S O R CSORCSORC

Playable Classes

Reminder: As explained earlier in our rules, each Race features Favored and Averse main classes, dealing various bonuses and penalties respectively. See Favored and Averse Class Bonuses and Penalties under each Playable Race's entry, at Playable Races, pg. 2.

When dealing with Classes, it is also important to note a character's alignment determines which classes they can access tactics or spells from. Classes themed by alignment require the character to already hold that alignment before any of that class's tactics or spells can be chosen.

Alignment itself is determined by their background. When a background is selected (whether from a module's curated options or a custom background created with the GM), the GM confirms the character's alignment based on that background's moral and ethical elements immediately.

Once the character's background is confirmed by the player and GM, it locks in and cannot be changed. The player then chooses their race followed by their class, and while most classes remain open regardless of alignment, a few require a specific one.

For example, a character with an alignment of Lawful cannot choose tactics or spells from Doom Knight, an Evil-aligned class, unless their alignment later shifts to Evil through the bad deeds and choices they've made during adventuring, a shift that may happen rapidly or slowly depending on the nature of their practices.

Independent of alignment and a race's Favored or Averse standing, every main class tree also has its own required readied Armaments. This readied Armament Set consists of one donned armor piece and up to three carried weapon types, held for at least 24 hours before a new Armament Set can be readied. A weapon in hand may be swapped for a sheathed one to change which tactics or spells are accessible, at the cost of a turn to do so. Depending on what's donned or in hand, a character is either restricted from using certain tactics or spells outright, or sustains the Penalties described under Armaments, pg. 6.

After choosing their race, a player chooses their main class. At each Character Level, they gain one Ability (Tactics/Spells) pick to spend from their active main class tree(s), alignment permitting†, and a second pick at the midpoint toward the next Character Level, each pick filling one open Slot in a tree. Any pick can go toward the same tree as the one before it, advancing it a further Slot, or toward a different tree the character has access to. Within any single Slot, a player still chooses only one Ability out of the 3 available (see Slots and Prerequisites, below). At Slot 4 of a tree, its Path opens, letting a character continue investing in that tree's Path, or begin choosing from another main class tree's Tier instead, again alignment permitting. Staying on one main class's Path from Slot 4 through Slot 20, then continuing into that Path's Branch through Slot 30, maxes out that tree, which can only be done once since the Ability cap is 59 (see Class Tree Development, below, for the full pacing and capstone rules).

†Remember, some classes require a specific alignment, such as the Avenger requiring Lawful alignment.

Every Ability roll made in that class is then modified by the race's Favored or Averse standing toward it (see Favored and Averse Class Bonuses, pg. 2), along with Traits, buffs from magic or advantages, and other enhancements, such as those from Armaments.

Characters can carry any Armaments they want, so long as they can bear the weight. Characters can only ready a restricted loadout, three main and/or offhand weapons, ammunition and armor, at the start of each game day, and must keep that set for at least one day - 24 game hours (see Weapons Carried, pg. 4).

Abilities may be chosen from any tree the character wants, sequentially and progressively or sporadically, but they cannot be used unless the required Armaments are not only readied, but donned and drawn. Each readied loadout can be kept as long as the player chooses for their character, there's no expiration, but it must stay intact for at least 24 game hours, the next game day, before changing to a new Armament Set.

For example, a character can have a 1h holy hammer and shield readied and drawn while wearing chain armor, and use Abilities from the Cleric path (see Avenger) beginning at level 4.

At level 4, they could choose a Tactic from the Monk path, but would have to doff the chain and sheath the 1h holy hammer and shield in exchange for any wooden blunt weapons and light or delicate armor before using Monk path Tactics. The cloth or delicate armor and wood-only blunt weapon must be readied, even if it's respectively doffed and sheathed. Light and delicate armors are light in weight, so having either readied and carried doesn't require much in terms of strength. Three main weapons may be readied (drawn or sheathed) and switched at will, at the cost of their turn. Smaller weapons listed as ammunition (throwing daggers x3 per boot, one throwing axe per hip, etc., arrows in a quiver, etc.) are separate and don't need to be readied, but the character must be able to bear their weight and have the tools to carry them, for instance, quivers, sheaths, holsters, boot straps, belt straps, and so on.

Characters may switch in and out of Armaments at will, at the cost of the turn, as long as the Armaments are readied. They may carry as many as their strength/encumbrance will allow, including with the assistance of Companions, such as a Pack Mule, NPC Henchmen, and so forth, but this only makes them available, not readied, which can only be done every 24 hours.

Below is an example of what a Tactic Card looks like; see below for more example cards under their respective classes or paths.

Example Tactic Card - Onset Strike, Barbarian Destroyer. (Temporary layout, pending final card design.)

Tactic Card Main Class: Barbarian Path: Destroyer Tactic: Onset Strike "The Barbarian closes the gap before the enemy can plant their feet, driving the weapon's full weight into muscle and bone with a blow meant to end the fight before it starts. What doesn't drop staggers, one leg buckled half-useless beneath them, easy prey for whatever comes next." Action Cost: 1 Action Vitality Cost: 3 Stamina Range: Melee (5 ft) Requires: 2h weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +1d6 bonus Damage, and halve the target's movement speed until the end of their next turn. Branch: Null (requires level 21) Module: ASA Crypt v. 0.02 | Ref #Abil. 002

Just as with main classes, each path and branch defines its own Armament Prerequisites that must be met to use its Abilities (see Basic Rules pg. 6). In terms of armor, paths are restricted by Grade, with Composite being the heaviest and Delicate the lightest. A path's armor threshold includes every Grade lighter than it: for instance, if Medium Grade is allowed, Light and Delicate are as well.

Weapons are required or restricted based not only on Style (Slashing, Blunt, Piercing, Chop, etc.), and there are other cases where specific weapons are allowed for certain tree branches, even though the weapon profile was earlier restricted for the main class and path tactics or spells. For instance, the Salii branch of the Priest path may use daggers (must be magic) and Medium Grade armor (again must be magic†), even though up to that point of the Avenger tree, neither is permitted.

†Any item (in this case daggers or Medium Grade armor) that has a magical effect.

To perform Abilities from the Avenger's - Cleric Path - characters are required to have readied a 1h blunt weapon and shield, or a 2h blunt weapon. Either satisfies the Path's Weapon Prerequisite Profile (see Weapon Prerequisite Profile, Basic Rules pg. 6), adding a choice of flavor and playstyle.

Maximizing their weight capacity (see Strength and Encumbrance), characters may carry various weapons and armor that allow them to utilize different main class, path and branch fighting styles, as long as these Armaments are readied and donned or drawn - in hand(s).

As Character's progress through a classes linear tier, path and branch, Armament options expand.

One Branch example is the Salii, which extends from the Priest Path, breaks away from Light Armor and 2h Blunt restrictions, allowing Medium Grade armor and Daggers (both must be Magic).

Within the Monk path, the Qirateka Branch eventually allows dual 1h Blunt wielding, or a 2h quarterstaff in the main hand with a small bladed weapon, such as a tonfa or sai, in the offhand.

Another example would be the Main Class Fighter that chooses to excel in the brawler path, where they will use their hands (wrapped) as well as environmental objects, such as; dust and dirt, broken glass, mugs, coin rolls, lamps, and so forth as their weapon choices. These characters will also develop tough skin, often wearing very little to protect themselves relying on their tough skin and urban acrobatics (see Olympiad Tree). Brawlers may wear Medium Grade bracers for their protection as well, giving them an element of parry (see Traits, Defense) for protection.

Certain Classes are also restricted to various modifications. For instance, because the Avenger Class alignment requires Lawful, Salii Priests cannot coat their daggers with poisons or carry other applied effects as a rogue or necromancer can. For a Salii the dagger must be magic and hold no properties such as applying poison. These daggers are only used to strike and cast, applying poisons to them would result in punishment by the Avenger's higher power.

Touching on some of what we've discussed above; Characters can have drawn any weapons, in hand(s), they choose, but they won't be able to perform certain Abilities if the weapons they're holding are not the requirements of that main class tree's Tier, Path and/or Branch.

This means a character that has chosen Tactics for a level 4 Monk can obtain a sword, and have it drawn, but they wouldn't be able to perform any of the Tactics since they require bare hands or various wood-only blunt weapons. They could use Actions during their turn to swap to a viable weapon, in this case either drop the sword (half an Action) or switch to a blunt/wood weapon (a full Action) if, in the latter case, they have one (of three possible - see readied weapons, pg. 4) readied and on their person.

Or if they have chosen Abilities from another class tree that allows the sword, e.g., Tactics from a Warrior Tree, they could just perform those Tactics. This system allows characters to hybrid through several classes at one time, sometimes without even changing 1 of 3 readied Armament sets.

However, there are other restrictions that don't allow the use of certain armaments, such as agility Prerequisites for certain ranged Abilities, strength or charisma to wear certain armor, rank restrictions and path restrictions to weapon types; e.g., † Monks can't use edged weapons or blunt weapons made from anything other than wood, † Clerics can't use edged weapons, Warlocks cannot use holy weapons, while Paladins can't use unholy weapons; however Paladins are not restricted to any weapon type, unless they don't meet other requirements, such as the agility Prerequisite to use an offhand dagger.

† Overseers and Avengers cannot use unholy weapons. They must begin to fall, taking penalties and challenges from their respective higher powers to Abilities of said tree(s).

† Fallen and Risen classes, although covered here are pg. 3 covered much more detailed in the GM Codex.

Each main class tree, and its Tier (levels 1-3), follows the same structure through its Path (4-20) into Branch picks (21-30), for a total of 30 (its cap) across the Tier and its respective Path and Branch, growing exponentially in power until the end. With that in mind, the tactic or spell power gap between pick 29 to 30 is the most significant in power of each tree. This gives players tough decisions between choosing raw power, moderate power and some diversity, or raw diversity with less power between their tactics and spells but gives them a wide array of choices per turn.

These Ability variations are derived from different main class tier, path and branch structures. In order for a main class to reach the 30 cap max Abilities, the character would have to choose linearly from Tier, through Path and Branch, staying on the same half of the Split, Tactic or Spell, the entire way. The Slot letter itself, A, B, or C, does not need to stay the same and can change freely level to level, only the Tactic/Spell half matters for the cap. For instance, an Avenger - Cleric - Warpriest reaches all 30 of the Cleric's Spells by staying on the Spell half at every level from Tier through Branch, picking Slot A at some levels, Slot B or C at others, whichever fits, while never once choosing a Tactic instead. This would be the ONLY route to a level 30 cap for that tree, since the Ability cap is 59. Breaking this linear pattern by crossing into the Tactic half at any point makes it impossible to reach 30, since each half must independently reach its own count of 30, and splitting Picks between the two means neither one can.

It's important to note that Class tree structure varies. While some classes only give choices of one linear Tier, Path, and Branch, such as; Avenger Monk, Tactics only, and Strategist Rogue, also Tactics only, others run a Split Tier, Split Path, and Split Branch, such as; Avenger - Cleric and Strategist - Shadow Stalker, both offering a Split Tactic or Split Spell at every level of progression, from Path through Branch.

The 59 Ability cap (see pg. 3) ensures a character can only fully max one class tree. At most, one tree, from its Tier through Branch, can reach 30, and a second caps at 29 (total of 59). In the case of a Split class, its two halves share that same 30-cap rather than each reaching 30 separately, as long as they stay within the Split type, Tactic or Spell. For example, for Classes with Split Paths and Branches, that offer both Tactics and Spells (see Cleric), you can reach the 30th Ability choosing either Slot, A, B or C, but must stay within the Tactic or Spell split. You can choose between Tactics and Spells within the Split, but you'll never reach the 30th respective Ability, because the math doesn't allow it, each half needs its own full 30, and splitting Picks between them keeps both short.

Paths and Branches are freely chosen at Slot 4 and Slot 21 respectively, no earlier Slot choice restricts which one. Separately, certain Slots carry a Prerequisite: every 4th Level starting at Level 3 (3, 7, 11, 15, 19, 23, 27), one Slot, cycling A, B, C, is a Prerequisite for that same Slot and Split at the very next Level. See Slots and Prerequisites, below, for the full rule.

With a limit of 3 readied weapons carried Per Day (see above), a character cannot perform Abilities from every class tree in a single session. They could manage to go through a lot of them, within a day using three distinct weapon types on their person, swapping out at will, however. This makes wide-spread Ability investment genuinely viable for Characters allowing them to continue to choose Abilities throughout various class trees, maximizing only one. Characters without weapon types that adhere to their Abilities, can still use standard or makeshift Combat attacks (see Combat pg. 5). Characters can still hone their skills on crafts and hobbies, utilizing their endurance for the remaining time of the day, during their downtime waiting for the 24 hour readied weapon cool down.

Revisiting Page 2 Content Alignment and Class Compatibility

A character's alignment is determined by their backstory during creation and remains their foundational choice unless altered by decisions characters make during their adventures. Each module provides curated backgrounds with built-in moral and ethical elements related to Lawful, Evil, or Neutral.

Once a background is determined, the GM confirms the character's starting alignment based on that background's elements, alerting the player before confirming. Players can also create custom backgrounds built between themselves and the GM, who sets the alignment.

Alignment determines which classes a character can access. Two classes require Lawful alignment; Avenger and Overseer. Four classes require Evil alignment; Doom Knight, Warlock, Witch, and Tyrant. The remaining ten; Barbarian, Bard, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, and Warrior, accept all alignments. Once an alignment has been assigned, players select their class(es), tactics or spells from those available to that alignment.

A Lawful character can combine Lawful classes with any neutral class, but cannot hold Evil-tree Abilities. An Evil character can combine Evil classes with any neutral class, but cannot hold Lawful-tree Abilities. A Neutral character can combine Neutral classes together, but cannot select either Lawful-only or Evil-only classes.

Since Alignment shifts over time through a character's choices and actions during play, a character's current alignment position is tracked on the Alignment bar of their Character Sheet's Progression Tracker.

If a character's actions drift significantly from a character's alignment, it may trigger Fallen or Risen mechanics exclusive to that lawful or evil class tree. Falling or Rising characters whose alignment drifts all the way to Neutral can no longer perform or earn new Abilities from the class tree that is either lawful or evil AND they'll begin to take penalties and tests from their respective higher powers.

See Fallen and Risen below, and Titles under Prestige, for how a shifting alignment reshapes a character's class standing.

Class Tree Development

Abilities carry no point cost. A character gains one Ability pick at each Character Level, and a second at the midpoint toward the next Character Level, XP-wise, all the way from Character Level 1 through 30. The one restriction sits on the 30th Ability in any class tree, its capstone: it can only be claimed on a full Character Level, never at a midpoint, no matter how many picks a character has already banked toward that tree. Once chosen, an Ability is available whenever its required armament is equipped (for martial Tactics) or drawn (for casting Abilities).

Starter Set

The Starter Set covers levels 1-5 for six curated classes and five curated races, fully supported with Tactic Cards, Spell Cards, and starting equipment. Additional classes, paths, and races open up in the full ruleset beyond level 5. See Starter Set Overview, Basic Rules pg. 2, for the full description and the Starter Set Playable Races list.

Starter Set Playable Classes: Avenger (Lawful), Barbarian (All), Marksman (All), Sorcerer (All), Strategist (All), Witch (Evil). Each is shown at full opacity below, with its Tier (1-3) and Path (4-5) Tactics and/or Spells briefly described, see each respective Tactic Card or Spell Card for full details. Everything from Path level 6 onward, and every Branch (21-30), is real structure that exists in the full tree but is dimmed since it's out of reach until later releases unlock it. Every other class below is shown at reduced opacity and is not yet available in the Starter Set.

The 59 Ability Cap, Four Build Examples

A tree's 30th Ability, its capstone, can only be claimed on a full Character Level, never at a midpoint (see Class Tree Development, above). A tree pushed hard from Character Level 1 reaches its 29th pick, one short of its capstone, by Character Level 15. From there, a player can choose to grab that capstone right away on any later Character Level, or hold off and build a second tree instead, spending both later Character Levels and midpoints on it, and only decide which tree gets its true 30th when a Character Level finally comes due. 30 + 29 = 59.

Example 1:

Theron, Warrior / Barbarian Tactic picks per level of progression.

30 Tactics Warrior Main Class, and 29 Tactics Barbarian Main Class for a total of maximum, 59 Tactics.

Both neutral trees, no alignment conflict. Theron puts every pick into Warrior from the start:

  • Character Level 1: Warrior's 1st Tactic (Tier)
  • Halfway to Level 2 (150† XP, the midpoint between Lvl 1 and Lvl 2): Warrior's 2nd Tactic (Tier)
  • Character Level 2: Warrior's 3rd Tactic (Tier) - Warrior's Tier is complete
  • Halfway to Level 3: Warrior's 4th Tactic (Path begins)

†see pg. 2 for the XP table, covered in full detail in the GM Codex.

He continues this same pattern, one pick at every Character Level and one at every midpoint, sending every pick into Warrior. By Character Level 15, he chooses Warrior's 29th Tactic, from the Duelist branch, one short of the capstone, 30. The 30th Ability requires a full Character Level, never a midpoint, and only one can be claimed there.

Theron will need to wait 15 more levels before choosing that 30th Tactic.

Capped at 29 in Warrior, through the Blade Master path and into the Duelist branch, Theron reaches Character Level 16 and begins investing in the main class Barbarian, following the same pattern: Tier, Path, then Branch. By Character Level 29, he reaches Barbarian's 28th Tactic, and at the midpoint to Level 30 he can choose Barbarian's 29th Tactic, from the Ghost branch.

At Level 30, Theron must now choose between the Duelist branch's (Warrior) 30th Tactic or the Ghost branch's (Barbarian) 30th Tactic. Theron chooses his 30th Tactic to cap the Warrior branch, Duelist.

Example 2:

Lyra, Sorcerer / Marksman / Bard Ability picks per level of progression.

20 Spells Sorcerer Main Class, 20 Tactics Marksman Main Class, and 19 Spells Bard Main Class for a total of maximum, 59 Abilities.

All three neutral trees, no alignment conflict. Lyra never sends two picks in a row to the same tree, she rotates:

  • Character Level 1: Sorcerer's 1st Spell (Tier)
  • Halfway to Level 2: Marksman's 1st Tactic (Tier)
  • Character Level 2: Bard's 1st Spell (Tier)
  • Halfway to Level 3: Sorcerer's 2nd Spell (Tier)

She continues rotating this way for the rest of her career, following her adventures rather than a fixed order. By Character Level 30, her picks land as 20 Spells in Sorcerer (through the Wizard path), 20 Tactics in Marksman (through the Bowman path), and 19 Spells in Bard (through the Strumalong path).

None of her three trees ever reach a capstone. A tree's 30th Ability requires being that tree's sole focus, and Lyra never sticks with one long enough to get there.

Example 3:

Varek, 14 trees Ability picks per level of progression.

3 to 5 Abilities in each of 14 Main Classes for a total of maximum, 59 Abilities.

Lawful and Evil trees can never be combined, so the widest possible spread for an Evil-Neutral character draws from 14 trees: Barbarian, Bard, Doom Knight, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, Tyrant, Warlock, Warrior, and Witch. Varek spreads wide from the start:

  • Character Level 1: Barbarian's 1st Tactic (Tier)
  • Halfway to Level 2: Bard's 1st Spell (Tier)
  • Character Level 2: Doom Knight's 1st Ability (Tier)
  • Halfway to Level 3: Druid's 1st Ability (Tier)

He continues cycling through all 14 trees this same way. Each tree picks up 3 Abilities (42 total), then each picks up its 4th, the first step into that tree's Path (14 more, 56 total). Three trees, Barbarian, Doom Knight, and Warlock, go one step further, reaching a 5th Ability each, the last 3 needed to hit 59, the cap.

No tree comes close to its capstone, and no branch is ever reached.

Example 4:

Kestrin, Strategist / Bard / Marksman / Sorcerer / Druid Ability picks per level of progression.

29 Abilities scattered across Bard, Marksman, Sorcerer, and Druid Main Classes, and 30 Abilities Strategist Main Class for a total of maximum, 59 Abilities.

All neutral trees, no alignment conflict. Through Character Level 15, Kestrin's first 29 picks go wherever the story calls for them:

  • Character Level 1: Bard's 1st Spell (Tier)
  • Halfway to Level 2: Marksman's 1st Tactic (Tier)
  • Character Level 2: Sorcerer's 1st Spell (Tier)
  • Halfway to Level 3: Druid's 1st Ability (Tier)

She continues cycling this way through her first 29 picks: Bard 8, Marksman 8, Sorcerer 7, Druid 6, none of the four past their Tier and early Path.

Her 30th pick, arriving at the midpoint of Character Level 15, goes toward something new instead, the first Ability of Strategist. From there every remaining pick goes into Strategist alone, reaching 28 by Character Level 29, and 29 at the midpoint toward Level 30. Character Level 30 then delivers Strategist's 30th Ability, its capstone, her 59th pick overall, the cap.

Slots and Prerequisites, at each level of progression, Characters are granted a choice between ONE tactic or spell, or both (since there are two choices per level), of a Tier, Path, or Branch between three slots; A, B or C.

Slot A is a Protector choice (Martial or Magic protection), Slot B is a Damage Dealer choice (Attack), and Slot C is a Heals/Utility choice (single-target heals, group heals, cleanse, survival, buffs and similar support effects), not limited to those examples.

