeds and inflicts damage equal to three times the Rogue's Attack Score.

The opponent does not make a Defense Roll. Instead, they make a Vitality Resistance Roll. If any 6 is rolled, the damage is halved, rounded up.

If the opponent takes damage and survives, they become stunned and cannot take any action. A successful Vitality Resistance Roll of 5+ immediately ends the stun effect.

If the Sneak Attack fails, the opponent takes no damage and the Rogue loses the element of surprise. Another Sneak Attack cannot be attempted against that opponent unless surprise is regained.

Lock-Picking

Rogues possess the Lock-Picking class feature, making them adept at bypassing locked doors, chests, and other secured mechanisms. A Rogue must possess lock-picking tools to attempt this action.

When attempting to pick a lock, the Rogue applies their Lock-Picking bonus to the Dexterity Ability Roll instead of relying on the Thievery skill.

Lock-Picking Bonus
Rogue Level Bonus Dice Rolled
1-2 +1d6
3-6 +2d6
7-9 +3d6

The roll is compared against the lock's difficulty, as determined by the GM.

Lock Difficulty
Difficulty Target
Routine Automatic success
Easy 2+
Ordinary 3+
Moderate 4+
Hard 5+
Extreme 6
Overwhelming 6 × 2
Improbable 6 × 3

If any die meets or exceeds the required Target Number, the lock-picking attempt succeeds. The consequences of failure depend upon the situation and the GM's discretion.

Bonus Skills

The Rogue automatically gains Thievery during character creation. The player may also choose one of the following Bonus Skills:

  • Detect Traps
  • Disarm Traps
  • Stealth

Rogue Level Progression

Rogue Experience Point Progression
Level Total XP Required
1 —
2 1,000
3 2,000
4 4,000
5 8,000
6 16,000
7 32,000
8 64,000
9 128,000

Weapon and Armor Proficiency

Rogues are proficient with one-handed finesse weapons that complement their speed and precision. They may also wield any type of missile weapon.

Rogues may only equip leather armor. They may not equip chain or plate armor, shields, or helmets.

Hit Point Bonus per Level

Each time a Rogue advances in level, their maximum Hit Points increase by their current Vitality modifier plus 2.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Hidden Path

The Hidden Path reflects the Rogue's talent for stealth, precision, and striking without warning. As Rogues advance, they refine their skills and become as sharp and dangerous as the blades they wield.

The Hidden Path
Level Enhancement
2 +1d6 maximum HP or 1 Skill
3 +1 to any Ability Score
4 1 Skill or +1 Attack Score
5 +1d6 maximum HP or +1 Defense Score
6 +1 to any Ability Score
7 +1d6 maximum HP or +1 Attack Score
8 1 Skill
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Rogue's maximum raw Strength Ability Score is 6.

Wizard

Wizards are scholars of the arcane and wielders of magic drawn from ancient tomes. Through rigorous study, they learn to harness the hidden forces that shape the world.

A Wizard's power does not come from divine blessing or natural instinct, but from the tireless pursuit of knowledge. Some Wizards are solitary scholars, while others seek adventure to test their craft in the crucible of danger.

Their magic grants unmatched versatility, allowing them to hurl destructive energy and manipulate reality. Their vitality is often slight, however, and without allies many Wizards fall before their spells can turn the tide of battle.

Class Information

Primary Ability Score: Intellect, minimum 4
Secondary Ability Scores: Dexterity and Vitality
Starting Hit Points: 1d6 + Vitality modifier + 1

Class Features:

Restrictions and Proficiencies:

Arcane Spellcasting

Wizards are seekers of the hidden chord underlying all existence: the Arkanexus, a wellspring of pure arcane potential existing beyond space and time.

Through dedicated study, Wizards learn to pluck its resonant strands and shape them into spells.

A Wizard prepares spells by studying their spellbook during an eight-hour long rest. During this study, the Wizard memorizes spells drawn from the Arcane Spell List.

Each spell slot represents one casting of a prepared spell. Casting a spell consumes its slot. Consumed spell slots are restored after studying during a long rest.

A Wizard may prepare the same spell more than once if enough spell slots are available. A higher-level spell slot may contain a spell of that level or lower, but a lower-level slot cannot contain a higher-level spell.

All Arcane spells have a verbal component that must be spoken aloud. They also require material components that stabilize the arcane vibration. These components are consumed when the spell is cast.

Wizard Arcane Spell Progression
Wizard Level Level 1 Level 2 Level 3 Level 4
1 2 — — —
2 3 1 — —
3 3 2 — —
4 3 2 1 —
5 4 3 1 —
6 4 3 2 —
7 4 3 2 1
8 5 4 2 1
9 5 4 3 2

Bonus Skill

The Wizard gains one Bonus Skill during character creation. The player may choose one of the following:

  • Alchemy
  • Arcana
  • Detect Languages
  • History

Wizard's Cantrips

Wizards can learn a number of Cantrips equal to their Intellect modifier plus half their Wizard level, rounded up.

Cantrips are simple spells that do not require preparation, and there is no limit to how many times they may be used each day.

Wizard Level Progression

Wizard Experience Point Progression
Level Total XP Required
1 —
2 2,500
3 5,000
4 10,000
5 20,000
6 40,000
7 60,000
8 120,000
9 240,000

Weapon and Armor Proficiency

Wizards are not typically trained in combat or in the use of most weapons, having devoted their lives to arcane knowledge. They may wield daggers, firearms, staves, and rods.

Wizards may wear cloaks and caps but cannot equip armor, shields, or helmets.

Hit Point Bonus per Level

Each time a Wizard advances in level, their maximum Hit Points increase by their current Vitality modifier plus 1.

This increase immediately affects maximum Hit Points. Current Hit Points do not increase until the character rests or receives healing.

The Arcane Path

The Arcane Path symbolizes a Wizard's lifelong pursuit of hidden knowledge and mastery over the forces that shape reality.

Each step brings an improvement in magical ability and a deeper awareness of the Arkanexus. Every Wizard follows the Arcane Path as part of their progression.

The Arcane Path
Level Enhancement
2 +1d6 maximum HP or 1 Skill
3 +1 to any Ability Score
4 1 Skill or +1 Defense Score
5 +1 to any Ability Score
6 +1d6 maximum HP or 1 Skill
7 1 Skill or +1 Attack Score
8 +1d6 maximum HP or 1 Skill
9 +1 to any Ability Score

When improving a raw Ability Score, the corresponding modifier may also increase if eligible. A Wizard's maximum raw Strength Ability Score is 6.