Choose Your Class

A Class is not merely a profession.

It is the path your character has taken into danger: the training they trust, the instincts they rely on, and the role they are most likely to fill when steel is drawn.

Your Class shows what kind of adventurer you are now.

Your Background shows who you were before.

Class Ability Die Increase

Each Class has a Primary Ability.

When you choose your Class, step up that Ability Die once:

d8 → d10 → d12

No Ability Die can be increased beyond d12.

If your Class would increase an Ability Die that is already d12, choose another Ability Die that fits the character and step it up once instead.

This increase represents training, discipline, instinct, initiation, or hard-won experience. It is gained only at character creation.


Classes

Class

Role

Primary Ability

Choose This Class If...

Sellsword

Front-line fighter

STR

You want to fight up close, hold the line, wear armor, and solve problems with steel.

Ranger

Scout, archer, second-line fighter

AGI

You want ranged combat, tracking, scouting, wilderness survival, and mobility.

Priest

Healer and spiritual authority

PRE

You want to heal, protect, perform rites, and be respected as a person of faith.

Druid

Nature-worker and support

PRE

You want wilderness magic, healing, support, old lore, and a flexible role in and out of combat.

Arcanist

Spellcaster

LOR

You want to cast spells, shape the battlefield, uncover secrets, and avoid standing in melee.


Class Overviews

Sellsword

The Sellsword is the main front-line combatant.

Sellswords hold the line, protect allies, wear armor, and survive where others fall.

Primary Ability: STR
Role: Melee combat, armor, weapons, physical danger

Choose Sellsword if you like direct combat, martial skill, and being the character others rely on when blades are drawn.

Ranger

The Ranger is a scout, hunter, archer, and second-line combatant.

Rangers thrive on the road, in the wild, and at the edge of danger.

Primary Ability: DEX
Role: Ranged combat, tracking, scouting, wilderness survival

Choose Ranger if you like bows, movement, ambushes, tracking, and surviving far from safety.

?


Priest

The Priest is the party’s main healer and spiritual anchor.

Priests serve gods, temples, saints, shrines, or sacred traditions. Among common folk, they are often treated with respect, fear, or trust.

Primary Ability: PRE
Role: Healing, protection, rites, faith, counsel

Choose Priest if you want to heal the wounded, guide the party, perform sacred rites, and stand as a person of faith in a dangerous world.

Druid

The Druid is a flexible support character tied to nature, spirits, and the old ways.

Druids heal, hinder enemies, aid allies, read the land, call on old powers, and fight from the second line when needed.

Primary Ability: PRE
Role: Support, nature workings, area control, secondary healing, wilderness lore

Choose Druid if you want a versatile character who can shift between support, survival, control, old knowledge, and second-line combat.


Mage

The Mage is the main spellcaster.

Mages wield dangerous and powerful magic. They damage enemies, control the battlefield, uncover secrets, and reshape impossible situations, but they are vulnerable when caught in melee.

Primary Ability: LOR
Role: Spellcasting, damage, control, lore, magical risk

Choose Mage if you want to command strange powers and rely on wit, distance, and preparation rather than armor and steel.



Become a supporting member to access digital assets, Foundry adventures, and more. Click here.