A character gets one pick at each Character Level, and a second at the midpoint toward the next Character Level (see Class Tree Development, above, for the full pacing and capstone rules). The midpoint is reached when a character's cumulative XP hits the midpoint between their current Ch. Lvl's cumulative XP threshold and the next Ch. Lvl's threshold (see Character Level XP Progression, GM Codex Ch. II); for example, Ch. Lvl 15 sits at 161,300 cumulative XP and Ch. Lvl 16 at 194,100, so the midpoint toward Ch. Lvl 16 falls at 177,700 XP. Each pick fills a different Slot choice, whether the second choice is a linear advancement from the first or from a different main class's path or branch altogether. Once a pick is made, learned from a Class Trainer at a price, it locks in permanently, and there is no reverting.

Tier Abilities (Levels 1-3) are a Main Class's core Abilities, before any Path or Branch, its Sub-Classes, exist yet. At Slot 4, a Path opens, freely chosen among that Main Class's Paths, no earlier Slot choice restricts which one. At Slot 21, a Branch opens the same way, freely chosen among that Path's Branches.

Separately, certain Slot choices carry a Prerequisite. Every 4th Level starting at Level 3 (Levels 3, 7, 11, 15, 19, 23, and 27), one Slot, cycling A, B, C, A, B, C, A, is a Prerequisite for that SAME Slot and SAME Split half (Tactic or Spell) at the very next Level. Choosing it doesn't force a character to choose that Slot again next Level, they remain free to pick any Slot or Split they wish, it only unlocks the option to pick that same Slot and Split again. Not choosing it locks that one specific Ability out permanently, once an Ability can no longer be chosen, it's gone for that character for good, though every other Slot and Split at that Level remains freely available regardless.

For example: at Level 3, Slot A is the Prerequisite Slot. If Slot A Spell is chosen at Level 3, the character may then choose Slot A Spell at Level 4, though they're not required to, any other Slot or Split remains just as available. If Slot B Spell was chosen at Level 3 instead, Slot A Spell at Level 4 is locked out permanently, while Slot A Tactic, Slot B, and Slot C all remain open regardless.

The next Prerequisite Slot lands at Level 7 (Slot B), then Level 11 (Slot C), then Level 15 (Slot A again), Level 19 (Slot B), Level 23 (Slot C), and Level 27 (Slot A), repeating the same cycle every 4 Levels for the rest of the tree, each one gating that same Slot and Split at the Level directly after it.

For example: a Cleric who picks Slot B (purple) at Level 20 unlocks the Oracle Branch at Level 21; from there, Levels 21 through 30 must be taken one Level at a time, in order, with no skipping.

The Split, Tactic or Spell, never matters for either Prerequisite, a Tactic or a Spell chosen at Level 3 or Level 20 works equally well to unlock the Path or Branch that Slot leads to. This replaces any earlier chain-style Prerequisites between individual Slot picks; the Level 3 and Level 20 picks are now the only two points in a tree that gate what comes next.

Paths and Branches are Sub-Classes of their Main Class: each Path is a Sub-Class chosen at Level 4, and each Branch is a further Sub-Class chosen at Level 21, continuing that same Path's progression rather than branching into a wholly separate tree.

[Image Placeholder], a screenshot of one Path showing a Level 3 Slot A Prerequisite choice, color-coded, unlocking that same Slot A at Level 4.

Note to writer: Avenger's Cleric Path (see below) has the Slot A/B/C (Protector/Damage Dealer/Heals-Utility, plus Martial/Magic type, damage type, and delivery/target detail) fully applied. Use it as the template for every other class's Tier and Path content that hasn't been converted yet.

Abilities increase in power in sequential order of advancement, with the 30th Ability bearing exponential power over the 29th. As we have learned, Characters are not restricted to only one main class tree's Tier, Path or Branch; which allows multiple trees to create versatile or specialized characters, provided they meet armament and alignment Prerequisites associated with each tree. To learn new Abilities, characters must visit a Class Trainer, usually found in towns or metropolises across Essentia, and must pay a fee (prices vary per area); however, characters may run into NPC Class Trainers in isolated parts of the world, deep underground, deep in the woods, or in a vast desert as well, depending on the setting. This doesn't mean the Trainer will train the character, oftentimes Trainers will require Characters to establish stance with their factions before talking to them, let alone training them, but this usually isn't an issue in towns or large cities.

Class Trainers must be at least the Level of the Character to teach Abilities. Class Trainers only need to be of the Main Class to teach any Tier, Path or Branch within that Main Class, so as long as the Trainer is of the character's Level, they are qualified to teach the character Abilities.

Learning Abilities at the midpoint of the next Level still only requires the Trainer to be of that Level of the character. For instance, if a character is Level 11 and wants to learn his or her 12th Ability at the midpoint to Level 12 (see rules), the Trainer still only needs to be Level 11 and must be a teacher of that main class's tree.

If a character levels up, or reaches a midpoint that grants Ability development, far from a town, for instance deep within a dungeon or remote location, they can potentially use their Wayfarer†, if available, or coordinate with other group members, such as mages (NPC or party), to port into the nearest town or city that would have a Trainer.

†See Animated Wayfarer, Basic Rules pg. 5, for the Faction Sense ability and what a Wayfarer can and can't tell its owner about a town's faction stance. Class faction alone is USUALLY enough stance for a character to learn Abilities, but if not, establishing enough stance within any faction within reason by completing a few quests usually earns the Trainer's trust.

Below are the playable main class trees, their paths and path branches (Abilities for each class under heavy development). Bonuses and Penalties are restrictions and bonuses to equipment. How equipment affects the character beyond the class modifications, such as; "lose a movement then if wearing plate" or "bonus to charisma if wearing plate" is entirely up to how the character plays their role(s), particularly since players can choose as many class trees as they want, as long as they don't exceed the Ability cap.

Main Class Ability Summaries: Tiers, Paths and Branches

For full version see each Ability's Card, per module

Before delving into each playable class's stat card, it's important to point out that playable classes are more than just a consolidation of stats. Playable Classes shape Characters at the table, not just in fighting style but culturally and retrospectively (see backstory) as well.

The Ogre warrior who trusts dual clubs and fur armor over a battle axe and plate, the human sorcerer who chooses a tribal war dress and staff over his well-off relative's robe and crystal-set staff, or the halfling strategist who wins a fight before it ever starts, while his elven comrade in arms chooses the Spellblade role within Strategist.

There are sixteen main classes available: Avenger, Barbarian, Bard, Doom Knight, Druid, Fighter, Magic User, Marksman, Overseer, Shaman, Sorcerer, Strategist, Tyrant, Warlock, Warrior, and Witch. Each runs its own unique Tier, Path, and Branch structure, with some leaning entirely on Tactics, some entirely on Spells, and some, such as the Avenger, offering Split choices between both.

Starting with Avenger, the classes below are listed in alphabetical order, with six shown at full opacity, Playable in SORC's Starter Set; while the remaining ten are shown at reduced opacity, their lore still readable, but their full Tier/Path/Branch content still under development for a future release.

‡ IMPORTANT
Below are summarized versions of every Ability. Each Ability comes in the form of SORC Cards released in Modules that reflect the level of the Card. For instance, a Level 4-8 module has every level 4-8 Ability available for every playable class in SORC. As expansions and different versions are released, the content of the Modules will adhere to the new rules and content.

Avenger (Playable in Starter Set)

Alignment Restrictions: Lawful

Faith-driven warriors bound to a higher power, at first restricted to blunt weapons and a light armor default threshold. As with all Paths and Branches, later Avengers unlock some 1h bladed weapons and Medium or Half Medium Armor.

Avengers practice righteous judgment showcasing an array of divine protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force. Where others seek to end a fight quickly, an Avenger is built to outlast it, wearing the wicked down through unshakable faith and sheer endurance until judgment finally comes due.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Dwarf (Common)† +5, Human† +5, Firbolg +5, Hawkbear +5

†Dwarf and Human Playable with Starter Set.

Averse Races: Bast -5, Bugbear -5, Troll (Bridge) -5, Troll (Mountain) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Emberscale -5, Imperials -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Avenger Blessing, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Zealous Reckoning, Once Per Day the Avenger calls down judgment, dealing holy damage equal to twice their Piety Score to one target and healing themselves for half that amount.

Extra 1d6 + lvl radiant damage on Critical Hits.
Once per encounter, Avengers can Flourish their blunt weapon to grant an ally a free Defense roll.

Avengers get +5 feet their base movement speed, once per encounter.

Avengers get +4 plus their PIETY Score on Knowledge checks involving religious lore.


Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Apothecary, Enchanter, Witchcrafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Avenger Path and Branch Descriptions
Select to Expand
i. Cleric (Penalties and Bonuses TBA)
The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (LVL 4-20)
Cleric Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h Blunt (Main), shield or holy symbol (Off), or 2h Blunt. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Half Medium (Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Cleric Branches
◆ Holy (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (LVL 21-30)
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Holy Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Holy Branch chosen at Level 21 - see Holy above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Holy Branch chosen at Level 21 - see Holy above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Oracle (2h blunt weapon, wood or ivory only, no metal, or 1h blunt weapon, wood or ivory, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (LVL 21-30)
A farther-reaching caster who trades armor weight for spell range, wielding only wood or ivory blunt weapons to keep their channeling pure.
Oracle Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Oracle Branch chosen at Level 21 - see Oracle above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Oracle Branch chosen at Level 21 - see Oracle above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Warpriest (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (LVL 21-30)
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Warpriest Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Warpriest Branch chosen at Level 21 - see Warpriest above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Warpriest Branch chosen at Level 21 - see Warpriest above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Monk (Penalties and Bonuses TBA)
A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (LVL 4-20)
Monk Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h, 2h, or bare hands, Melee. Weapon Type: Martial for Tactics, Magic for Spells. Wood Only - TAW and Energy Forbidden.

Armor Thresholds
Armor Grade: Light or lighter (Padded Wraps).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Monk Branches
◆ Chanter (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (LVL 21-30)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Chanter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Chanter Branch chosen at Level 21 - see Chanter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Chanter Branch chosen at Level 21 - see Chanter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shapeflow (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes) (LVL 21-30)
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Shapeflow Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shapeflow Branch chosen at Level 21 - see Shapeflow above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shapeflow Branch chosen at Level 21 - see Shapeflow above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Qirateka (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (LVL 21-30)
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Qirateka Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Qirateka Branch chosen at Level 21 - see Qirateka above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Qirateka Branch chosen at Level 21 - see Qirateka above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Priest (Penalties and Bonuses TBA)
A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (LVL 4-20)
Priest Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt, 1h, Melee; conjures a spectral strike until Salii unlocks a real Piercing weapon. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: Light or lighter (Shroud Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Priest Branches
◆ Shadow Weaver (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (LVL 21-30)
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Shadow Weaver Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadow Weaver Branch chosen at Level 21 - see Shadow Weaver above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shadow Weaver Branch chosen at Level 21 - see Shadow Weaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Discipline (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (LVL 21-30)
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Discipline Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Discipline Branch chosen at Level 21 - see Discipline above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Discipline Branch chosen at Level 21 - see Discipline above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Salii (unlocks enchanted daggers and Mithril, Medium Grade armor) (LVL 21-30)
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Salii Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Salii Branch chosen at Level 21 - see Salii above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Salii Branch chosen at Level 21 - see Salii above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Avenger Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Blunt (Main) with shield or holy symbol (Off).

◆2h Blunt

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Avenger Blessing (see Main Class Abilities above) is Active:

◆2h Weapon Bonus†: +2 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Blessed Warhammer is wielded.
1h Weapon Bonus with Offhand:
◆1h Blunt (Main) +1 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Hallowed Mace is wielded.
◆Shield (Off) +1 PROTS or Holy Symbol (Off) +1 to all Heals or Cures or +1 Spell Damage.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light (thick Wool, Leather, Padded). Bonus: +1 Protection Score (PROTS) from spiritual attunement; +2 and +2 to PROTS and Theologist Talents if thick Wool is worn.

+1 PROTS and +2 to Theologist Talents if wearing Light or Delicate (Leather or Padded).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Avenger's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Avenger Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Avenger
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • Slot A (Protector - Magic, Holy):
    Shield Ward - a wall of light snaps into being for one turn, raising PROTS; if a real shield is already in hand, the light fuses to it instead for +1 additional PROTS.
  • Slot B (Damage Dealer - Martial, Blunt):
    Blunt Strike - a mace-blow delivered with practiced weight, basic blunt weapon attack technique.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Self):
    Righteous Stand - faith holds the line against fear, resist fear and Panic Engine effects.
  • Slot A (Protector - Magic, Holy):
    Fortify - a radiant, hardening ward, temporary PROTS bonus to self or ally.
  • Slot B (Damage Dealer - Magic, Holy, Shoot, Single Target):
    Divine Light - a lance of searing white light, minor holy damage to one target.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Single Target):
    Minor Mend - warmth spreads through torn flesh and closes it, small Life heal to self or ally.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • Slot A (Protector - Martial):
    Bulwark Stance - plants firm and unyielding, trade movement for a flat PROTS bonus.
  • Slot B (Damage Dealer - Martial, Blunt):
    Mace Sweep - a wide, punishing swing that also catches one adjacent foe.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Self):
    Iron Resolve - a will hammered steady, resist Charm and other mind-affecting effects.
  • Slot A (Protector - Magic, Holy):
    Blessed Deflection - a shimmering ward that turns aside the next blow, temporary Defense bonus to self or ally.
  • Slot B (Damage Dealer - Magic, Holy, Shoot, Single Target):
    Radiant Lance - a spear of holy light punched clean through, single-target holy damage, Wit-based accuracy.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Single Target):
    Tender Touch - a soft, steady light that mends over time, small heal over time, ticking each round.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • Slot A (Protector - Magic, Holy):
    Deflecting Guard - the shield of light catches a blow mid-swing and turns it aside into a nearby enemy (advantage - see Card if a real shield is already in hand).
    ↳ Unlocks Shield-Wall Guard (Lvl 4)
  • Slot B (Damage Dealer - Martial, Blunt):
    Crushing Blow - a heavy, bone-jarring strike, lower accuracy for bonus Damage.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Self):
    Unbroken Vow - an oath sworn against falling, immune to being knocked prone for one turn.
  • Slot A (Protector - Magic, Holy):
    Guiding Word - a steadying word that braces the mind, temporary Resistance bonus against the next incoming Attack.
    ↳ Unlocks Anointed Sanctuary (Lvl 4)
  • Slot B (Damage Dealer - Magic, Holy, Melee, Single Target):
    Smite - holy fire that boils through flesh and bone alike, bonus vs. undead or evil-aligned targets.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Single Target):
    Vital Spark - a jolt of pure radiance that snaps a body back from the brink, instant small heal, also clears one Fatigue.

Example Tactic Card - Crushing Blow. (Temporary layout, pending final card design.)

Tactic Card Main Class: Avenger Path: Null (requires level 4) Tactic: Crushing Blow "The Avenger telegraphs nothing, hauling the mace up and driving it down in one crushing arc that caves in ribs and buckles the knees. Accuracy suffers for the wind-up, but what connects leaves the target gasping through a shattered guard, blood misting from a mouth that no longer sits where it used to." Action Cost: 1 Action Vitality Cost: 2 Stamina Range: Melee (5 ft) Requires: Blunt weapon equipped, Light Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at -2 Hit. On a hit, deal weapon damage +1d6 bonus Damage. Branch: Null (requires level 21) Module: SFK v. 0.01 | Ref #Abil.001

Example Spell Card - Smite. (Temporary layout, pending final card design.)

Spell Card Main Class: Avenger Path: Null (requires level 4) Spell: Smite "Light detonates from the Avenger's outstretched hand like a verdict already passed, scorching flesh and searing the air with the reek of judgment made real. Against the undead and the evil-aligned the light does not merely burn, it unmakes, peeling shadow from bone and leaving nothing behind that wants to keep standing." Action Cost: 1 Action Vitality Cost: 2 Mana Range: 30 ft Requires: Blunt weapon equipped, Light Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Shoot holy damage, 2d6 + PIETY. Damage becomes 3d6 + PIETY against undead or evil-aligned targets. Branch: Null (requires level 21) Module: SFK v. 0.01 | Ref #Spell001

▾ Collapse Avenger Tier

Avenger Paths
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Cleric
- The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • Slot A (Protector - Magic, Holy):
    Shield-Wall Guard - following through Deflecting Guard, it adds a round of duration, then catches the blow with even greater force, turning it aside into up to two nearby enemies, and the line holds firm enough to also heal a nearby ally (advantage - see Card if a real shield is already in hand).
    ↰ Requires Deflecting Guard (Lvl 3)
  • Slot B (Damage Dealer - Martial, Blunt):
    Righteous Smite - a hammering blow struck with a battle-rite's fury behind it, lands hardest on the wicked, bonus damage against an evil-aligned target.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Self):
    Flame-Sealed Oath - a vow sworn over fire and consecrated water both, will not let the body fold, resist being stunned for the rest of the encounter.
  • Slot A (Protector - Magic, Holy):
    Anointed Sanctuary - following through Guiding Word, it adds a round of duration, then raises hallowed ground granting an even greater temporary Resistance bonus against the next incoming Attack, and consecrating the ground so any evil-aligned attacker also suffers a Defense penalty while it holds.
    ↰ Requires Guiding Word (Lvl 3)
  • Slot B (Damage Dealer - Magic, Holy, Touch, Single Target):
    Anointing Touch - a hand pressed to flesh sears a mark of judgment through it like a battle-rune carved mid-strike, holy damage to an evil-aligned target, channeled like a consecrating touch.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Single Target):
    Charitable Blessing - a rite of fire and water together that calls the wound back toward wholeness, heal that also clears one minor Condition.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • Slot A (Protector - Magic, Holy):
    Cast Out - the light does not just block, it answers with a chanted war-blessing's fury, returning holy damage doubled against an evil-aligned attacker and weakening their next strike (advantage - see Card if a real shield is already in hand).
  • Slot B (Damage Dealer - Martial, Blunt):
    Shield-Wall Bash - the shield drives forward like a wall closing ranks, blunt attack that also raises the Avenger's own Defense next turn (Block, shield braced formation-style).
  • Slot C (Heals/Utility - Magic, Holy, Touch, Self):
    Enduring Grace - a bitter consecrated draught pressed to trembling lips, steadying hands and clearing the mind, removes one Fatigue or Fear stack from the Avenger.
  • Slot A (Protector - Magic, Holy):
    Charitable Grace - a steadying hand held firm as a shield-line, grants Resistance to the next Fear or Panic Engine effect.
  • Slot B (Damage Dealer - Magic, Holy, Shoot, Single Target):
    Ward of Cleansing - holy fire invoked with a war-priest's chant, burning a curse or disease out by the root, holy damage to a cursed or diseased target.
  • Slot C (Heals/Utility - Magic, Holy, Touch, Multi Target):
    Ward of Kinship - a consecrated draught shared between two open wounds, the same rite that calls flesh back toward wholeness, small heal split between two allies at once.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Guarded Light - a line of holy light held between an ally and whatever's coming for...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Rooted Cleanse - a curse burned out by the root mid-battle, cleansing whoever the rot has already...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Anointed Curse - every wound anointed with light on the same breath it's cleansed, marking a curse for a mercy only the Cleric can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.

Example Tactic Card - Shield-Wall Bash. (Temporary layout, pending final card design.)

Tactic Card Main Class: Avenger Path: Cleric Tactic: Shield-Wall Bash "The Avenger drives their shield forward like the front rank of a wall closing a gap, splintering wood against jaw and driving the enemy back a full stride. For one heartbeat the line holds unbroken, boots planted, shield-arm locked, daring the next blow to come and find nothing waiting behind the rim but bone." Action Cost: 1 Action Vitality Cost: 3 Stamina Range: Melee (5 ft) Requires: Blunt weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Melee attack roll at normal Hit. On a hit, deal weapon damage +1d4 bonus Damage, and gain +2 Defense until your next turn (Block, shield braced formation-style; +1 additional PROTS if a real shield is already in hand). Branch: Null (requires level 21) Module: ASA Crypt v. 0.02 | Ref #Abil.001
Weapon Types (must be drawn) - Magic: 1h Blunt (Main), shield or holy symbol (Off). 2h Blunt (e.g., warhammer, morning star, or two-handed maul).

Example Spell Card - Ward of Cleansing. (Temporary layout, pending final card design.)

Spell Card Main Class: Avenger Path: Cleric Spell: Ward of Cleansing "Holy fire crawls up through cursed flesh or festering rot, called forth with a war-priest's chant, blistering the affliction to ash even as it scours the wound clean. What's left behind steams and stinks of burnt corruption, but it no longer spreads, no longer speaks, no longer belongs to whatever put it there." Action Cost: 1 Action Vitality Cost: 3 Mana Range: 30 ft Requires: Blunt weapon equipped, Medium Grade armor or lighter donned (see readied Armaments pg. 4) Effect: Shoot holy damage, 3d6 + PIETY, to a target currently suffering a curse, disease, or poison effect. That affliction ends immediately if the target takes damage from this Spell. Branch: Null (requires level 21) Module: ASA Crypt v. 0.02 | Ref #Spell002
Cleric Branch Descriptions
Select to Expand
i. Holy - the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear) (Penalties and Bonuses TBA)
ii. Oracle - a farther-reaching caster who trades armor weight for spell range, wielding only wood or ivory blunt weapons to keep their channeling pure. (2h blunt weapon, wood or ivory only, no metal, or 1h blunt weapon, wood or ivory, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter) (Penalties and Bonuses TBA)
iii. Warpriest - a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic) (Penalties and Bonuses TBA)
Cleric Sub-Class - Holy
- the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Holy Branch continues this Path's progression exclusively through Level 30.
Cleric Sub-Class - Oracle
- a farther-reaching caster who trades armor weight for spell range, wielding only wood or ivory blunt weapons to keep their channeling pure. (2h blunt weapon, wood or ivory only, no metal, or 1h blunt weapon, wood or ivory, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Oracle Branch continues this Path's progression exclusively through Level 30.
Cleric Sub-Class - Warpriest
- a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Warpriest Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Monk
- A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Iron Palm Strike - a palm strike that lands with far more weight than it should carry, unarmed strike that ignores a portion of PROTS.
  • (Slot B) Enduring Guard - a stance drilled into muscle memory through relentless repetition, the same discipline that trains a body to endure what it cannot avoid, +1 Defense next turn (Parry, vs blunt weapons and magic).
  • (Slot C) Whirling Kick - a spinning strike flowing off pure momentum, scrambles the target's next move.
  • (Slot A) Breath of Clarity - a single exhale timed to the rhythm of the body's own flow, the next strike lands with bonus Damage.
  • (Slot B) Unshaken Mind - a mind disciplined through deliberate hardship until nothing left can shake it, brief immunity to Charm effects.
  • (Slot C) Stoic Resolve - stillness held past the point of comfort, a minor Willpower/Focus buff through disciplined stillness.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Tortoise Stance - absorbs the blow like a body deliberately trained to endure hardship, then answers twice as hard, bonus Damage while unarmored or in cloth.
  • (Slot B) Mountain Root Stance - rooted and immovable like a mountain, resist being pushed or knocked back while unarmored, gaining a brief controlling grip (Parry, vs blunt weapons and magic) immediately after.
  • (Slot C) Whirling Step - a flowing spin passed hand to hand like a fighting-dance, closes distance faster than the eye tracks, +5ft movement through evasive footwork while unarmored.
  • (Slot A) War-Dance Vigor - a whirling rhythm of strikes that opens every foe within reach, a fighting-dance that deals minor Damage to all adjacent foes.
  • (Slot B) War-Dance Renewal - the same rhythm turned inward, flesh hardened the way deliberate hardship tempers a body that chooses to endure it, +1 PROTS gained from a renewing rite.
  • (Slot C) Clarity's Calm - a single exhale that empties the mind of terror, removes one fear or Panic Engine effect from self.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Opening Palm - a counter timed off a parried blow, striking back before the enemy can even fully...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Counting Breath - a strike that counts every blow absorbed this fight, landing harder the longer the Monk has...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Counted Nerve - Monks count every parry and turn discipline itself into a weapon, marking a struck nerve for a finishing blow only they...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Monk Branch Descriptions
Select to Expand
i. Chanter - a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument) (Penalties and Bonuses TBA)
ii. Shapeflow - the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes) (Penalties and Bonuses TBA)
iii. Qirateka - a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves) (Penalties and Bonuses TBA)
Monk Sub-Class - Chanter
- a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Chanter Branch continues this Path's progression exclusively through Level 30.
Monk Sub-Class - Shapeflow
- the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shapeflow Branch continues this Path's progression exclusively through Level 30.
Monk Sub-Class - Qirateka
- a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Qirateka Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Avenger Sub-Class - Priest
- A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Dagger Rite - a consecrated blade drawn like those laid beside the dead for the journey beyond, opens the strike clean, adding holy damage (advantage - see Card if a real dagger is already in hand).
  • (Slot B) Shadow Step - a ward spoken too fast for the ear to catch, gone before the blow lands, avoiding one attack.
  • (Slot C) Veil Step - slips through the boundary between worlds and reappears at the target's back.
  • (Slot A) Whispered Ward - a boundary drawn in murmured words that the wicked cannot cross, minor Resistance buff to one ally.
  • (Slot B) Whispered Curse - the same rite spoken backward, minor Resistance debuff to one enemy.
  • (Slot C) Death's Toll - a slow rite that gnaws at a target from within, minor holy damage over time to one target.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Ritual Cut - a shallow cut delivered like an offering left for the journey beyond, weakening the target's Resistance (advantage - see Card if a real dagger is already in hand).
  • (Slot B) Fade From Sight - the boundary blurs and the eye simply fails to find them, brief partial concealment (Evade), +1 Defense for one turn.
  • (Slot C) Blood Offering - a cut across the palm paid in answer to a spoken bargain, restores a small amount of Life to the Priest.
  • (Slot A) Silent Vigil - a ward kept like a vigil through the night, +1 Defense to self or ally while keeping watch.
  • (Slot B) Grave Chant - a funeral rite spoken over the living, holy damage to one undead or evil-aligned target.
  • (Slot C) Binding Rite - grave-dirt and a whispered name wrapped around an ankle that isn't there, briefly reduces a target's movement speed.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Grave Whisper - a strike drawn from the space between light and shadow, cutting where the two...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Dying Scripture - a dying breath read like scripture, marked for a rite that only the Priest can...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Final Rite - Priests cut from the shadows they were trained in, marking the dying for one final rite before the...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Priest Branch Descriptions
Select to Expand
i. Shadow Weaver - a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers) (Penalties and Bonuses TBA)
ii. Discipline - a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance) (Penalties and Bonuses TBA)
iii. Salii - the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor) (Penalties and Bonuses TBA)
Priest Sub-Class - Shadow Weaver
- a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shadow Weaver Branch continues this Path's progression exclusively through Level 30.
Priest Sub-Class - Discipline
- a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Discipline Branch continues this Path's progression exclusively through Level 30.
Priest Sub-Class - Salii
- the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Salii Branch continues this Path's progression exclusively through Level 30.

Barbarian (Playable in Starter Set)

Alignment: All

Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation, excelling in brutal melee combat across every environment from frozen mountain peaks to untamed wild plains, where rage is a resource and restraint is a weakness.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Bugbear +5, Hawkbear +5, Ogre† +5, Troll (Bridge) +5, Troll (Mountain) +5, Dwarf (Snow) +5, Neanderthal (Glaciera) +5, Skrath +5, Dwarf (Ash) +5, Elf (Sylvan) +5, Drevane +5, Leshy +5

†Ogre Playable with Starter Set.

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Blood Frenzy, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Barbzerker, Once Per Day the Barbarian roars when reaches half of their Life they get an extra attack per turn.

When a barbarian reaches 0 Life, they instantly get life equal to their Constitution Trait Score, and get 3 attacks at that turn.

Extra 1d6 + lvl damage on Critical Hits.
Once per encounter, Barbarians can

Flourish a 2h Melee weapon that lowers their target's PROTS at a number equal to their Athletics Score.

Barbarians get +5 feet their base movement speed, once per encounter.

Barbarians get +4 plus their STR Score on Intimidation checks.


Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Field Medic, Hunter, Bounty Hunter, Scout

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Barbarian Path and Branch Descriptions
Select to Expand
i. Destroyer (Penalties and Bonuses TBA)
A brute-force Barbarian who commits fully to a single devastating two-handed weapon, trading defense for maximum damage. (LVL 4-20)
Destroyer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5; starting Level 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Boiled Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Destroyer Branches
◆ Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (LVL 21-30)
A dual-wielding berserker who trades caution for reckless momentum.
Bloodrager Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bloodrager Branch chosen at Level 21 - see Bloodrager above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bloodrager Branch chosen at Level 21 - see Bloodrager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Frenzied (no armor for maximum frenzy speed; 2h weapon only) (LVL 21-30)
An armor-shedding berserker who trades protection entirely for speed and fury.
Frenzied Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Frenzied Branch chosen at Level 21 - see Frenzied above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Frenzied Branch chosen at Level 21 - see Frenzied above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (LVL 21-30)
A heavy-weapon specialist who crushes armor and bone alike.
Mauler Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Mauler Branch chosen at Level 21 - see Mauler above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Mauler Branch chosen at Level 21 - see Mauler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Cimmerian (Penalties and Bonuses TBA)
A versatile Barbarian who adapts weapon and stance to the fight at hand, as comfortable dual-wielding as bearing a single blade. (LVL 4-20)
Cimmerian Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting Level 6, each choice may require a different Weapon Style or Hand (see Ability Cards). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Rawhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Cimmerian Branches
◆ Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (LVL 21-30)
A wild-born survivalist who needs neither shelter nor armor to endure.
Woodwose Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Woodwose Branch chosen at Level 21 - see Woodwose above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Woodwose Branch chosen at Level 21 - see Woodwose above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (LVL 21-30)
A mounted raider who strikes fast and rides on.
Nomad Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Nomad Branch chosen at Level 21 - see Nomad above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Nomad Branch chosen at Level 21 - see Nomad above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (LVL 21-30)
A stealth-focused Cimmerian who strikes from hiding and vanishes before the counter.
Ghost Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ghost Branch chosen at Level 21 - see Ghost above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ghost Branch chosen at Level 21 - see Ghost above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Mountaineer (Penalties and Bonuses TBA)
A ranged-focused Barbarian who fights from a distance with spear or bow, mastering trap-craft and rugged terrain. (LVL 4-20)
Mountaineer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 1h or 2h, Melee at Levels 4-5; starting Level 6, widens to Throw and Shoot, each choice may require a different Weapon Style, Hand, or Range (see Ability Cards). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Furhide Mantle).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Mountaineer Branches
◆ Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (LVL 21-30)
A spear-and-bow specialist skilled in trap-craft and wilderness survival.
Amazon Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Amazon Branch chosen at Level 21 - see Amazon above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Amazon Branch chosen at Level 21 - see Amazon above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Beast Master (any Barbarian default weapon; built around Companion synergy) (LVL 21-30)
A Barbarian bonded to a Companion, fighting as one with a beast ally.
Beast Master Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Beast Master Branch chosen at Level 21 - see Beast Master above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Beast Master Branch chosen at Level 21 - see Beast Master above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (LVL 21-30)
A pursuit specialist who runs prey to ground before it knows it's being hunted.
Predator Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Predator Branch chosen at Level 21 - see Predator above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Predator Branch chosen at Level 21 - see Predator above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Barbarian Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆2h Chop or Blunt.

Weapon Types:
◆Martial Melee or Magic Melee for Tactic or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.

Whenever Blood Frenzy (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + STR (for Melee) AGI (for Shoot).
1H Melee: +1 Hit.
2H Melee: +2 Hit, +1 Damage.
◆+2 and +2 to Hit and Olympiad Talents if the Skullcrusher Maul (Blunt) or Bloodfang Cleaver (Chop) is wielded.
1H Shoot: 0.
2H Shoot: 0.

See each path and branch for specifics.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light (Fur, Leather). Bonus: +2 to Strength checks; +2 and +2 to †Defense and Olympiad Talents if Fur is worn.

+1 for any other medium Armor and +2 to Olympiad Talents if wearing Light or Delicate.

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

†This includes Parry if wearing bracers, refer to pg. 2 Traits.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Barbarian's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Barbarian Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Medium Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, base loadout (e.g., greataxe, greatsword, warhammer, or maul), see each Path below for how this widens past Level 5. Weapon Type: Martial for Tactics, Magic for Spells (Spells are chants, war cries, and spirit-rites, not incantations). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Barbarian
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • (Slot A) Reckless Swing - a wild swing thrown with a frenzy that cares nothing for its own guard, extra Damage, reduced Defense for one turn.
  • (Slot B) Iron Skin - a hide toughened by sun and open ground, temporary Toughness bonus when Life drops low.
  • (Slot C) War Cry - a cry carried on open wind meant to be heard for miles, fear effect on nearby enemies once per encounter.
  • (Slot A) Ancestor's Ward - calls a spectral ancestor's shield to stand a moment at the Barbarian's back, temporary PROTS bonus.
  • (Slot B) Thunderclap Roar - a shout charged with primal fury that cracks like thunder, minor Damage to nearby enemies.
  • (Slot C) Blood Chant - a chant sung over open wounds the way old tribes sang the dying home, small Life heal to self.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • (Slot A) Horselord's Charge - summons a spectral steed for one turn to charge on, extra Damage if the character moved before striking (advantage - see Card if a real mount is already at their side).
  • (Slot B) Sun-Hardened Hide - temporary Toughness bonus while unarmored or lightly armored.
  • (Slot C) Warcarved Roar - a raised war cry carved from old defiance, that also grants nearby allies a brief Hit bonus.
  • (Slot A) Stonehide Chant - a chant that hardens skin like stone underfoot, temporary Toughness bonus.
  • (Slot B) Warband Curse - a curse howled at the enemy line the way old raiders cursed a rival camp, minor Resistance debuff to one target.
  • (Slot C) Spirit Mend - calls on ancestral spirits to knit flesh, small heal over time.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • (Slot A) Spear Rush - conjures a magical spear for one turn (no spear required), a mounted-style closing charge that adds bonus Damage equal to distance covered (advantage - see Card if a real spear is already in hand).
    ↳ Unlocks Encircling Cleave (Lvl 4)
  • (Slot B) Shield Wall Stance - temporary PROTS bonus while standing beside an ally.
  • (Slot C) Drumbeat Advance - a rhythmic war-drum cadence that boosts nearby allies' movement speed briefly.
  • (Slot A) Chain Grip - hurls a spectral chain that snags a distant enemy and yanks them into melee range, forced movement pull.
    ↳ Unlocks Spirits of the Fallen (Lvl 4)
  • (Slot B) War Drum's Wail - a resonant war-cry infused with primal power, bonus Damage on the Barbarian's next attack.
  • (Slot C) Vengeful Spirit - calls a vengeful ancestor spirit to lash out at a nearby foe, minor Damage plus resist the next Fear effect.

▾ Collapse Barbarian Tier

Barbarian Paths
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Destroyer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Slashing or Blunt, 2h, Melee at Levels 4-5, e.g., greataxe, greatsword, or maul; starting Level 6, each choice may require a different Weapon Style or Hand, noted individually below)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Encircling Cleave - following through Spear Rush, it adds a round of duration, then swings the closing charge wider and harder, its distance-based bonus Damage still applying but now catching two adjacent targets at once in a single berserk arc.
    ↰ Requires Spear Rush (Lvl 3)
  • (Slot B) Sandstorm Guard - kicks up a cloud of sand for one turn, granting +1 Defense (Evade) and brief concealment from ranged attacks.
  • (Slot C) Hardened Raider - a will forged raiding the open ground where nothing is given, resist one Fear or Panic Engine effect and gain a brief Hit bonus after.
  • (Slot A) Spirits of the Fallen - following through Chain Grip, it adds a round of duration, then reinforces the spectral chain with fallen warriors' spirits, pulling the snared enemy even further into melee range, and the spirits guard an ally's flank, granting them advantage on their next Attack roll against that same pulled target.
    ↰ Requires Chain Grip (Lvl 3)
  • (Slot B) Sandveil Ward - conjures a stinging veil of primal sand over an ally, grants that ally +1 Defense (Evade) and brief concealment from ranged attacks.
  • (Slot C) Old Ground's Blessing - a chant invoking ground once fought over, grants an ally resistance to their next Fear or Panic Engine effect and a brief Hit bonus after.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Onset Strike - a 2h weapon attack thrown like a mounted raider closing at full gallop, also lowers the target's movement speed.
  • (Slot B) Unbroken Ranks - disciplined formation grants +1 PROTS while adjacent to an ally.
  • (Slot C) Desert-Worn - resist one Fatigue-based penalty for the rest of the encounter.
  • (Slot A) Charging Spirit - conjures a spectral mount for an ally's next charge, granting that ally extra Damage and lowering their target's movement speed.
  • (Slot B) Battle-Line Chant - a rhythmic chant that steels an ally's resolve, grants that ally advantage on their next Defense roll.
  • (Slot C) Desert Spirit's Endurance - a primal endurance rite chanted over an ally, grants that ally resistance to their next Fatigue-based penalty.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Avalanche Blow - a single blow struck with an avalanche's weight, letting the first hit decide how the...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Chosen Kill - a kill picked out of a crowd, marking whoever the Destroyer has decided won't be...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Marked Kill - Destroyers run down whoever they've marked for the kill, closing a fight with pure, relentless...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Destroyer Branch Descriptions
Select to Expand
i. Bloodrager (unlocks dual-wielded 1h weapons for reckless offense) (Penalties and Bonuses TBA)
ii. Frenzied (no armor for maximum frenzy speed; 2h weapon only) (Penalties and Bonuses TBA)
iii. Mauler (unlocks heavier 2h weapons like mauls and greatclubs) (Penalties and Bonuses TBA)
Destroyer Sub-Class - Bloodrager
(unlocks dual-wielded 1h weapons for reckless offense)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Bloodrager Branch continues this Path's progression exclusively through Level 30.
Destroyer Sub-Class - Frenzied
(no armor for maximum frenzy speed; 2h weapon only)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Frenzied Branch continues this Path's progression exclusively through Level 30.
Destroyer Sub-Class - Mauler
(unlocks heavier 2h weapons like mauls and greatclubs)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Mauler Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Cimmerian
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Slashing or Blunt, 1h or 2h, Melee, agile 1h option viable at Levels 4-5, e.g., hand-axe, short-sword, or war-club; starting Level 6, each choice may require a different Weapon Style or Hand, noted individually below)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Primal Leap - a pouncing charge covered like ground closed at a gallop, into melee range, dealing bonus Damage on the landing strike.
  • (Slot B) Beast Instinct - a wild-country awareness honed on harsher ground than most ever cross, +1 Defense (heightened awareness) and Vigilance while in natural terrain.
  • (Slot C) Warband Fury - +1 Strength and Agility while fighting in open ground, the old warband's fury still answering the call.
  • (Slot A) Beast-Spirit Pounce - channels a beast spirit into an ally's charge, granting that ally bonus Damage on their next landing strike.
  • (Slot B) Wildland Sense - a primal awareness rite chanted over an ally, grants that ally +1 Defense (heightened awareness) and Vigilance while in natural terrain.
  • (Slot C) Warband Spirit - a chant that channels the old warband's spirit into an ally, grants that ally +1 Strength and Agility while fighting in open ground.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Warband Vault - short forced-movement charge that ends in a bonus-Damage strike.
  • (Slot B) Horse Sense - +1 Defense (mounted awareness) while mounted or within a turn of dismounting.
  • (Slot C) Sand-Runner's Leap - short forced-movement charge with no Fatigue cost, the same endurance that crosses open desert on foot.
  • (Slot A) Spirit Vault - a spectral forced-movement charge granted to an ally, letting them close distance and end in a bonus-Damage strike.
  • (Slot B) Beast-Bond Sense - a beast-spirit bond chanted over a mounted ally, grants that ally +1 Defense (mounted awareness) while mounted or within a turn of dismounting.
  • (Slot C) Desert Spirit's Stride - grants an ally a short forced-movement charge with no Fatigue cost.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Forest's Silence - a closing step that moves like the wood itself forgot to name it, closing distance before...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Wound's Map - a wound read like a map, following the first cut to wherever it...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Blood Trail - Cimmerians follow a blood-trail to its end, marking prey that has no hope of losing them...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Cimmerian Branch Descriptions
Select to Expand
i. Woodwose (lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor) (Penalties and Bonuses TBA)
ii. Nomad (Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat) (Penalties and Bonuses TBA)
iii. Ghost (Light Grade (Shadowhide) armor for stealth; favors 1h weapons) (Penalties and Bonuses TBA)
Cimmerian Sub-Class - Woodwose
(lives wild with no fixed shelter, surviving on instinct, defensive awareness, and trapping; unarmed or natural weapons, no armor)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Woodwose Branch continues this Path's progression exclusively through Level 30.
Cimmerian Sub-Class - Nomad
(Light Grade (Saddle Leather) armor and mobile weapons suited to mounted combat)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Nomad Branch continues this Path's progression exclusively through Level 30.
Cimmerian Sub-Class - Ghost
(Light Grade (Shadowhide) armor for stealth; favors 1h weapons)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ghost Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Barbarian Sub-Class - Mountaineer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Slashing or Blunt, 1h or 2h, Melee, suited to rugged terrain at Levels 4-5, e.g., hatchet, war-club, or short-sword; starting Level 6, Mountaineer widens to Throw (e.g., spear, javelin, sling) and Shoot (e.g., short recurve bow), each choice noted individually below)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Companion Bond - a bond built the way herders raise a beast to trust them before all others, bonus Damage while fighting alongside a Companion.
  • (Slot B) Tundra Step - immune to difficult-terrain penalties in snow or ice, resist cold damage.
  • (Slot C) Sure Footing - the patient, silent footing of something that has stalked prey across worse ground than this, immune to difficult-terrain movement penalties.
  • (Slot A) Spirit-Bound Companion - a spectral bond that extends the Barbarian's Companion bond to a nearby ally, granting that ally bonus Damage while fighting alongside the Companion too.
  • (Slot B) Frostward Chant - a chant calling on cold-spirits, grants an ally immunity to difficult-terrain penalties in snow or ice and resistance to cold damage.
  • (Slot C) Silent Stalker's Rite - a rite of patient stillness chanted over an ally, grants that ally immunity to difficult-terrain movement penalties.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Highland Cairn - the high ground taken and held like stones stacked by hands long gone, bonus Damage while fighting near allies on elevated or rocky terrain.
  • (Slot B) Terrace Stride - footing kept sure on ground carved into steps by generations before, immune to difficult-terrain penalties, +1 Defense (sure footing) on elevated ground.
  • (Slot C) Reindeer Kinship - a strengthened combat bonus while fighting alongside a Companion in cold terrain, doubled if that Companion is cold-adapted.
  • (Slot A) Cairnspirit's Blessing - calls the spirits of the high stones to bless an ally, grants that ally bonus Damage while fighting near allies on elevated or rocky terrain.
  • (Slot B) Terraced Spirit-Step - a rite of ancestral footing chanted over an ally, grants that ally immunity to difficult-terrain penalties and +1 Defense (sure footing) on elevated ground.
  • (Slot C) Reindeer Spirit Kinship - extends the Barbarian's Companion-kinship bonus to a nearby ally fighting alongside that same Companion in cold terrain, doubled if the Companion is cold-adapted.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Peakhound Charge - a charge that hunts like the mountain itself is hunting alongside, closing in from ground no one...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Chase Brand - a brand seared mid-chase, marking a trail that only ends when the Mountaineer has...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Hunter's Brand - Mountaineers brand their prey mid-hunt, tracking a mark that only ends when the quarry...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Mountaineer Branch Descriptions
Select to Expand
i. Amazon (unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival) (Penalties and Bonuses TBA)
ii. Beast Master (any Barbarian default weapon; built around Companion synergy) (Penalties and Bonuses TBA)
iii. Predator (Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons) (Penalties and Bonuses TBA)
Mountaineer Sub-Class - Amazon
(unlocks spears or bows alongside the Barbarian default; masters of trap-craft and biome survival)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)
  • (Slot A) Snare Craft - rigs whatever the terrain offers into a trap on the spot, a swing-log, spike pit, or snake den sprung the instant an enemy...
  • (Slot B) Wilds-Born - shrugs off any biome's worst, mountain, desert, jungle, swamp, or forest, and its weather alike, even turning a quake, avalanche, or storm to their...
  • (Slot C) Snare Orb (Orbital) - a hovering construct woven from raw magic that primes a different trap each turn it holds, springing fire, poison, or crushing force on whatever draws too...
Same 3-choice pattern as the Path Levels above, content continues through Level 30 in the GM's full class reference.
Mountaineer Sub-Class - Beast Master
(any Barbarian default weapon; built around Companion synergy)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Beast Master Branch continues this Path's progression exclusively through Level 30.
Mountaineer Sub-Class - Predator
(Light Grade (Stalker's Hide) armor for pursuit; favors 1h weapons)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Predator Branch continues this Path's progression exclusively through Level 30.

Bard (Not Playable in Starter Set)

Alignment: All

Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song, inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling† +5

†Halfling Playable with Starter Set.

Averse Races: Ogre -5, Dwarf, Common -5, Orcus -5, Leshy -5, Skrath -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Bard's Cadence, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Crescendo, Once Per Day the Bard builds to a climactic verse, granting every ally within earshot an extra action on their next turn.

Extra 1d6 + lvl psychic damage on Critical Hits.
Once per encounter, Bards can Flourish their instrument to grant an ally advantage on their next Talent Roll.

Bards get +5 feet their base movement speed, once per encounter.

Bards get +4 plus their CHARISMA Score on Persuasion checks.


Favorite Talent and Profession Trees
Talent Trees: Trader
Professions: Body Artist, Holo-Artist, Cook

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Bard Path and Branch Descriptions
Select to Expand
i. Strumalong (Penalties and Bonuses TBA)
A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape. (LVL 4-20)
Strumalong Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (1h string Instrument). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate or Light (Lutewrap Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Strumalong Branches
◆ Stroller (LVL 21-30)
A wandering Strumalong who plays best on the move, never settling in one place.
Stroller Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stroller Branch chosen at Level 21 - see Stroller above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Stroller Branch chosen at Level 21 - see Stroller above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Melodist (LVL 21-30)
A Strumalong devoted to pure melody, weaving spellsong into every note.
Melodist Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Melodist Branch chosen at Level 21 - see Melodist above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Melodist Branch chosen at Level 21 - see Melodist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Plucker (LVL 21-30)
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Plucker Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Plucker Branch chosen at Level 21 - see Plucker above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Plucker Branch chosen at Level 21 - see Plucker above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Percussionist (Penalties and Bonuses TBA)
A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody. (LVL 4-20)
Percussionist Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (1h or 2h drum Instrument). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate or Light (Drumhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Percussionist Branches
◆ Pounder (LVL 21-30)
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Pounder Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Pounder Branch chosen at Level 21 - see Pounder above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Pounder Branch chosen at Level 21 - see Pounder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Distorter (LVL 21-30)
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Distorter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Distorter Branch chosen at Level 21 - see Distorter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Distorter Branch chosen at Level 21 - see Distorter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rattler (LVL 21-30)
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Rattler Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rattler Branch chosen at Level 21 - see Rattler above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Rattler Branch chosen at Level 21 - see Rattler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Serenade (Penalties and Bonuses TBA)
A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song. (LVL 4-20)
Serenade Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (voice or 1h wind Instrument). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate or Light (Chorus Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Serenade Branches
◆ Sprite (LVL 21-30)
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Sprite Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sprite Branch chosen at Level 21 - see Sprite above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Sprite Branch chosen at Level 21 - see Sprite above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Songbird (LVL 21-30)
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Songbird Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Songbird Branch chosen at Level 21 - see Songbird above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Songbird Branch chosen at Level 21 - see Songbird above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Charmer (LVL 21-30)
A Serenade who bends enemy will with a voice too beguiling to resist.
Charmer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Charmer Branch chosen at Level 21 - see Charmer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Charmer Branch chosen at Level 21 - see Charmer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Bard Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Instrument (string, drum, or wind).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Bard's Cadence (see Main Class Abilities above) is Active:

◆Weapon Bonus†: +1 to musical enchantment potency while drawn.
1H Melee: 0.
2H Melee: 0.
Spells: +2 musical enchantment.
◆+2 and +2 to musical enchantment potency and Trader Talents if the Windsong Lute is played.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Delicate or Light (Cloth, Light Leather). Bonus: +1 Charisma in cloth or light armor; +2 and +2 to Charisma and Trader Talents if Cloth is worn.

+1 Charisma and +2 to Trader Talents if wearing Delicate or Light (Light Leather).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Bard's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Bard Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Delicate or Light armor; Weapon Style: none, 1h Instrument (string, drum, or wind), see each Path below for how this widens past Level 5. Weapon Type: Martial for Tactics, Magic for Spells (Tactics are struck or beaten directly through the instrument, close and percussive, Spells are sung or played out at range, not incantations). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Bard
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Discordant Strike - a jarring off-key note struck at close range, the first flicker of a Bard's own instrument turned...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Battle Hymn Strike - a close blow timed to a battle-hymn's own beat, turning rhythm itself into...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Sharp Refrain - a biting phrase struck right behind the blow, a Bard's earliest lesson that a song can cut as deep...

▾ Collapse Bard Tier

Bard Paths
For full versions see each Ability's Card, per module.
Bard Sub-Class - Strumalong
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Lute Strike - a sharp string-snap struck like a whip-crack, the first note in a Strumalong's own game of...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Cascading Strike - a rippling run of notes struck in quick succession, a Strumalong's melody spreading to whoever stands...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Easy Mark - a tune that plants a debt in a target's ear, calling it in before they even...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Played Hand - a mark played like a hand of cards, calling in favors before the debt...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Called Debt - Strumalongs mark a target as an easy bet, calling in the debt with string and bonus Damage on the...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Strumalong Branch Descriptions
Select to Expand
i. Stroller (Penalties and Bonuses TBA)
ii. Melodist (Penalties and Bonuses TBA)
iii. Plucker (Penalties and Bonuses TBA)
Strumalong Sub-Class - Stroller
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Stroller Branch continues this Path's progression exclusively through Level 30.
Strumalong Sub-Class - Melodist
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Melodist Branch continues this Path's progression exclusively through Level 30.
Strumalong Sub-Class - Plucker
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Plucker Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Bard Sub-Class - Percussionist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Drumline Slam - a heavy drum-strike delivered like a blow, the first beat of a Percussionist's own war-drum turned...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Rolling Thunder - a rolling drum-strike that carries a flicker of Fear on the wind, a Percussionist's rhythm already turning...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) War Drum Call - a beat that sets a battle's pace, driving the whole line forward before the enemy can...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Named Rhythm - a target called out by name and rhythm both, marking whoever the line should...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Chosen Foe - Percussionists rally a line to war with drum and challenge, marking their chosen foe for the whole...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Percussionist Branch Descriptions
Select to Expand
i. Pounder (Penalties and Bonuses TBA)
ii. Distorter (Penalties and Bonuses TBA)
iii. Rattler (Penalties and Bonuses TBA)
Percussionist Sub-Class - Pounder
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Pounder Branch continues this Path's progression exclusively through Level 30.
Percussionist Sub-Class - Distorter
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Distorter Branch continues this Path's progression exclusively through Level 30.
Percussionist Sub-Class - Rattler
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Rattler Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Bard Sub-Class - Serenade
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Charming Strike - a flirtatious flourish struck at close range, a Serenade's earliest lesson in turning charm into...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Heartstring Pull - a plucked note that tugs at will itself, a Serenade learning early how far a heartstring can...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Stolen Glance - a look turned into a weapon, needling a target before they even know they've...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Open Heart - a heart read like an open book, marking the smitten for whatever comes...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Cruel Infatuation - Serenades turn infatuation into a weapon, marking the smitten for a final, cruel...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Serenade Branch Descriptions
Select to Expand
i. Sprite (Penalties and Bonuses TBA)
ii. Songbird (Penalties and Bonuses TBA)
iii. Charmer (Penalties and Bonuses TBA)
Serenade Sub-Class - Sprite
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Sprite Branch continues this Path's progression exclusively through Level 30.
Serenade Sub-Class - Songbird
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Songbird Branch continues this Path's progression exclusively through Level 30.
Serenade Sub-Class - Charmer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Charmer Branch continues this Path's progression exclusively through Level 30.

Doom Knight (Not Playable in Starter Set)

Alignment Restrictions: Evil

Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse, treating entropy itself as a weapon and the suffering of enemies as fuel for their own continued existence in service of forces mortals were not meant to understand.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Troll (Village) +5, Human† +5, Orcus +5

†Human Playable with Starter Set.

Averse Races: Centyr -5, Elf (Common) -5, Elf (Sylvan) -5, Brownling -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Grave Pact, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Deathless March, Once Per Day the Doom Knight refuses to fall, surviving at 1 Life when reduced to 0 and draining Life from the nearest enemy equal to their Resistance Score.

Extra 1d6 + lvl necrotic damage on Critical Hits.
Once per encounter, Doom Knights can Flourish a 2h weapon that lowers their target's Resistance at a number equal to their Toughness Score.

Doom Knights get +5 feet their base movement speed, once per encounter.

Doom Knights get +4 plus their RES Score on Intimidation checks.


Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Blacksmith, Engineer, Stonesmith

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Doom Knight Path and Branch Descriptions
Select to Expand
i. Death Guard (Penalties and Bonuses TBA)
A frontline Doom Knight who anchors the battle line, drawing on death's own weight to protect allies. (LVL 4-20)
Death Guard Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Bonewrought Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Death Guard Branches
◆ Scourge (LVL 21-30)
A Death Guard who spreads rot and plague to weaken every enemy nearby.
Scourge Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Scourge Branch chosen at Level 21 - see Scourge above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Scourge Branch chosen at Level 21 - see Scourge above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Umbral Lord (LVL 21-30)
A Death Guard cloaked in shadow, commanding darkness to shield and blind.
Umbral Lord Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Umbral Lord Branch chosen at Level 21 - see Umbral Lord above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Umbral Lord Branch chosen at Level 21 - see Umbral Lord above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Dread Knight (LVL 21-30)
A Death Guard whose mere presence instills fear that breaks enemy resolve.
Dread Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dread Knight Branch chosen at Level 21 - see Dread Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Dread Knight Branch chosen at Level 21 - see Dread Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Death Bringer (Penalties and Bonuses TBA)
An offense-focused Doom Knight who delivers death directly, cutting down enemies with dark conviction. (LVL 4-20)
Death Bringer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Grave Iron).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Death Bringer Branches
◆ Death Lord (LVL 21-30)
A Death Bringer who commands death itself, striking with a sovereign's cold authority.
Death Lord Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Death Lord Branch chosen at Level 21 - see Death Lord above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Death Lord Branch chosen at Level 21 - see Death Lord above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Death Knight (LVL 21-30)
A Death Bringer devoted purely to the blade, delivering death in a single stroke.
Death Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Death Knight Branch chosen at Level 21 - see Death Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Death Knight Branch chosen at Level 21 - see Death Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Decaymancer (LVL 21-30)
A Death Bringer who hastens decay itself, rotting armor, flesh, and will alike.
Decaymancer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Decaymancer Branch chosen at Level 21 - see Decaymancer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Decaymancer Branch chosen at Level 21 - see Decaymancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Lordsman (Penalties and Bonuses TBA)
A commanding Doom Knight who leads from the front, tempering death's power with a lord's discipline. (LVL 4-20)
Lordsman Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Chop. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Sable Steel).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Lordsman Branches
◆ Radiant Knight (LVL 21-30)
A Lordsman who tempers death's power with a flicker of stolen light.
Radiant Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Radiant Knight Branch chosen at Level 21 - see Radiant Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Radiant Knight Branch chosen at Level 21 - see Radiant Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Paragon Knight (LVL 21-30)
A Lordsman held up as the ideal of disciplined, honorable death-craft.
Paragon Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Paragon Knight Branch chosen at Level 21 - see Paragon Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Paragon Knight Branch chosen at Level 21 - see Paragon Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sentinel (LVL 21-30)
A Lordsman who holds the line, standing watch so allies never fall unguarded.
Sentinel Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sentinel Branch chosen at Level 21 - see Sentinel above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Sentinel Branch chosen at Level 21 - see Sentinel above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Doom Knight Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆2h Slashing or 2h Chop.

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Grave Pact (see Main Class Abilities above) is Active:

◆Weapon Bonus†: +1 Damage from necrotic amplification.
1H Melee: +1 Hit.
2H Melee: +1 Hit, +1 Damage (necrotic amp).
◆+2 and +2 to Hit and Crypt Raider Talents if the Deathless Greatsword (Slashing) or Gravehewn Axe (Chop) is wielded.
Spells: +1 necrotic and death magic.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain). Bonus: +2 Armor Score (AS) in plate or heavy chain; +1 PROTS in heavy armor; +2 and +2 to AS and Crypt Raider Talents if Plate is worn.

+1 AS and +2 to Crypt Raider Talents if wearing Heavy or Medium (Full Chain).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Doom Knight's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Doom Knight Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Doom Knight
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Deathblow - a 2h strike drawn from the same well as the Grave Pact, a Doom Knight's first taste of turning death itself into...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Cleaving Blow - a wide 2h swing catching two adjacent foes, the blade already learning to reap more than...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Executioner's Advance - a grinding 2h advance struck like the closing of an execution, marking a target already cursed for a reckoning only...

▾ Collapse Doom Knight Tier

Doom Knight Paths
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Death Guard
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Bulwark Strike - a 2h strike thrown from behind a raised guard, a Death Guard's earliest lesson in making the enemy answer to...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Wall of Bone Strike - a 2h strike that plants like a wall, the first stone in a Death Guard's own wall of...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Iron Wall Stand - a stance that roots the Death Guard at the front of the line, daring the enemy to...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Kept Promise - a taunt turned into a promise, calling blade after blade toward the Death Guard's own...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Shieldward Call - Death Guards plant themselves at the front of the line, calling every blade in the room to their own shield...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Death Guard Branch Descriptions
Select to Expand
i. Scourge (Penalties and Bonuses TBA)
ii. Umbral Lord (Penalties and Bonuses TBA)
iii. Dread Knight (Penalties and Bonuses TBA)
Death Guard Sub-Class - Scourge
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Scourge Branch continues this Path's progression exclusively through Level 30.
Death Guard Sub-Class - Umbral Lord
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Umbral Lord Branch continues this Path's progression exclusively through Level 30.
Death Guard Sub-Class - Dread Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Dread Knight Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Death Bringer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Executioner's Reckoning - the grinding advance closed even harder, a Death Bringer's earliest gift for turning a curse already laid into...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Soulrend Strike - a 2h strike that tears at more than flesh, a Death Bringer's blade already reaching for what's...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Ground Curse - a curse laid on the battlefield before the Death Bringer ever crosses it, marking dread before the...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Early Dread - the doomed marked long before the killing blow, letting dread do the first...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Doomed Reckoning - Death Bringers curse the battlefield before they ever cross it, marking the doomed for a reckoning only they can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Death Bringer Branch Descriptions
Select to Expand
i. Death Lord (Penalties and Bonuses TBA)
ii. Death Knight (Penalties and Bonuses TBA)
iii. Decaymancer (Penalties and Bonuses TBA)
Death Bringer Sub-Class - Death Lord
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Death Lord Branch continues this Path's progression exclusively through Level 30.
Death Bringer Sub-Class - Death Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Death Knight Branch continues this Path's progression exclusively through Level 30.
Death Bringer Sub-Class - Decaymancer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Decaymancer Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Doom Knight Sub-Class - Lordsman
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Vowbound Strike - a 2h strike sworn like an oath, a Lordsman's earliest vow already turning steel into...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Radiant Edge Strike - a 2h strike lit with a pale, cold radiance, a Lordsman's blade already burning brightest against...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Silent Oath - a blade sworn to a cause the Lordsman refuses to name, cutting down evil wherever it...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Vow and Vengeance - a line walked between vow and vengeance, cursing a target in the same breath...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Narrow Vow - Lordsmen swear oaths against evil in the same breath as they curse it, walking a narrow line between...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Lordsman Branch Descriptions
Select to Expand
i. Radiant Knight (Penalties and Bonuses TBA)
ii. Paragon Knight (Penalties and Bonuses TBA)
iii. Sentinel (Penalties and Bonuses TBA)
Lordsman Sub-Class - Radiant Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Knight Branch continues this Path's progression exclusively through Level 30.
Lordsman Sub-Class - Paragon Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Paragon Knight Branch continues this Path's progression exclusively through Level 30.
Lordsman Sub-Class - Sentinel
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Sentinel Branch continues this Path's progression exclusively through Level 30.

Druid (Not Playable in Starter Set)

Alignment: All

Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order, equally capable of becoming the predator they summon, calling down starlight as a weapon, or walking through enemy minds while their body sits motionless in the wild.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Firbolg +5, Elf (Common)† +5, Elf (Sylvan) +5, Yawnie +5, Drevane +5, Leshy +5

†Elf (Common) Playable with Starter Set.

Averse Races: Omnè -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Verdant Attunement, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Wild Shape Ascendant, Once Per Day the Druid fully transforms into a beast form matching their terrain, gaining a Life pool equal to their Constitution Score and the beast's natural attacks for the rest of the encounter.

Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Druids can Flourish their staff to entangle a target, reducing their movement speed by half.

Druids get +5 feet their base movement speed, once per encounter, while in natural terrain.

Druids get +4 plus their KNOWLEDGE Score on nature-related Knowledge checks.


Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Apothecary, Bioengineer, Carpenter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Druid Path and Branch Descriptions
Select to Expand
i. Celestial (Penalties and Bonuses TBA)
A sky-focused Druid who channels the sun, moon, and stars into their magic. (LVL 4-20)
Celestial Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (staff, club, or sickle). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Starlight Weave).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Celestial Branches
◆ Starduster (LVL 21-30)
A Celestial Druid who scatters starlight to blind, guide, or heal as needed.
Starduster Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Starduster Branch chosen at Level 21 - see Starduster above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Starduster Branch chosen at Level 21 - see Starduster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Lunar (LVL 21-30)
A Celestial Druid whose power swells and fades with the moon's own phases.
Lunar Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Lunar Branch chosen at Level 21 - see Lunar above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Lunar Branch chosen at Level 21 - see Lunar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Solar (LVL 21-30)
A Celestial Druid who channels the sun's raw, burning light directly into battle.
Solar Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Solar Branch chosen at Level 21 - see Solar above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Solar Branch chosen at Level 21 - see Solar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Hyborian (Penalties and Bonuses TBA)
A primal Druid who draws on beast-spirits and shapeshifting to fight alongside nature's fiercest forms. (LVL 4-20)
Hyborian Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (staff, club, or sickle). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Bearskin Hide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Hyborian Branches
◆ Ursidae (unlocks Bear Form, a sustained tank transformation the Druid can enter and exit at will, independent of worn armor) (LVL 21-30)
A Hyborian Druid who transforms into a bear at will, tanking with raw strength and endurance instead of armor.
Ursidae Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ursidae Branch chosen at Level 21 - see Ursidae above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ursidae Branch chosen at Level 21 - see Ursidae above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shifter (LVL 21-30)
A Hyborian Druid who freely reshapes their own body to match the fight at hand.
Shifter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shifter Branch chosen at Level 21 - see Shifter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shifter Branch chosen at Level 21 - see Shifter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Ravager (LVL 21-30)
A Hyborian Druid who abandons restraint entirely for a beast's full, savage fury.
Ravager Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ravager Branch chosen at Level 21 - see Ravager above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ravager Branch chosen at Level 21 - see Ravager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Dreamcryer (Penalties and Bonuses TBA)
A Druid who walks the dream-realm, drawing power and secrets from sleep and nightmare alike. (LVL 4-20)
Dreamcryer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Chop (staff, club, or sickle). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Dreamsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Dreamcryer Branches
◆ Dreamcaster (LVL 21-30)
A Dreamcryer who reaches into allies' sleeping minds to mend and steady them.
Dreamcaster Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dreamcaster Branch chosen at Level 21 - see Dreamcaster above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Dreamcaster Branch chosen at Level 21 - see Dreamcaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Nightmare (LVL 21-30)
A Dreamcryer who drags enemies into waking nightmares of their own fear.
Nightmare Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Nightmare Branch chosen at Level 21 - see Nightmare above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Nightmare Branch chosen at Level 21 - see Nightmare above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Lorekeeper (LVL 21-30)
A Dreamcryer who gathers secrets from the dream-realm most will never wake to remember.
Lorekeeper Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Lorekeeper Branch chosen at Level 21 - see Lorekeeper above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Lorekeeper Branch chosen at Level 21 - see Lorekeeper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Druid Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h or 2h Blunt or Chop (staff, club, or sickle).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Verdant Attunement (see Main Class Abilities above) is Active:

◆Weapon Bonus†: +1 to transformation Spell potency while wielded.
1H Melee: 0 (staves, clubs, sickles).
◆+2 and +2 to nature Spell rolls and Scout Talents if the Thornwood Sickle is wielded.
◆Focus Pouch (Off) +1 to nature Spell rolls, or Buckler (Off) +1 PROTS instead.
2H Melee: 0 (staves).
◆+2 and +2 to nature Spell rolls and Scout Talents if the Elderbark Staff is wielded.
Spells: +2 nature and transformation.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light or Delicate (Hide, Robe). Bonus: +1 to nature-based spell rolls in hide or robes; +2 and +2 to nature Spell rolls and Scout Talents if Hide is worn.

+1 to nature Spell rolls and +2 to Scout Talents if wearing Light or Delicate (Robe).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Druid's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Druid Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Druid
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Bramblewood Guard - a warding stance drawn from tangled root and bark, a Druid's earliest lesson in letting the wild...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Stonebark Guard - the bark thickens the longer a Druid holds still, patience itself becoming a...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Starlit Guard - the first ward drawn down from starlight overhead, a Druid's earliest reach beyond the...

▾ Collapse Druid Tier

Druid Paths
For full versions see each Ability's Card, per module.
Druid Sub-Class - Celestial
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Starbound Guard - the starlight ward reaching full brightness, a Celestial's earliest claim on the...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Eclipse Guard - a ward struck the instant sun and moon align, a Celestial's earliest lesson in...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Skyfall Strike - a strike drawn from whatever light hangs overhead, drawing on a sky that never stops...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Turning Stars - the turning stars read mid-cast, warding an ally the instant the moon...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Moonfall Strike - Celestials read the turning sky itself, striking and warding by the phase of the moon and the fall of a...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Celestial Branch Descriptions
Select to Expand
i. Starduster (Penalties and Bonuses TBA)
ii. Lunar (Penalties and Bonuses TBA)
iii. Solar (Penalties and Bonuses TBA)
Celestial Sub-Class - Starduster
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Starduster Branch continues this Path's progression exclusively through Level 30.
Celestial Sub-Class - Lunar
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Lunar Branch continues this Path's progression exclusively through Level 30.
Celestial Sub-Class - Solar
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Solar Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Druid Sub-Class - Hyborian
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Claw Rake - the first shapeshifted rake of claw through hide, a Hyborian's earliest taste of the...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Rending Bite - a bite that finds the deepest wound already opened, a Hyborian's earliest instinct for the...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Claw Answer - a strike where claw and hide answer before words ever could, closing a fight like a...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) First Mover - a hunt run on instinct alone, marking whoever moves first as prey that won't...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Bound Predator - Hyborians shed their own shape for claw and hide, hunting as the predator they've bound themselves...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Hyborian Branch Descriptions
Select to Expand
i. Ursidae (Penalties and Bonuses TBA)
ii. Shifter (Penalties and Bonuses TBA)
iii. Ravager (Penalties and Bonuses TBA)
Hyborian Sub-Class - Ursidae
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA past Level 21. The Ursidae Branch continues this Path's progression exclusively through Level 30, built around Bear Form - see the GM's full class reference for Level 21's real content.
Hyborian Sub-Class - Shifter
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shifter Branch continues this Path's progression exclusively through Level 30.
Hyborian Sub-Class - Ravager
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ravager Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Druid Sub-Class - Dreamcryer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Waking Guard - a ward drawn from rousing half out of a dream, a Dreamcryer's earliest instinct to react just...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Nightmare Guard - a ward that turns a missed strike back into fear itself, a Dreamcryer's earliest grasp on the...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Sleep's Edge - a ward held at the edge of sleep, guarding allies from whatever stirs before it's...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Forming Nightmare - a nightmare read before it fully forms, warding a target from a threat that isn't...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Unfinished Threat - Dreamcryers walk the thin edge between waking and dream, warding their allies from threats that aren't fully...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Dreamcryer Branch Descriptions
Select to Expand
i. Dreamcaster (Penalties and Bonuses TBA)
ii. Nightmare (Penalties and Bonuses TBA)
iii. Lorekeeper (Penalties and Bonuses TBA)
Dreamcryer Sub-Class - Dreamcaster
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Dreamcaster Branch continues this Path's progression exclusively through Level 30.
Dreamcryer Sub-Class - Nightmare
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Nightmare Branch continues this Path's progression exclusively through Level 30.
Dreamcryer Sub-Class - Lorekeeper
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Lorekeeper Branch continues this Path's progression exclusively through Level 30.

Fighter (Not Playable in Starter Set)

Alignment: All

The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals, developing unmatched weapon mastery through sheer repetition and battlefield experience that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Troll (Village) +5, Troll (Common) +5, Human† +5, Hobbling +5

†Human Playable with Starter Set.

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Combat Focus, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Battle-Forged, Once Per Day the Fighter draws on raw battle instinct, gaining a bonus to Hit and Damage equal to their Grit Score for the rest of the encounter.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Fighters can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Fighters get +5 feet their base movement speed, once per encounter.

Fighters get +4 plus their STR Score on Athletics checks.


Favorite Talent and Profession Trees
Talent Trees: Tactician
Professions: Blacksmith, Engineer, Body Artist, Hunter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Fighter Path and Branch Descriptions
Select to Expand
i. Brawler (Penalties and Bonuses TBA)
An unarmed Fighter who relies on fists and raw grit over steel. (LVL 4-20)
Brawler Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable and gain a bonus. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Knuckle Wraps).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Brawler Branches
◆ Bruiser (LVL 21-30)
A Brawler who wears down enemies through sheer, relentless punishment.
Bruiser Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bruiser Branch chosen at Level 21 - see Bruiser above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bruiser Branch chosen at Level 21 - see Bruiser above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Enforcer (LVL 21-30)
A Brawler who intimidates as much as strikes, breaking enemy resolve with brute presence.
Enforcer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Enforcer Branch chosen at Level 21 - see Enforcer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Enforcer Branch chosen at Level 21 - see Enforcer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rager (LVL 21-30)
A Brawler who fights harder the more damage they take.
Rager Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rager Branch chosen at Level 21 - see Rager above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Rager Branch chosen at Level 21 - see Rager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Juggernaut (Penalties and Bonuses TBA)
A heavy-hitting Fighter who wades into the thick of battle, built to take and deal punishment in equal measure. (LVL 4-20)
Juggernaut Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Ironhide Padding).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Juggernaut Branches
◆ Vanguard (LVL 21-30)
A Juggernaut who leads the charge, absorbing the first and heaviest blows.
Vanguard Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vanguard Branch chosen at Level 21 - see Vanguard above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Vanguard Branch chosen at Level 21 - see Vanguard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Reaver (LVL 21-30)
A Juggernaut who tears through enemy lines with unstoppable forward momentum.
Reaver Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Reaver Branch chosen at Level 21 - see Reaver above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Reaver Branch chosen at Level 21 - see Reaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rumbler (LVL 21-30)
A Juggernaut whose ground-shaking strikes stagger everything nearby.
Rumbler Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rumbler Branch chosen at Level 21 - see Rumbler above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Rumbler Branch chosen at Level 21 - see Rumbler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Hero (Penalties and Bonuses TBA)
A versatile Fighter who takes up any cause, adapting their fighting style to whatever the moment demands. (LVL 4-20)
Hero Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes also usable. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate, Light, or Medium (Battleworn Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Hero Branches
◆ Combatant (LVL 21-30)
A Hero who masters the fundamentals of every fighting style equally well.
Combatant Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Combatant Branch chosen at Level 21 - see Combatant above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Combatant Branch chosen at Level 21 - see Combatant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Merc (LVL 21-30)
A Hero who fights for coin and contract, adapting to whatever the job demands.
Merc Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Merc Branch chosen at Level 21 - see Merc above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Merc Branch chosen at Level 21 - see Merc above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Vigilante (LVL 21-30)
A Hero who takes justice into their own hands, striking wherever it's needed most.
Vigilante Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vigilante Branch chosen at Level 21 - see Vigilante above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Vigilante Branch chosen at Level 21 - see Vigilante above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Fighter Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆Any (Slashing, Blunt, Piercing, or Chop), 1h (Main), 1h (Off), or 2h; unarmed strikes (fist, bare hands, wrapped hands, or leather gloves) also usable and gain a bonus, see Brawler Path for specifics.

Weapon Types:
◆Martial Melee or Magic Melee for Tactic or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.

Whenever Combat Focus (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + STR (for Melee) AGI (for Shoot).
1H Melee: +1 Hit.
◆+2 and +2 to Hit and Tactician Talents if the Ironclad Shortsword is wielded.
◆Shield (Off) +1 PROTS, or a second 1h Weapon (Off) +1 Hit instead (dual-wield).
2H Melee: +1 Hit.
◆+2 and +2 to Hit and Tactician Talents if the Warborn Greatblade is wielded.
1H Shoot: 0.
2H Shoot: 0.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Versatile (varies by Path). Bonus: +1 Hit when fighting in the armor style matching whichever Path's Armaments are currently donned; +2 and +2 to Hit and Tactician Talents if Half Leather is worn.

+1 Hit and +2 to Tactician Talents whenever wearing Delicate, Light, or Medium Grade otherwise (street clothes, e.g. a leather jacket, jeans, leather gloves, or wraps; Brawler may also wear Medium Grade bracers, see Brawler Path).

Note: Grade and Type still apply to a Fighter's Armaments the same as any other class, this Path's street-clothes framing just emphasizes a class that doesn't lean on traditional Armaments, it isn't an exception to the Grade & Type system itself.

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Fighter's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Fighter Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Tactic Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Fighter
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Measured Strike - a disciplined strike honed through repetition, a Fighter's earliest lesson in what pure...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Weapon Flow - momentum carried from one strike into the next, a Fighter's earliest taste of a fight that...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Adaptive Guard - a stance that reads the fight and bends with it, a Fighter's earliest step toward becoming...

▾ Collapse Fighter Tier

Fighter Paths
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Brawler
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Flurry of Fists - the first rapid combo thrown bare-knuckle, a Brawler's earliest proof that hands alone...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Body Blow - a blow aimed at the wind rather than the flesh, a Brawler's earliest lesson in where a fight...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Knuckle Rush - a rush closed with knuckle and elbow before a real weapon is ever...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Read Opening - an opening read mid-swing, grinding a fight down to whoever hits...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Ground Grind - Brawlers trade steel for knuckle and wrap, closing distance and grinding a fight down to fists and...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Brawler Branch Descriptions
Select to Expand
i. Bruiser (Penalties and Bonuses TBA)
ii. Enforcer (Penalties and Bonuses TBA)
iii. Rager (Penalties and Bonuses TBA)
Brawler Sub-Class - Bruiser
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Bruiser Branch continues this Path's progression exclusively through Level 30.
Brawler Sub-Class - Enforcer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Enforcer Branch continues this Path's progression exclusively through Level 30.
Brawler Sub-Class - Rager
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Rager Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Juggernaut
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Crushing Blow - a heavy blow that leaves more than a bruise behind, a Juggernaut's earliest lesson in the...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Sundering Strike - a strike that finds the seam beneath the plate, a Juggernaut's earliest reach past mere...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Iron Root Stance - a stance that plants the Juggernaut's feet, daring the fight to move them, soaking up whatever...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Held Line - a held line turned into a weapon of its own, absorbing a blow only to send it...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Iron Wall - Juggernauts plant like a wall of iron, absorbing and returning every blow that dares to...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Juggernaut Branch Descriptions
Select to Expand
i. Vanguard (Penalties and Bonuses TBA)
ii. Reaver (Penalties and Bonuses TBA)
iii. Rumbler (Penalties and Bonuses TBA)
Juggernaut Sub-Class - Vanguard
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Vanguard Branch continues this Path's progression exclusively through Level 30.
Juggernaut Sub-Class - Reaver
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Reaver Branch continues this Path's progression exclusively through Level 30.
Juggernaut Sub-Class - Rumbler
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Rumbler Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Fighter Sub-Class - Hero
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Adaptive Reckoning - the reading stance sharpened into instinct, a Hero's earliest proof that adapting isn't just...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Weapon Swap Flow - a seamless switch between one weapon and the next, a Hero's earliest lesson in fighting for...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Shifting Guard - a stance that shifts mid-fight to whatever an ally needs most, standing wherever the line is about to...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Shifting Tide - a battlefield read like a shifting tide, the guard adapting before it even...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Whatever the Line - Heroes fight for whoever's beside them, adapting their guard and their blade to whatever the line...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Hero Branch Descriptions
Select to Expand
i. Combatant (Penalties and Bonuses TBA)
ii. Merc (Penalties and Bonuses TBA)
iii. Vigilante (Penalties and Bonuses TBA)
Hero Sub-Class - Combatant
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Combatant Branch continues this Path's progression exclusively through Level 30.
Hero Sub-Class - Merc
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Merc Branch continues this Path's progression exclusively through Level 30.
Hero Sub-Class - Vigilante
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Vigilante Branch continues this Path's progression exclusively through Level 30.

Magic User (Not Playable in Starter Set)

Alignment: All

Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world, equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Imperials +5, Gnome +5, Miceling +5

None Playable with Starter Set.

Averse Races: Ogre -5, Dwarf, Common -5, Neanderthal (Glaciera) -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Spellweaver's Trance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Reality Fracture, Once Per Day the Magic User tears a seam in reality, dealing arcane damage equal to twice their Knowledge Score to one target.

Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Magic Users can Flourish their arcane focus that lowers their target's Defense at a number equal to their Wit Score.

Magic Users get +5 feet their base movement speed, once per encounter.

Magic Users get +4 plus their KNOWLEDGE Score on Knowledge checks involving arcane lore.


Favorite Talent and Profession Trees
Talent Trees: Hacker
Professions: Enchanter, Artificer, Gem Crafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Magic User Path and Branch Descriptions
Select to Expand
i. Trickster (Penalties and Bonuses TBA)
A cunning Magic User who bends reality with misdirection and illusion as much as raw spellcraft. (LVL 4-20)
Trickster Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Shifting Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Trickster Branches
◆ Jester (LVL 21-30)
A Trickster who fights through misdirection, turning laughter into a weapon.
Jester Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Jester Branch chosen at Level 21 - see Jester above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Jester Branch chosen at Level 21 - see Jester above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shadow Dancer (LVL 21-30)
A Trickster who slips between light and shadow, never quite where they seem.
Shadow Dancer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadow Dancer Branch chosen at Level 21 - see Shadow Dancer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shadow Dancer Branch chosen at Level 21 - see Shadow Dancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Arcana (LVL 21-30)
A Trickster devoted to raw sleight-of-hand magic, bending small truths into big illusions.
Arcana Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Arcana Branch chosen at Level 21 - see Arcana above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Arcana Branch chosen at Level 21 - see Arcana above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Mage (Penalties and Bonuses TBA)
A destructive Magic User who channels raw arcane power into devastating, direct spellcraft. (LVL 4-20)
Mage Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Runewoven Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Mage Branches
◆ RuinMaster (LVL 21-30)
A Mage who specializes in outright destruction, leveling anything in their path.
RuinMaster Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the RuinMaster Branch chosen at Level 21 - see RuinMaster above for its specific Weapon Style and Type.

Armor Thresholds
Set by the RuinMaster Branch chosen at Level 21 - see RuinMaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Chronomancer (LVL 21-30)
A Mage who bends time itself, slowing enemies or hastening allies.
Chronomancer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Chronomancer Branch chosen at Level 21 - see Chronomancer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Chronomancer Branch chosen at Level 21 - see Chronomancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blood Mage (LVL 21-30)
A Mage who fuels devastating spells with their own vitality.
Blood Mage Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blood Mage Branch chosen at Level 21 - see Blood Mage above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Blood Mage Branch chosen at Level 21 - see Blood Mage above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Illusionist (Penalties and Bonuses TBA)
A Magic User who reshapes reality and self alike, mastering illusion and transformation. (LVL 4-20)
Illusionist Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Arcane Focus). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Mirrorweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Illusionist Branches
◆ Metamorphiser (LVL 21-30)
An Illusionist who reshapes their own form to fit any need.
Metamorphiser Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Metamorphiser Branch chosen at Level 21 - see Metamorphiser above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Metamorphiser Branch chosen at Level 21 - see Metamorphiser above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Astral Weaver (LVL 21-30)
An Illusionist who weaves astral threads into illusions few can see through.
Astral Weaver Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Astral Weaver Branch chosen at Level 21 - see Astral Weaver above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Astral Weaver Branch chosen at Level 21 - see Astral Weaver above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shapeshifter (LVL 21-30)
An Illusionist who takes on another's shape entirely, not just its likeness.
Shapeshifter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shapeshifter Branch chosen at Level 21 - see Shapeshifter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shapeshifter Branch chosen at Level 21 - see Shapeshifter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Magic User Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Arcane Focus (wand, orb, or tome).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Spellweaver's Trance (see Main Class Abilities above) is Active:

◆Weapon Bonus†: +1 to spell Hit while drawn.
1H Melee: 0.
2H Melee: 0.
Spells: +2 arcane; +1 illusion and transformation.
◆+2 and +2 to spell potency and Hacker Talents if the Runebound Tome is channeled.
◆Spellbook (Off) +1 spell potency, or a free hand (Off) +1 Hit to spell attacks instead (somatic gesture).

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Delicate (Silk Robe). Bonus: +1 spell potency in full arcane robes with no armor; +2 and +2 to spell potency and Hacker Talents if a Silk Robe is worn.

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Magic User's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Magic User Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Magic User
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Arcane Strike - a focus-strike charged with raw force, a Magic User's earliest proof that the arcane isn't only cast at...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Fraying Strike - a strike that unravels the guard along with the flesh, a Magic User's earliest lesson in what raw...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Fracturing Strike - a strike that fractures light itself around the target, a Magic User's earliest reach beyond...

▾ Collapse Magic User Tier

Magic User Paths
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Trickster
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Baffling Strike - a focus-strike that baffles the mind on contact, a Trickster's earliest proof that a fight can be won...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Hexing Strike - a strike laced with a minor hex, a Trickster's earliest taste of luck itself turned into a...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Planted Lie - a lie planted mid-cast that a target won't notice until it's already too...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Baffled Mind - confusion turned into a weapon of its own, baffling a mind before it can even...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Turned Strength - Tricksters unravel a fight from the inside, hexing, baffling, and turning a target's own strength...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Trickster Branch Descriptions
Select to Expand
i. Jester (Penalties and Bonuses TBA)
ii. Shadow Dancer (Penalties and Bonuses TBA)
iii. Arcana (Penalties and Bonuses TBA)
Trickster Sub-Class - Jester
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Jester Branch continues this Path's progression exclusively through Level 30.
Trickster Sub-Class - Shadow Dancer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Shadow Dancer Branch continues this Path's progression exclusively through Level 30.
Trickster Sub-Class - Arcana
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Arcana Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Mage
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Searing Strike - a focus-strike wreathed in arcane fire, a Mage's earliest lesson in force that keeps...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Overcharged Strike - a strike pushed past what's safe, a Mage's earliest taste of power bought at its own...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Overreach Cast - a cast pushed a little further than what's safe, courting a burn the Mage hasn't...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Overcharged Rune - a rune overcharged mid-spell, runed force building toward more than it was...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Overcharged Force - Mages burn through their own reserves for raw, escalating arcane force, runed and overcharged...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Mage Branch Descriptions
Select to Expand
i. RuinMaster (Penalties and Bonuses TBA)
ii. Chronomancer (Penalties and Bonuses TBA)
iii. Blood Mage (Penalties and Bonuses TBA)
Mage Sub-Class - RuinMaster
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The RuinMaster Branch continues this Path's progression exclusively through Level 30.
Mage Sub-Class - Chronomancer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Chronomancer Branch continues this Path's progression exclusively through Level 30.
Mage Sub-Class - Blood Mage
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Blood Mage Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Magic User Sub-Class - Illusionist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Claim the Fracture's Edge - the fractured light splintering wider still, an Illusionist's earliest proof that a mark...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Warping Strike - a strike that bends the world's edges along with the target's, an Illusionist's earliest taste of...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Bent Light - a bend in the light around the Illusionist before a blow ever gets the chance to...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Split Image - the Illusionist's own image split mid-fight, letting a double take a hit meant...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Mirrored Double - Illusionists split themselves into mirrored doubles, misdirecting every blow meant to...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Illusionist Branch Descriptions
Select to Expand
i. Metamorphiser (Penalties and Bonuses TBA)
ii. Astral Weaver (Penalties and Bonuses TBA)
iii. Shapeshifter (Penalties and Bonuses TBA)
Illusionist Sub-Class - Metamorphiser
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Metamorphiser Branch continues this Path's progression exclusively through Level 30.
Illusionist Sub-Class - Astral Weaver
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Astral Weaver Branch continues this Path's progression exclusively through Level 30.
Illusionist Sub-Class - Shapeshifter
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Shapeshifter Branch continues this Path's progression exclusively through Level 30.

Marksman (Playable in Starter Set)

Alignment: All

Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience, striking long before enemies can close the gap through either heavy bow work, black powder weaponry, or the swift shortbow mobility of a Ranger who turns natural terrain into cover, an edge on the hunt, and a marked shot the moment prey steps into the open.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Elf (Common)† +5, Wood Elf +5, Brownling +5, Ratkin +5, Yawnie +5, Omnè +5

†Elf Playable with Starter Set.

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Steady Hand, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Deadeye, Once Per Day the Marksman lines up the perfect shot, dealing damage equal to twice their Dexterity Score to one target, ignoring half their Defense.

Extra 1d6 + lvl piercing damage on Critical Hits.
Once per encounter, Marksmen can Flourish their ranged weapon that lowers their target's Defense at a number equal to their Dexterity Score.

Marksmen get +5 feet their base movement speed, once per encounter.

Marksmen get +4 plus their DEXTERITY Score on Perception checks.


Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Hunter, Tinker, Engineer

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Marksman Path and Branch Descriptions
Select to Expand
i. Bowman (Penalties and Bonuses TBA)
A bow-focused Marksman who favors precision and range over raw firepower. (LVL 4-20)
Bowman Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none. Range: Shoot, 2h (e.g., longbow, recurve bow, or composite bow). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium or Light (Bowyer's Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Bowman Branches
◆ Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (LVL 21-30)
A Bowman who strikes fast from ambush before melting back into cover.
Bandit Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bandit Branch chosen at Level 21 - see Bandit above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bandit Branch chosen at Level 21 - see Bandit above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Archer (unlocks heavier bows for greater range and power) (LVL 21-30)
A Bowman devoted to the bow above all, mastering range and power with practiced patience.
Archer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Archer Branch chosen at Level 21 - see Archer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Archer Branch chosen at Level 21 - see Archer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (LVL 21-30)
A Bowman who fights from horseback, striking and repositioning in the same motion.
Outrider Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Outrider Branch chosen at Level 21 - see Outrider above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Outrider Branch chosen at Level 21 - see Outrider above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Gunner (Penalties and Bonuses TBA)
A black-powder Marksman who trades a bow's patience for a gun's immediate stopping power. (LVL 4-20)
Gunner Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none. Range: Shoot, 1h or 2h, black powder mechanism (e.g., pistol, blunderbuss, or musket). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium or Light (Powderhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Gunner Branches
◆ Gun Slinger (unlocks dual-wielded pistols) (LVL 21-30)
A Gunner who trades a rifle's power for a pair of pistols' speed.
Gun Slinger Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Gun Slinger Branch chosen at Level 21 - see Gun Slinger above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Gun Slinger Branch chosen at Level 21 - see Gun Slinger above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Duelist (single pistol and light blade for close engagements) (LVL 21-30)
A Gunner who favors precise, close-range engagements over a firefight.
Duelist Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Wrangler (black powder weapon plus a lasso or whip) (LVL 21-30)
A Gunner who pairs a gun with a lasso or whip to control the fight itself.
Wrangler Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wrangler Branch chosen at Level 21 - see Wrangler above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Wrangler Branch chosen at Level 21 - see Wrangler above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Ranger (Penalties and Bonuses TBA)
A frontier Marksman who holds ground and defends territory as readily as they strike from range. (LVL 4-20)
Ranger Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 2h Ranged Pierce, 2h Ranged Throw, 1h Ranged Pierce (Main), 1h Ranged Pierce (Off), 1h Ranged Throw (Main), or 1h Ranged Throw (Off), with or without specialty Armaments (e.g., shortbow, hand-crossbow, sling, handaxe, or javelin). Weapon Type: Martial for Tactics, Magic for Spells, both cast through the same readied Ranged Pierce or Throw weapon in hand, no separate focus needed.

Note: Omnè Rangers gain a bonus with TAW ranged weapons, notwithstanding the class's usual TAW restriction.

Armor Thresholds
Armor Grade: caps at Medium or Light (Rangehide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Ranger Branches
◆ Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (LVL 21-30)
A Ranger who holds their ground, defending territory rather than chasing it.
Keeper Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Keeper Branch chosen at Level 21 - see Keeper above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Keeper Branch chosen at Level 21 - see Keeper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (LVL 21-30)
A Ranger who takes the fight head-on, armored heavily enough to hold the frontline.
Forest Guardian Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Forest Guardian Branch chosen at Level 21 - see Forest Guardian above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Forest Guardian Branch chosen at Level 21 - see Forest Guardian above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (LVL 21-30)
A Ranger built for patrol and pursuit, striking and drawing weapons in one motion.
Wood Warden Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wood Warden Branch chosen at Level 21 - see Wood Warden above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Wood Warden Branch chosen at Level 21 - see Wood Warden above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Marksman Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Range and Hand: (Shoot weapons carry no Style)
◆Shoot, path dependent (Longbow, Black Powder Weapon, or Shortbow).

Weapon Types:
◆Martial Ranged or Magic Ranged for Tactic or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Ranged; wherever a Path or Branch may allow it.

Whenever Steady Hand (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + AGI.
1H Melee: 0.
2H Melee: 0.
1H Shoot: +1 Hit (Gunner path).
◆+2 and +2 to Hit and Scout Talents if the Duskfire Pistol is wielded.
◆a second Pistol (Off) +1 Hit instead (Gun Slinger dual-wield), or a Light Blade (Off) +1 Defense instead (Duelist).
2H Shoot: +2 Hit.
◆+2 and +2 to Hit and Scout Talents if the Stormcaller Longbow is wielded.
Throw: 0 Hit (Ranger, Main Hand only).
Spells: 0 (Ranger, nature magic).

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Medium or Light (Chain, Leather). Bonus: +1 Hit with Shoot weapons in leather or lighter; +2 and +2 to Hit and Scout Talents if Leather is worn.

+1 Hit and +2 to Scout Talents if wearing Medium (Chain).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Marksman's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Marksman Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Tactic Cards individually for details, see card examples on this page. See Slots and Prerequisites, above.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Martial for Tactics, Magic for Spells (Spells are warded shots and hunter's charms channeled through the same bow or gun, not incantations).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Marksman
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • (Slot A) Steady Aim - a draw built from horn, wood, and sinew layered for power beyond what the arm alone could give, +1 Hit when not moving that turn.
  • (Slot B) Braced Shot - a charge kept ready the way a guild hunter never lets the match go cold, +1 Defense (Brace behind cover) when braced against cover before firing.
  • (Slot C) Still Hunter's Mark - a patient prince's wait for the shot the target never sees coming, advantage on the next Stealth check when the target hasn't noticed the shooter yet.
  • (Slot A) Focused Mark - a hunter's mark placed on the target before the draw, the Marksman's own next attack against it gains +1 Hit.
  • (Slot B) Bramble Trap - lays a hidden bramble snare, the next enemy to trigger it takes a brief Slow effect.
  • (Slot C) Aspect of the Owl - a keen, quiet stance held before the shot, advantage on the Marksman's next Stealth check while it holds.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • (Slot A) Quick Nock - drawn and loosed in one motion, faster than a flinch, draw and fire without using an action.
  • (Slot B) Fast Match - a charge kept lit and ready as a guild hunter's trade demands, drawn and fired on reflex without using an action, also granting +1 Defense (quick Brace) for the turn.
  • (Slot C) Snap Loose - a shot fired mid-stride through the brush like a prince who hunted long before he ever went to war, draw and fire without using an action, granting advantage on the next Stealth check.
  • (Slot A) Snap Trigger - a hair-trigger snare that, once sprung, lets the Marksman fire a free shot at whatever triggered it.
  • (Slot B) Flash Trap - a trap that bursts with light on trigger, briefly blinding the first enemy caught in it.
  • (Slot C) Aspect of the Fox - a stance of hushed movement, the Marksman may draw and fire once without using an action while it holds, and gains advantage on their next Stealth check.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • (Slot A) Called Shot - a single shot placed exactly where legend remembers it landing, target a specific body location for bonus Damage.
    ↳ Unlocks Piercing Arrow (Lvl 4)
  • (Slot B) Powder Burst - a shot that punches the target off its feet, target a specific body location, knocking the target back and granting +1 Defense (create distance) until the Marksman's next turn.
  • (Slot C) Sinew Shot - a draw-weight built the way horn and sinew are layered for range no simple stave could match, opens a vein instead of ending it outright, target a specific body location, adding a brief bleed effect that makes the target easier to track.
  • (Slot A) Called Mark - a ward-mark placed exactly where legend remembers it landing, marking a specific body location and granting the Marksman and allies +1 Hit against it until it's struck.
    ↳ Unlocks Wardpiercer Shaft (Lvl 4)
  • (Slot B) Root Trap - a trap of conjured roots; the next enemy to trigger it is rooted in place for one turn.
  • (Slot C) Bloodroot Mark - a ward-mark of bloodroot laid on the target, granting allies advantage on their next Attack roll against that marked target.

▾ Collapse Marksman Tier

Marksman Paths
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Bowman
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Piercing Arrow - following through Called Shot, it adds a round of duration to the called location, then strikes it for even greater bonus Damage than Called Shot alone, and ignores a portion of the target's PROTS as it passes through.
    ↰ Requires Called Shot (Lvl 3)
  • (Slot B) Hired Bow's Mark - a guild-trained watchfulness that never leaves a partner exposed, +1 Defense (mutual guard) while an ally stands adjacent.
  • (Slot C) Winter's Silence - the same patience a hunting prince learned long before any war, the Marksman is harder to detect until they act again.
  • (Slot A) Wardpiercer Shaft - following through Called Mark, it adds a round of duration, then deepens Called Mark's ward to +2 Hit for the Marksman, or +1 Hit for allies, against it, and the exposed guard also lowers the target's PROTS by 1 until it's struck.
    ↰ Requires Called Mark (Lvl 3)
  • (Slot B) Snare Volley - a warded arrow that blooms into binding vines on impact, roots the target in place for one turn.
  • (Slot C) Aspect of the Hush - a stance of quiet focus, advantage on the Marksman's next Stealth check while it holds.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Volley - a spread of arrows loosed in the same breath with power to spare for two, fire at two targets in the same turn.
  • (Slot B) Mercenary's Volley - a guild-bond that covers a partner as readily as it covers a kill, +1 Defense (mutual guard) for the turn, shared with an adjacent ally.
  • (Slot C) Iron Sight Volley - a stillness held the way legend remembers a single decisive shot being held, advantage on the next Perception check, so long as the Marksman hasn't moved this encounter.
  • (Slot A) Splitting Ward-Shot - a single warded arrow that splits mid-flight, marking two targets at once and granting allies +1 Hit against either until one is struck.
  • (Slot B) Binding Volley - a warded arrow-burst that snares up to two targets in place for one turn.
  • (Slot C) Aspect of the Eagle - a keen-eyed stance, advantage on the Marksman's next Perception check while it holds.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Warning Nock - a warning shot the whole guild would recognize, marking a target before the...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Called Shot - a shot called ahead of the draw, marking whoever's about to feel the whole...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Guild's Reckoning - Bowmen call a shot before it's loosed, marking a target for a reckoning the whole guild...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Bowman Branch Descriptions
Select to Expand
i. Bandit (Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow) (Penalties and Bonuses TBA)
ii. Archer (unlocks heavier bows for greater range and power) (Penalties and Bonuses TBA)
iii. Outrider (spear or longbow, Light Grade (Huntress Leather) armor) (Penalties and Bonuses TBA)
Bowman Sub-Class - Bandit
(Light Grade (Quickdraw Leather) armor for quick draws; favors the longbow)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Bandit Branch continues this Path's progression exclusively through Level 30.
Bowman Sub-Class - Archer
(unlocks heavier bows for greater range and power)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Archer Branch continues this Path's progression exclusively through Level 30.
Bowman Sub-Class - Outrider
(spear or longbow, Light Grade (Huntress Leather) armor)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Outrider Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Gunner
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Guard Corps Volley - a scattering volley fired with a hunting guild's trained coordination that tears through a cluster and rattles what's left standing, bonus Damage against adjacent targets, plus briefly frightens nearby enemies.
  • (Slot B) Point-Blank Blast - firing at point-blank range with a draw-weight's worth of force behind it briefly grants +1 Defense (recoil Brace).
  • (Slot C) Siege Charge - a heavy powder charge worthy of breaking a ten-year wall, that also reveals one hidden enemy or trap in the blast radius.
  • (Slot A) Hexpowder Volley - a scattering volley of hex-charged shot that marks every target it tears through, granting allies +1 Hit against any of them until their next turn.
  • (Slot B) Flashbang Charge - a hex-charged blast that bursts light at point-blank range, briefly blinding the first enemy to close on the Marksman.
  • (Slot C) Revealing Charge - a charge laced with a seeking charm that reveals one hidden enemy or trap in the blast radius, granting allies advantage on their next Perception check regarding it.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Powder Master's Hand - a guild-trained hand that never wastes a motion, reduces the reload penalty by half, plus the next shot ignores a small portion of PROTS.
  • (Slot B) Drilled Ranks - a discipline built the way empires drill their finest corps, reduces the reload penalty by half, grants +1 Defense (reload Brace) while reloading, and reloads instantly the first time each encounter.
  • (Slot C) Reload Discipline - the patience of one who learned to wait before ever learning to fight, reduces the reload penalty by half.
  • (Slot A) Alchemist's Hand - an alchemical charm shared onto an ally's weapon, halves that ally's reload penalty and marks their next target, granting them +1 Hit.
  • (Slot B) Trapper's Cache - a shared alchemical cache that lets an ally halve their reload penalty and lay a quick snare-shot, briefly rooting their next target.
  • (Slot C) Aspect of Patience - a steadying stance, halves the Marksman's own reload penalty on their next reload.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Primed Charge - a charge primed before the trigger's even been thought about, marking a target for...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Timed Detonation - a detonation timed to the beat of a held breath, marking whoever's about to feel...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Cued Blast - Gunners pack their charges to detonate on cue, marking a target for a blast only they can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Gunner Branch Descriptions
Select to Expand
i. Gun Slinger (unlocks dual-wielded pistols) (Penalties and Bonuses TBA)
ii. Duelist (single pistol and light blade for close engagements) (Penalties and Bonuses TBA)
iii. Wrangler (black powder weapon plus a lasso or whip) (Penalties and Bonuses TBA)
Gunner Sub-Class - Gun Slinger
(unlocks dual-wielded pistols)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Gun Slinger Branch continues this Path's progression exclusively through Level 30.
Gunner Sub-Class - Duelist
(single pistol and light blade for close engagements)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Duelist Branch continues this Path's progression exclusively through Level 30.
Gunner Sub-Class - Wrangler
(black powder weapon plus a lasso or whip)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Wrangler Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Marksman Sub-Class - Ranger
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Warden's Shot - a draw-weight's worth of extra force against beasts of the wild, minor Damage bonus against MAC in natural terrain.
  • (Slot B) Wildwood Sense - a guild hunter's inherited reading of the land, advantage on checks to track a specific target, plus resist being ambushed while tracking.
  • (Slot C) Tracker's Eye - the same patient eye a hunting prince turned on prey long before he turned it on men, advantage on the Ranger's next Perception check involving natural terrain or wildlife.
  • (Slot A) Bramble Shot - a thorn conjured to a barbed point and loosed without any physical arrow, minor nature damage at Shoot range.
  • (Slot B) Marked Quarry - a woodland ward laid upon the target, granting the Ranger and allies advantage on their next attack against it.
  • (Slot C) Wild Whisper - a murmured word in the old tongue of beasts, calms a hostile or startled animal, or asks a friendly one for simple aid.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Beast Spirit Shot - a draw-weight's worth of extra force against beasts of the wild, doubled against beast-type MAC.
  • (Slot B) Grove Warden's Shot - a guild hunter's cover discipline, firing from cover (Brace) grants a brief Defense and Vigilance bonus in natural terrain.
  • (Slot C) Spirit-Sight - a hunting prince's inherited eye for tracks and terrain, advantage on checks to track a specific target, plus advantage on Knowledge checks about local wildlife.
  • (Slot A) Mender's Touch - a touch-range rite drawn from root and sap, small Life heal to self or an adjacent ally.
  • (Slot B) Wildkeeper's Ward - cures poison, disease, or a curse afflicting an animal, Companion, or patch of natural terrain, or shields it with a brief Defense bonus.
  • (Slot C) Gentle Hand - stills a frightened or feral beast completely, preventing it from attacking or fleeing for a short time.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Pack Step - a closing step that moves with the pack even when hunting alone, closing on marked prey before it...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Pack's Finish - a target run down the way a pack finishes what it started, closing the gap before...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Pack's Claim - Rangers claim their marked prey the way a pack finishes a hunt, closing in for the...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Ranger Branch Descriptions
Select to Expand
i. Keeper (shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground) (Penalties and Bonuses TBA)
ii. Forest Guardian (unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense) (Penalties and Bonuses TBA)
iii. Wood Warden (1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit) (Penalties and Bonuses TBA)
Ranger Sub-Class - Keeper
(shortbow and Medium Grade (Keeper's Chain) armor, suited to holding ground)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Keeper Branch continues this Path's progression exclusively through Level 30.
Ranger Sub-Class - Forest Guardian
(unlocks Half Heavy Grade (Guardian Plate) armor for frontline forest defense)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Forest Guardian Branch continues this Path's progression exclusively through Level 30.
Ranger Sub-Class - Wood Warden
(1h Slashing melee, dual-wielded, can also be thrown, Medium Grade (Warden's Chain) armor, free weapon-draw once per round; built for patrol and pursuit)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Wood Warden Branch continues this Path's progression exclusively through Level 30.

Overseer (Not Playable in Starter Set)

Alignment Restrictions: Lawful

Holy martial commanders who lead from the front in divine plate, Overseers combine exceptional armor mastery with auras, command abilities, and divine authority, inspiring allies who stand near them, breaking the will of evil through proximity alone, and serving as the unmovable standard around which armies and adventuring parties alike can rally and hold.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Dwarf (Common)† +5, Human† +5

†Dwarf and Human Playable with Starter Set.

Averse Races: Bast -5, Ogre -5, Troll (Bridge) -5, Troll (Sand) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Drevane -5, Emberscale -5, Imperials -5, Leshy -5, Primal -5, Skrath -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Overseer's Oath, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Unbroken Vanguard, Once Per Day the Overseer plants their banner, granting every ally within earshot a shield equal to their Piety Score that absorbs damage before Life.

Extra 1d6 + lvl holy damage on Critical Hits.
Once per encounter, Overseers can Flourish their weapon to grant an ally a free Defense roll.

Overseers get +5 feet their base movement speed, once per encounter.

Overseers get +4 plus their PIETY Score on Knowledge checks involving religious lore.


Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Blacksmith, Stonesmith, Enchanter, Shieldwright

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Overseer Path and Branch Descriptions
Select to Expand
i. Crusader (Penalties and Bonuses TBA)
A zealous Overseer who leads the charge, carrying faith into battle like a weapon. (LVL 4-20)
Crusader Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Crusader Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Crusader Branches
◆ Devout (LVL 21-30)
A Crusader whose unwavering faith fuels every strike.
Devout Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Devout Branch chosen at Level 21 - see Devout above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Devout Branch chosen at Level 21 - see Devout above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blessed Knight (LVL 21-30)
A Crusader anointed for battle, carrying a blessing into every fight.
Blessed Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blessed Knight Branch chosen at Level 21 - see Blessed Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Blessed Knight Branch chosen at Level 21 - see Blessed Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Trojan (LVL 21-30)
A Crusader who breaks through enemy lines by sheer, disciplined force.
Trojan Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Trojan Branch chosen at Level 21 - see Trojan above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Trojan Branch chosen at Level 21 - see Trojan above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Paladin (Penalties and Bonuses TBA)
A protective Overseer who shields allies with radiant conviction and steadfast defense. (LVL 4-20)
Paladin Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Radiant Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Paladin Branches
◆ Radiant (LVL 21-30)
A Paladin who channels holy light directly into devastating, purifying strikes.
Radiant Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Radiant Branch chosen at Level 21 - see Radiant above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Radiant Branch chosen at Level 21 - see Radiant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Templar (LVL 21-30)
A Paladin sworn to disciplined defense, holding the line above all else.
Templar Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Templar Branch chosen at Level 21 - see Templar above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Templar Branch chosen at Level 21 - see Templar above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Guardian (LVL 21-30)
A Paladin devoted entirely to shielding allies from harm.
Guardian Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Guardian Branch chosen at Level 21 - see Guardian above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Guardian Branch chosen at Level 21 - see Guardian above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Archon (Penalties and Bonuses TBA)
A disciplined Overseer who commands the battlefield like a seasoned legion officer. (LVL 4-20)
Archon Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any (Holy-blessed weapon). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy or Medium (Archon Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Archon Branches
◆ Battleguard (LVL 21-30)
An Archon who commands the frontline like a seasoned field officer.
Battleguard Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Battleguard Branch chosen at Level 21 - see Battleguard above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Battleguard Branch chosen at Level 21 - see Battleguard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Defender (LVL 21-30)
An Archon devoted to holding ground and protecting allies over dealing damage.
Defender Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Defender Branch chosen at Level 21 - see Defender above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Defender Branch chosen at Level 21 - see Defender above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Legionnaire (LVL 21-30)
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
Legionnaire Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Legionnaire Branch chosen at Level 21 - see Legionnaire above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Legionnaire Branch chosen at Level 21 - see Legionnaire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Overseer Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h or 2h, any Style (Holy-blessed weapon).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Overseer's Oath (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + PIETY.
1H Melee: +1 Hit (shield combo).
◆+2 and +2 to Hit and Theologist Talents if the Sanctified Blade is wielded.
◆Shield (Off) +1 AS, or Holy Symbol (Off) +1 to all Heals or Smites instead.
2H Melee: +1 Hit.
◆+2 and +2 to Hit and Theologist Talents if the Radiant Greatsword is wielded.
Spells: +1 divine healing and smite.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Heavy or Medium (Plate, Full Chain). Bonus: +2 Armor Score (AS) in plate or full chain; +1 Protection Score (PROTS) when shield is equipped; +2 and +2 to AS and Theologist Talents if Plate is worn.

+1 AS and +2 to Theologist Talents if wearing Heavy or Medium (Full Chain).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Overseer's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Overseer Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Overseer
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Sanctified Strike - a blessed strike that judges evil on contact, the first flicker of an Overseer's own divine authority made...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Smiting Blow - a blow that blinds the wicked on impact, steel already learning to judge as well as...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Commander's Strike - a strike thrown to rally the line, marking a target for a reckoning the whole legion...

▾ Collapse Overseer Tier

Overseer Paths
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Crusader
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Zealous Strike - a strike that burns brighter against evil and undead alike, the first mark of a Crusader's own...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Wrathful Strike - a blow that lands hardest on a foe already brought low, wrath given a Crusader's own...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Wicked Ground - a strike that burns hottest where the wicked gather, cutting down evil before it can...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Consecrated Line - a stretch of ground consecrated mid-fight, daring evil to cross a line it...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Consecrated Ground - Crusaders burn with zeal against the wicked, consecrating ground and cutting down evil where it...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Crusader Branch Descriptions
Select to Expand
i. Devout (Penalties and Bonuses TBA)
ii. Blessed Knight (Penalties and Bonuses TBA)
iii. Trojan (Penalties and Bonuses TBA)
Crusader Sub-Class - Devout
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Devout Branch continues this Path's progression exclusively through Level 30.
Crusader Sub-Class - Blessed Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Blessed Knight Branch continues this Path's progression exclusively through Level 30.
Crusader Sub-Class - Trojan
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Trojan Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Paladin
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Guardian's Strike - a strike that answers whoever dared harm an ally first, a Paladin's earliest vow made...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Steadfast Strike - a blow that lands hardest against the undead and the fiendish alike, an oath kept in...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Anointing Hand - a healing hand pressed to a wound in the same motion as the blade that opened...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Woven Blessing - a blessing woven into every strike, anointing a wound before it's even...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Anointed Edge - Paladins anoint every wound they open, weaving healing directly into the edge of their...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Paladin Branch Descriptions
Select to Expand
i. Radiant (Penalties and Bonuses TBA)
ii. Templar (Penalties and Bonuses TBA)
iii. Guardian (Penalties and Bonuses TBA)
Paladin Sub-Class - Radiant
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Branch continues this Path's progression exclusively through Level 30.
Paladin Sub-Class - Templar
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Templar Branch continues this Path's progression exclusively through Level 30.
Paladin Sub-Class - Guardian
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Guardian Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Overseer Sub-Class - Archon
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Commander's Reckoning - the mark called out louder to the whole line, an Archon's gift for turning one soldier's focus into...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Unbroken Line Strike - a blow that answers whoever broke formation to strike an ally, the line closing back around...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Formation's Eye - a glance that holds the whole formation together, calling the line where it needs to...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Formation's Mark - a target marked for the whole formation at once, converging a line before it even...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Line's Convergence - Archons command the whole formation, marking targets for the entire line to converge...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Archon Branch Descriptions
Select to Expand
i. Battleguard (Penalties and Bonuses TBA)
ii. Defender (Penalties and Bonuses TBA)
iii. Legionnaire (Penalties and Bonuses TBA)
Archon Sub-Class - Battleguard
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Battleguard Branch continues this Path's progression exclusively through Level 30.
Archon Sub-Class - Defender
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Defender Branch continues this Path's progression exclusively through Level 30.
Archon Sub-Class - Legionnaire
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Legionnaire Branch continues this Path's progression exclusively through Level 30.

Shaman (Not Playable in Starter Set)

Alignment: All

Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism, as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Troll (Sand) +5, Drevane +5, Leshy +5, Skrath +5

None Playable with Starter Set.

Averse Races: Omnè -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Totem Rite, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Ancestor's Call, Once Per Day the Shaman summons the spirits of their lineage, healing all allies within earshot for an amount equal to their Willpower Score.

Extra 1d6 + lvl spirit damage on Critical Hits.
Once per encounter, Shamans can Flourish their totem that lowers their target's Resistance at a number equal to their Intuition Score.

Shamans get +5 feet their base movement speed, once per encounter.

Shamans get +4 plus their KNOWLEDGE Score on Knowledge checks involving spirit lore.


Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Alchemist, Apothecary, Witchcrafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Shaman Path and Branch Descriptions
Select to Expand
i. Medicine Man (Penalties and Bonuses TBA)
A Shaman who draws on ancestral spirits and the bones of the fallen to heal and empower their tribe. (LVL 4-20)
Medicine Man Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Staff. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Ancestral Hide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Medicine Man Branches
◆ Ancestral (LVL 21-30)
A Medicine Man who calls on ancestor spirits for guidance and protection.
Ancestral Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ancestral Branch chosen at Level 21 - see Ancestral above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ancestral Branch chosen at Level 21 - see Ancestral above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bone Collector (LVL 21-30)
A Medicine Man who draws power from the bones and remains of the fallen.
Bone Collector Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bone Collector Branch chosen at Level 21 - see Bone Collector above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bone Collector Branch chosen at Level 21 - see Bone Collector above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Earthbound (LVL 21-30)
A Medicine Man rooted deeply in the land itself, drawing strength from the earth underfoot.
Earthbound Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Earthbound Branch chosen at Level 21 - see Earthbound above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Earthbound Branch chosen at Level 21 - see Earthbound above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Primordial (Penalties and Bonuses TBA)
A Shaman who channels the raw forces of sky and storm into devastating elemental power. (LVL 4-20)
Primordial Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Staff. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Stormhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Primordial Branches
◆ Astromancer (LVL 21-30)
A Primordial Shaman who reads and channels power from the stars themselves.
Astromancer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Astromancer Branch chosen at Level 21 - see Astromancer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Astromancer Branch chosen at Level 21 - see Astromancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Whisperer (LVL 21-30)
A Primordial Shaman who hears the land's own voice, translating it into guidance and warning.
Whisperer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Whisperer Branch chosen at Level 21 - see Whisperer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Whisperer Branch chosen at Level 21 - see Whisperer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Stormbringer (LVL 21-30)
A Primordial Shaman who calls down storms to scour the battlefield.
Stormbringer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Ritualist (Penalties and Bonuses TBA)
A ritual-focused Shaman who binds curses and blessings alike through careful ceremony. (LVL 4-20)
Ritualist Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h or 2h Totem or Staff. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Ritual Bindings).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Ritualist Branches
◆ Ceremonial (LVL 21-30)
A Ritualist who channels power through careful, formal rite rather than raw instinct.
Ceremonial Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ceremonial Branch chosen at Level 21 - see Ceremonial above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ceremonial Branch chosen at Level 21 - see Ceremonial above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Runecrafter (LVL 21-30)
A Ritualist who binds power into runes, empowering allies or cursing foes at a distance.
Runecrafter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Runecrafter Branch chosen at Level 21 - see Runecrafter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Runecrafter Branch chosen at Level 21 - see Runecrafter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Hexbinder (LVL 21-30)
A Ritualist who specializes in binding lasting curses onto their enemies.
Hexbinder Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Hexbinder Branch chosen at Level 21 - see Hexbinder above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Hexbinder Branch chosen at Level 21 - see Hexbinder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Shaman Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h or 2h Totem or Staff.

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Totem Rite (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
1H Melee: 0 (ritual weapons, clubs).
◆+2 and +2 to spell potency and Theologist Talents if the Bonecarved Totem is wielded.
◆Bone Rattle (Off) +1 spell potency, or Buckler (Off) +1 PROTS instead.
2H Melee: +1 Hit (staves, totems).
◆+2 and +2 to spell potency and Theologist Talents if the Stormwood Staff is wielded.
Spells: +2 elemental and spirit; +1 ritual and curse.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light or Delicate (Hide, Ritual Garments). Bonus: +1 spell potency in ritual garments or hide; +2 and +2 to spell potency and Theologist Talents if Hide is worn.

+1 to spell potency and +2 to Theologist Talents if wearing Light or Delicate (Ritual Garments).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Shaman's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Shaman Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference. Weapon Type: Martial for Tactics, Magic for Spells (Tactics are totem-blows and spirit-guided strikes, not weapon technique alone).
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Shaman
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Ash-Bound Strike - a quick shuffle through kicked-up ash timed to the totem's swing, a Shaman's earliest lesson in reading a...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Drum-Call Strike - a totem-beat timed to throw an enemy off their own rhythm, a Shaman's earliest taste of the spirit-world's...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Ember-Bound Strike - a burst of ember-ash kicked up mid-step, a Shaman's earliest reach into the flash between...

▾ Collapse Shaman Tier

Shaman Paths
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Medicine Man
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Ancestor's Touch - the ember-ash burst kicked up further still, a Medicine Man's earliest proof that the ancestors carry...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Elder's Touch - a blessing drawn from elders who never moved from where they fell, a Medicine Man's earliest lesson in...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Judging Breath - a cleansing rite carried on the same breath as its judgment, deciding what a curse...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Ancestors' Call - the ancestors called mid-rite, marking a target for whatever comes...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Ancestors' Judgment - Medicine Men judge and cleanse in the same breath, marking a target for the ancestors' final...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Medicine Man Branch Descriptions
Select to Expand
i. Ancestral (Penalties and Bonuses TBA)
ii. Bone Collector (Penalties and Bonuses TBA)
iii. Earthbound (Penalties and Bonuses TBA)
Medicine Man Sub-Class - Ancestral
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ancestral Branch continues this Path's progression exclusively through Level 30.
Medicine Man Sub-Class - Bone Collector
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Bone Collector Branch continues this Path's progression exclusively through Level 30.
Medicine Man Sub-Class - Earthbound
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Earthbound Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Primordial
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Storm-Drum Strike - a crack of thunder called down through the totem itself, a Primordial's earliest proof that the sky...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Thunderclap Strike - a crack of thunder channeled through totem and bone alike, a Primordial's earliest taste of a...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) First Crack - the first crack of a coming storm called down, letting the sky answer before the...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Gathering Storm - a target marked beneath a gathering storm, letting the sky itself decide when to...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Sky's Mark - Primordials call down storm and static, marking a target for the sky itself to...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Primordial Branch Descriptions
Select to Expand
i. Astromancer (Penalties and Bonuses TBA)
ii. Whisperer (Penalties and Bonuses TBA)
iii. Stormbringer (Penalties and Bonuses TBA)
Primordial Sub-Class - Astromancer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Astromancer Branch continues this Path's progression exclusively through Level 30.
Primordial Sub-Class - Whisperer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Whisperer Branch continues this Path's progression exclusively through Level 30.
Primordial Sub-Class - Stormbringer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Stormbringer Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Shaman Sub-Class - Ritualist
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Rune-Bound Strike - a totem-blow marked with a carved rune before the flare ever settles, a Ritualist's earliest proof that a...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Runescored Strike - a rune carved straight into the totem itself, a Ritualist's earliest taste of a rite that outlives the...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Whispering Head - a hovering head that whispers a name long before the rite begins, marking who the Ritualist has...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Tightening Circle - shrunken heads circling tighter the longer a rite is held, binding a target's fate to a hex not yet...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Hexbound Curse - Shrunken heads that hover around the Shaman bind doom into rune and hex, marking a target for a curse only they can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Ritualist Branch Descriptions
Select to Expand
i. Ceremonial (Penalties and Bonuses TBA)
ii. Runecrafter (Penalties and Bonuses TBA)
iii. Hexbinder (Penalties and Bonuses TBA)
Ritualist Sub-Class - Ceremonial
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Ceremonial Branch continues this Path's progression exclusively through Level 30.
Ritualist Sub-Class - Runecrafter
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Runecrafter Branch continues this Path's progression exclusively through Level 30.
Ritualist Sub-Class - Hexbinder
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Hexbinder Branch continues this Path's progression exclusively through Level 30.

Sorcerer (Playable in Starter Set)

Alignment: All

Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through staff and cloth into spells of extraordinary breadth, their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5

None Playable with Starter Set.

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Arcane Ascendance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Bloodborn Surge, Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus Score to one target, with the Sorcerer taking damage equal to half that amount.

Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Sorcerers can Flourish their staff that lowers their target's Defense at a number equal to their Focus Score.

Sorcerers get +5 feet their base movement speed, once per encounter.

Sorcerers get +4 plus their FOCUS Score on Knowledge checks involving arcane lore.


Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Sorcerer Path and Branch Descriptions
Select to Expand
i. Conjurer (Penalties and Bonuses TBA)
A summoning-focused Sorcerer who calls forth allies and constructs from beyond to fight at their side. (LVL 4-20)
Conjurer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Staff). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Riftweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Conjurer Branches
◆ Planes Walker (staff; unlocks planar teleportation focus) (LVL 21-30)
A Conjurer who tears momentary rifts to nearby planes, stepping through and back at will.
Planes Walker Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Planes Walker Branch chosen at Level 21 - see Planes Walker above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Planes Walker Branch chosen at Level 21 - see Planes Walker above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Magus (unlocks light armor and a 1h staff-blade hybrid) (LVL 21-30)
A Conjurer who fuses staff and blade into a single hybrid weapon.
Magus Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Magus Branch chosen at Level 21 - see Magus above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Magus Branch chosen at Level 21 - see Magus above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Psionic (no weapon needed; channels through raw mind power) (LVL 21-30)
A Conjurer who channels raw mind-power instead of any physical focus.
Psionic Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Psionic Branch chosen at Level 21 - see Psionic above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Psionic Branch chosen at Level 21 - see Psionic above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Seer (Penalties and Bonuses TBA)
A far-seeing Sorcerer who reads fate itself, striking with knowledge as much as raw power. (LVL 4-20)
Seer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Staff). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Farsight Veil).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Seer Branches
◆ Mystic (staff; favors defensive and support magic) (LVL 21-30)
A Seer who channels raw, intuitive insight into their spellcasting.
Mystic Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Mystic Branch chosen at Level 21 - see Mystic above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Mystic Branch chosen at Level 21 - see Mystic above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Clairvoyant (staff; favors detection and ranged spellcasting) (LVL 21-30)
A Seer who reads the immediate future, striking where the enemy hasn't moved yet.
Clairvoyant Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Clairvoyant Branch chosen at Level 21 - see Clairvoyant above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Clairvoyant Branch chosen at Level 21 - see Clairvoyant above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Prophet (staff; favors ally-support foresight) (LVL 21-30)
A Seer whose visions reach far beyond the battlefield, foretelling what's still to come.
Prophet Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Prophet Branch chosen at Level 21 - see Prophet above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Prophet Branch chosen at Level 21 - see Prophet above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Wizard (Penalties and Bonuses TBA)
An elemental Sorcerer who wields fire and force with the discipline of formal study. (LVL 4-20)
Wizard Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Staff). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Delicate (Cinderweave Cloth).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Wizard Branches
◆ Fire Breather (staff; unlocks bonus fire damage) (LVL 21-30)
A Wizard devoted to raw, elemental fire above all other schools.
Fire Breather Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fire Breather Branch chosen at Level 21 - see Fire Breather above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Fire Breather Branch chosen at Level 21 - see Fire Breather above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Battlecryer (2h (Main) staff or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (LVL 21-30)
A Wizard who channels magic through voice and command as much as spellcraft.
Battlecryer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Battlecryer Branch chosen at Level 21 - see Battlecryer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Battlecryer Branch chosen at Level 21 - see Battlecryer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Transmuter (staff; unlocks chemical-type spells) (LVL 21-30)
A Wizard who reshapes matter itself, turning the battlefield's own materials into a weapon.
Transmuter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Transmuter Branch chosen at Level 21 - see Transmuter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Transmuter Branch chosen at Level 21 - see Transmuter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Sorcerer Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h or 2h Staff.

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Arcane Ascendance (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + FOCUS.
1H Melee: 0.
◆+2 and +2 to spell potency and Traveler Talents if the Starforged Wand is wielded.
◆Arcane Orb (Off) +1 spell potency, or a free hand (Off) +1 Hit to spell attacks instead (somatic gesture).
2H Melee: 0 (staff).
◆+2 and +2 to spell potency and Traveler Talents if the Riftcaller Staff is wielded.
Spells: +3 arcane potency (class primary).

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Delicate (Cloth Robe and Cloak, all paths). Bonus: +1 spell potency in full arcane robes; +2 with no armor at all; +2 and +2 to spell potency and Traveler Talents if a Dragonsilk Robe and Cloak is worn.

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Sorcerer's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Sorcerer Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Spell Cards individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Delicate Grade armor, or no armor at all for best potency; Weapon Type: Martial for Tactics, Magic for Spells, 1h or 2h (e.g., orb, crystal ball, staff, stave, or magic blade), see each Path below for its favored focus. Tactics are staff-strikes and parries charged with residual arcane force, a spellblade's fighting style rather than plain weapon technique. Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Sorcerer
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • (Slot A) Arcane Strike - a staff-strike charged with raw force, struck like a star-spirit's blow made physical, basic melee arcane damage Tactic.
  • (Slot B) Warding Parry - a staff-parry woven with balanced breath, blocks one Spell.
  • (Slot C) Focus Strike - a staff-strike that draws hidden knowledge from the world on contact, temporary Mana regeneration boost.
  • (Slot A) Arcane Bolt - a raw lance of force called down like sunfire hurled by a star-spirit, punched clean through, basic ranged arcane damage Spell.
  • (Slot B) Minor Ward - conjures a shimmering barrier woven from balanced breath around an ally, blocks the next Spell aimed at them.
  • (Slot C) Mana Surge - an insight drawn the way a wanderer's staff pulls hidden knowledge from the world, temporary Mana regeneration boost.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • (Slot A) Oracle's Strike - a staff-thrust guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic melee arcane damage Tactic that also briefly reveals the target's weakness.
  • (Slot B) Sunstone Parry - a staff-parry drawn from a star-spirit's light that blocks one Spell, plus resists one fear effect.
  • (Slot C) Sanctum Strike - a staff-strike circulated the way old alchemists taught, temporary Mana regeneration boost, plus advantage on the next Knowledge check.
  • (Slot A) Oracle's Dart - a needle of force guided by a wanderer's far-seeing eye, finds the seam in a foe's defenses, basic ranged arcane damage Spell that also briefly reveals the target's weakness.
  • (Slot B) Sunstone Ward - conjures a shimmering barrier drawn from a star-spirit's light around an ally, blocks the next Spell aimed at them, plus resists their next fear effect.
  • (Slot C) Sanctum Breath - a breath drawn and shared with an ally, grants that ally a temporary Mana regeneration boost, plus advantage on their next Knowledge check.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • (Slot A) Flame Strike - a staff-blow wreathed in controlled alchemical fire that catches flesh and cloth alike, basic melee arcane damage Tactic dealing fire damage.
    ↳ Unlocks Herald's Strike (Lvl 4)
  • (Slot B) Fire Veil Parry - a staff-parry wreathed in sun-bright ward that blocks one Spell, reflecting minor fire damage back at the attacker.
  • (Slot C) Sacred Flame Strike - a staff-strike drawn like warmth gathered at a wanderer's hearth-fire, temporary Mana regeneration boost that grows if standing near an open flame.
  • (Slot A) Flame Word - a word of controlled alchemical fire that catches flesh and cloth alike, basic ranged arcane damage Spell dealing fire damage.
    ↳ Unlocks Herald's Ward (Lvl 4)
  • (Slot B) Fire Veil Ward - conjures a sun-bright barrier around an ally that blocks the next Spell aimed at them, reflecting minor fire damage back at the attacker.
  • (Slot C) Sacred Flame Draw - an insight shared with an ally, drawn like warmth gathered at a wanderer's hearth-fire, grants that ally a temporary Mana regeneration boost that grows if they stand near an open flame.

▾ Collapse Sorcerer Tier

Sorcerer Paths
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Conjurer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Type: Martial for Tactics, Magic for Spells, 1h or 2h, summoning-focused - e.g., orb, crystal ball, or magic blade)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Herald's Strike - following through Flame Strike, it adds a round of duration, then burns hotter, dealing greater fire damage, and now conjures a small bound star-spirit to strike alongside it for additional minor arcane Damage (advantage - see Card if the caster's Companion is already a spirit or elemental).
    ↰ Requires Flame Strike (Lvl 3)
  • (Slot B) Spark Guard - a staff-parry that conjures a small elemental barrier, +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot C) Rift Strike - a staff-blow that opens a brief tear to close distance instantly, short teleport taken mid-swing, within line of sight.
  • (Slot A) Herald's Ward - following through Flame Word, it adds a round of duration, then burns hotter, dealing greater fire damage at range, and now conjures a small bound star-spirit that strikes the target for additional minor arcane damage (advantage - see Card if the caster's Companion is already a spirit or elemental).
    ↰ Requires Flame Word (Lvl 3)
  • (Slot B) Summon Spark - conjures a small elemental balanced from the five forces, whose barrier shields an ally instead, granting them +1 Defense for one turn (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot C) Rift Step - a brief tear opened at an ally's feet, letting that ally teleport to the caster's side, within line of sight.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Phantom Strike - a staff-blow that conjures a small ancestor-echo to lash out alongside it, minor arcane Damage and briefly confuses the target's next action (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot B) Wingbeat Strike - a staff-blow that carries the wielder on a raven's wingbeat, short teleport granting a brief Resistance bonus afterward, within line of sight.
  • (Slot C) Starbound Strike - a staff-blow charted the way old star-readers mapped the sky, short teleport following a memorized path with no chance of error, within line of sight.
  • (Slot A) Phantom Echo - conjures a small ancestor-echo that lashes out at up to two adjacent targets for minor arcane damage, briefly confusing each one's next action (advantage - see Card if the caster's Companion is already a spirit or elemental).
  • (Slot B) Wingbeat Step - a raven's wingbeat lent to an ally, carrying that ally a short teleport with a brief Resistance bonus afterward, within line of sight.
  • (Slot C) Starbound Step - a path charted the way old star-readers mapped the sky, lent to an ally for a short teleport with no chance of error, within line of sight.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Seam Crack - the first seam cracked into a rift before the spell is even fully...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Bound Wrath - a star-spirit's wrath bound to a mark, calling it down the moment a target...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Star-Spirit's Wrath - Conjurers tear rifts into a marked target, calling a bound star-spirit's wrath down on...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Conjurer Branch Descriptions
Select to Expand
i. Planes Walker (staff; unlocks planar teleportation focus) (Penalties and Bonuses TBA)
ii. Magus (unlocks light armor and a 1h staff-blade hybrid) (Penalties and Bonuses TBA)
iii. Psionic (no weapon needed; channels through raw mind power) (Penalties and Bonuses TBA)
Conjurer Sub-Class - Planes Walker
(staff; unlocks planar teleportation focus)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Planes Walker Branch continues this Path's progression exclusively through Level 30.
Conjurer Sub-Class - Magus
(unlocks light armor and a 1h staff-blade hybrid)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Magus Branch continues this Path's progression exclusively through Level 30.
Conjurer Sub-Class - Psionic
(no weapon needed; channels through raw mind power)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Psionic Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Seer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Type: Martial for Tactics, Magic for Spells, 1h or 2h, favors perception and defense - e.g., crystal ball, orb, or stave)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Zodiac Strike - a staff-blow timed to a favorable hour chosen the way old star-readers charted, advantage on the first Attack roll this encounter, chosen at the start instead of in the moment.
  • (Slot B) Foresight Parry - a staff-parry guided by a precognitive flicker, grants advantage on one Defense roll this encounter.
  • (Slot C) Mind's Eye Strike - a staff-blow that opens an inner eye through balanced stillness, reveals one hidden enemy or trap.
  • (Slot A) Zodiac Sight - a day and hour chosen the way old star-readers charted which were favorable, grants an ally advantage on their first Attack roll this encounter, chosen at the start instead of in the moment.
  • (Slot B) Foresight - a precognitive flicker shared with an ally the same way a wanderer once traded an eye for it, grants that ally advantage on one Defense roll this encounter.
  • (Slot C) Mind's Eye - an inner eye opened through balanced stillness, reveals one hidden enemy or trap.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Celestial Strike - a staff-blow timed to a star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting advantage on the first Attack roll against them.
  • (Slot B) Prophet's Parry - a staff-parry carried like a raven's news across distance, grants advantage on one Defense roll this encounter, plus warns one ally of the same danger.
  • (Slot C) Watchman's Strike - a staff-blow struck in stillness the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus alerts all allies to its location.
  • (Slot A) Celestial Chart Sight - a star-chart read the way old astronomers mapped the heavens, reveals one hidden enemy or trap, granting an ally advantage on their first Attack roll against it.
  • (Slot B) Prophet's Warning - a precognitive flicker carried like a raven's news across distance, grants an ally advantage on their next Defense roll this encounter instead of the caster.
  • (Slot C) Watchman's Warning - a stillness kept the way a mountain hermit keeps watch, reveals one hidden enemy or trap, plus grants all allies +1 Defense against it until it acts.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Corner Sight - a wound caught in the corner of sight long before the blow that causes...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Marked Fate - a fate marked mid-vision, priming a target for the blow already...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Foreseen Blow - Seers foresee a wound before it's struck, marking a target's fate for the blow that...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Seer Branch Descriptions
Select to Expand
i. Mystic (staff; favors defensive and support magic) (Penalties and Bonuses TBA)
ii. Clairvoyant (staff; favors detection and ranged spellcasting) (Penalties and Bonuses TBA)
iii. Prophet (staff; favors ally-support foresight) (Penalties and Bonuses TBA)
Seer Sub-Class - Mystic
(staff; favors defensive and support magic)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Mystic Branch continues this Path's progression exclusively through Level 30.
Seer Sub-Class - Clairvoyant
(staff; favors detection and ranged spellcasting)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Clairvoyant Branch continues this Path's progression exclusively through Level 30.
Seer Sub-Class - Prophet
(staff; favors ally-support foresight)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Prophet Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Sorcerer Sub-Class - Wizard
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Type: Martial for Tactics, Magic for Spells, 1h or 2h, favors elemental damage - e.g., staff, stave, or magic blade)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Firebrand Strike - a staff-blow wreathed in flame that clings and keeps burning long after it lands, fire Damage Tactic with a burn-over-time effect.
  • (Slot B) Sunfire Guard - a staff-parry that channels sunlight the way old sun-priests once bent it into a woven ward, granting a brief Defense bonus during daylight.
  • (Slot C) Alchemical Strike - a staff-blow tended the way old grove-keepers tended sacred flame, grants a brief Focus bonus and advantage on the next Knowledge check involving fire or alchemy.
  • (Slot A) Firebrand - a flame carried the way a wanderer's torch never truly gutters, clings and keeps burning long after it lands, fire damage Spell with a burn-over-time effect.
  • (Slot B) Sunfire Rite - channels sunlight the way old sun-priests once bent it into a woven ward around an ally, granting that ally a brief Defense bonus during daylight.
  • (Slot C) Alchemical Flame - a fire tended the way old grove-keepers tended sacred flame, kept and taught, never written down, grants an ally a brief Focus bonus and advantage on their next Knowledge check involving fire or alchemy.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Arcane Overstrike - a surge drawn with a wanderer's reckless hunger for more, next Tactic deals bonus Damage, costs extra Mana.
  • (Slot B) Elixir Overguard - a draught brewed the way old sun-priests prepared their sacred rites, the next incoming Spell against the caster is weakened, refunding Mana if it's fully resisted.
  • (Slot C) Transmuter's Overstrike - a shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal for the caster.
  • (Slot A) Arcane Overcharge - a surge drawn with a wanderer's reckless hunger for more, next Spell deals bonus Damage, costs extra Mana.
  • (Slot B) Elixir Overcharge - a draught shared with an ally, the next incoming Spell against that ally is weakened, refunding the caster Mana if it's fully resisted.
  • (Slot C) Transmuter's Overcharge - a shape-changing working passed hand to hand the way old grove-keepers passed their lore, transmutes excess Mana into a small Life heal shared with an ally instead of the caster.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Catching Ember - an ember let catch on a target's own coat before the real spell ever...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Slow Fuse - a target branded with a slow-burning fuse, priming a detonation that only the Wizard can...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Primed Detonation - Wizards brand a target with smoldering embers, priming a detonation only they can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Wizard Branch Descriptions
Select to Expand
i. Fire Breather (staff; unlocks bonus fire damage) (Penalties and Bonuses TBA)
ii. Battlecryer (2h (Main) staff or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic) (Penalties and Bonuses TBA)
iii. Transmuter (staff; unlocks chemical-type spells) (Penalties and Bonuses TBA)
Wizard Sub-Class - Fire Breather
(staff; unlocks bonus fire damage)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Fire Breather Branch continues this Path's progression exclusively through Level 30.
Wizard Sub-Class - Battlecryer
(2h (Main) staff or stave, 1h (Off) Slashing or Blunt weapon; favors ally-empowering war magic)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Battlecryer Branch continues this Path's progression exclusively through Level 30.
Wizard Sub-Class - Transmuter
(staff; unlocks chemical-type spells)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Transmuter Branch continues this Path's progression exclusively through Level 30.

Strategist (Playable in Starter Set)

Alignment: All

Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered, equally dangerous in the shadows, in plain sight, or threading a spelled blade through a gap in armor that nobody else saw was there.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Bast +5, Drow +5, Dwarf (Glimmerstone) +5, Helf +5, Goblorc +5, Halfling† +5, Miceling +5

†Halfling Playable with Starter Set.

Averse Races: Skrath -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Tactical Precision, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Killing Edge, Once Per Day the Strategist strikes from an unseen angle, dealing damage equal to twice their Deceit Score to one target, with the attack always counting as a Critical Hit.

Extra 1d6 + lvl shadow damage on Critical Hits.
Once per encounter, Strategists can Flourish their blade that lowers their target's Vigilance at a number equal to their Deceit Score.

Strategists get +5 feet their base movement speed, once per encounter.

Strategists get +4 plus their DECEIT Score on Stealth checks.


Favorite Talent and Profession Trees
Talent Trees: Thief
Professions: Gem Crafter, Tech Salvager, Data Broker

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Strategist Path and Branch Descriptions
Select to Expand
i. Rogue (Penalties and Bonuses TBA)
A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts. (LVL 4-20)
Rogue Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light (Guildleather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Rogue Branches
◆ Assassin (unlocks poisoned blades) (LVL 21-30)
A Rogue who ends fights before they begin, striking once from perfect position.
Assassin Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Assassin Branch chosen at Level 21 - see Assassin above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Assassin Branch chosen at Level 21 - see Assassin above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Recon (light armor and dagger, built for reconnaissance) (LVL 21-30)
A Rogue focused on scouting and information, staying unseen until the moment it matters.
Recon Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Recon Branch chosen at Level 21 - see Recon above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Recon Branch chosen at Level 21 - see Recon above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shroud (no armor for maximum stealth; dagger only) (LVL 21-30)
A Rogue who fights from concealment, wrapped in shadow and silence.
Shroud Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shroud Branch chosen at Level 21 - see Shroud above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shroud Branch chosen at Level 21 - see Shroud above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Shadow Stalker (Penalties and Bonuses TBA)
A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them. (LVL 4-20)
Shadow Stalker Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light (Shadowsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Shadow Stalker Branches
◆ Wraith (light armor and dagger, ethereal mobility) (LVL 21-30)
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
Wraith Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wraith Branch chosen at Level 21 - see Wraith above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Wraith Branch chosen at Level 21 - see Wraith above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Abyssal (unlocks a cursed blade infused with shadow) (LVL 21-30)
A Shadow Stalker who draws on something darker than shadow alone.
Abyssal Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Abyssal Branch chosen at Level 21 - see Abyssal above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Abyssal Branch chosen at Level 21 - see Abyssal above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Specter (no armor; dagger only, favors ambush) (LVL 21-30)
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
Specter Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Specter Branch chosen at Level 21 - see Specter above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Specter Branch chosen at Level 21 - see Specter above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Spellblade (Penalties and Bonuses TBA)
A blade-and-spell hybrid Strategist who weaves magic directly into every strike. (LVL 4-20)
Spellblade Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light (Runeleather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Spellblade Branches
◆ Shadowblade (unlocks a shadow-infused enchanted blade) (LVL 21-30)
A Spellblade who weaves shadow magic directly into every strike.
Shadowblade Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shadowblade Branch chosen at Level 21 - see Shadowblade above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shadowblade Branch chosen at Level 21 - see Shadowblade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Phantom Blade (dagger or short blade, illusion-focused) (LVL 21-30)
A Spellblade whose weapon strikes as much through illusion as through steel.
Phantom Blade Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Phantom Blade Branch chosen at Level 21 - see Phantom Blade above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Phantom Blade Branch chosen at Level 21 - see Phantom Blade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sprightly (light armor and dagger, favors speed and agility) (LVL 21-30)
A Spellblade who fights with quick, light footwork, always a step ahead.
Sprightly Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sprightly Branch chosen at Level 21 - see Sprightly above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Sprightly Branch chosen at Level 21 - see Sprightly above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Strategist Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Piercing or Slashing (dagger or short blade).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Tactical Precision (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + DEXTERITY.
1H Melee: +2 Hit (daggers, short blades).
◆+2 and +2 to Hit and Thief Talents if the Shadowedge Dagger is wielded.
◆a second Dagger (Off) +1 Hit instead (dual strike), or an empty hand (Off) +1 Defense instead (parry stance).
2H Melee: 0.
1H Shoot: +1 Hit.
2H Shoot: 0.
Spells: +1 shadow and illusion.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light (Leather, Studded Leather). Bonus: +1 Defense and +1 Stealth in leather or lighter; +2 and +2 to Defense and Thief Talents if Leather is worn.

+1 Defense and +2 to Thief Talents if wearing Light or Delicate (Studded Leather).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Strategist's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Strategist Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Armaments reminder: Light Grade armor or lighter; Weapon Style: Piercing or Slashing, 1h, Melee (e.g., dagger, stiletto, shortsword, or rapier). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Strategist
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • (Slot A) Sneak Strike - a blade in the back before the target knows there's a fight, bonus Damage against an unaware target.
  • (Slot B) Bazaar Weave - +1 Defense (Evade through crowd) while moving through crowded terrain.
  • (Slot C) Fleet Step - +1 Agility when moving through difficult terrain.
  • (Slot A) Shadow Veil - a minor illusion woven from shed shadow-selves, that lashes at anyone who tries to strike through it, dealing minor Damage.
  • (Slot B) Flicker - a blink quicker than a bound spirit's whim, avoids one attack of opportunity.
  • (Slot C) Whisper - a message carried short-range the way a storyteller's coded word travels a crowded market, silent to one ally.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • (Slot A) Wraithstep Strike - a killing stroke that leaves the attacker already gone, bonus Damage against an unaware target, plus briefly conceals the attacker after.
  • (Slot B) Coiled Sense - +1 Defense (anticipatory Dodge) against surprise attacks, sensing a hidden threat before it strikes.
  • (Slot C) Shadow-Walk - +1 Agility while moving through dim light or shadow.
  • (Slot A) Flicker-Clone - a fleeting duplicate afterimage left behind the way a trained shadow-walker sheds a decoy, lashes out with a brief illusory strike for minor Damage.
  • (Slot B) Substitution Step - a blink that leaves a bound spirit's decoy in its place, avoiding one attack of opportunity.
  • (Slot C) Sign Cipher - a coded hand-sign passed short-range to one ally, the same discipline that keeps a market crier's message from prying ears.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • (Slot A) Silk Dagger - a concealed blade that opens a throat before anyone notices it was drawn, bonus Damage against an unaware target.
    ↳ Unlocks Backstab (Lvl 4)
  • (Slot B) Read the Room - +1 Defense (read-and-Dodge) against the next attack from a target you've observed this turn.
  • (Slot C) Bazaar Reading - advantage on one Deceit check while negotiating or bargaining.
  • (Slot A) Wind-Step - a minor blink quick as a step off the wind itself, that also grants +1 Defense for one turn.
    ↳ Unlocks Shadowstab (Lvl 4)
  • (Slot B) Bound Whisper - a message bound to one ally short-range, unblockable by mundane noise, carried the way a bound spirit answers only one master.
  • (Slot C) Mirage Veil - a shimmering heat-mirage illusion born of open sand and empty horizon, that scorches anyone who attacks through it, minor fire damage.

▾ Collapse Strategist Tier

Strategist Paths
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Rogue
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Piercing, 1h, Melee)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Backstab - following through Silk Dagger, it adds a round of duration, then drives the concealed blade deeper, even greater bonus Damage against an unaware target, and now also deals bonus Damage from a flanking position even if the target isn't unaware.
    ↰ Requires Silk Dagger (Lvl 3)
  • (Slot B) Sentinel's Strike - a guild-guard's trained watchfulness, +1 Defense (flanking Parry) while flanking an engaged target.
  • (Slot C) Lockcraft - a market-quarter's trade-secret craft, advantage on one Trap Tech or Lockpicking check.
  • (Slot A) Shadowstab - following through Wind-Step, it adds a round of duration, then carries the blink further, granting +2 Defense for one turn instead of +1, and casting a blade-shadow that marks the target's blind side, granting the Rogue bonus Damage against it from a flanking position, or a smaller bonus Damage to allies who strike it from the same position.
    ↰ Requires Wind-Step (Lvl 3)
  • (Slot B) Umbral Watch - a shadow-woven watchfulness extended to an ally, grants that ally +1 Defense (flanking Parry) while flanking an engaged target.
  • (Slot C) Shadow Key - a whispering shade sent ahead to scout a lock or trap, grants an ally advantage on their next Trap Tech or Lockpicking check.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Corsair's Cut - a raider's cut learned along busy sea-lanes, bonus Damage from a flanking position while the target is engaged with an ally.
  • (Slot B) Harbor Sense - a trading-post's inherited awareness, +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront.
  • (Slot C) Court Cipher - a coded discipline learned in imperial courts, advantage on one check to decode a message, ledger, or hidden clue.
  • (Slot A) Corsair's Shade - a raider's shade cast over an ally's blade, granting that ally bonus Damage from a flanking position while their target is engaged with the Rogue.
  • (Slot B) Harbor Shade - a shadow-woven awareness extended to an ally, grants that ally +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront.
  • (Slot C) Court Shade - a shade sent to eavesdrop on an ally's behalf, grants that ally advantage on their next check to decode a message, ledger, or hidden clue.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Crowd Mark - a mark picked out of a crowd long before anyone else notices they've been...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Greeting's Mark - a target marked for murder in the same breath as the greeting, closing in before the...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Marked Murder - Rogues mark a target for murder long before the blade ever falls, closing in for the...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Rogue Branch Descriptions
Select to Expand
i. Assassin (unlocks poisoned blades) (Penalties and Bonuses TBA)
ii. Recon (light armor and dagger, built for reconnaissance) (Penalties and Bonuses TBA)
iii. Shroud (no armor for maximum stealth; dagger only) (Penalties and Bonuses TBA)
Rogue Sub-Class - Assassin
(unlocks poisoned blades)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlChoices (1 choice of 3 per lvl) - see Tactic Card for details.
LVL 21-30 (Branch)TBA. The Assassin Branch continues this Path's progression exclusively through Level 30.
Rogue Sub-Class - Recon
(light armor and dagger, built for reconnaissance)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlChoices (1 choice of 3 per lvl) - see Tactic Card for details.
LVL 21-30 (Branch)TBA. The Recon Branch continues this Path's progression exclusively through Level 30.
Rogue Sub-Class - Shroud
(no armor for maximum stealth; dagger only)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlChoices (1 choice of 3 per lvl) - see Tactic Card for details.
LVL 21-30 (Branch)TBA. The Shroud Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Shadow Stalker
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Piercing, 1h, Melee, favors stealth)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Vanish - a trained shadow-walker's brief invisibility after a successful Stealth check.
  • (Slot B) Wind Rider's Fade - a desert-rider's evasive footwork, +1 Defense (evasive mounted footwork) while mounted or moving quickly.
  • (Slot C) Garrote - a wire drawn tight the way a guild's silent trade demands, before the target can even gasp, bonus Damage and a brief Silence on a successful sneak attack.
  • (Slot A) Umbral Step - a trained shadow-walker's short teleport between two shadows.
  • (Slot B) Fading Step - a short teleport bound to a spirit's fading trace, leaves behind a brief illusory afterimage, granting +1 Defense until the caster's next turn.
  • (Slot C) Grave Wail - a mourning-cry drawn from ancestral rite, minor fear damage to one target, plus reveals if they are lying for one turn.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Spirit-Walk - an ancestor-guided invisibility after a successful Stealth check, immune to being tracked by scent or spirit-sense during it.
  • (Slot B) Throat Snare - a trained shadow-walker's precise follow-through, +1 Defense (post-strike Dodge) for one turn after a successful sneak attack, briefly reducing the target's movement speed.
  • (Slot C) Spirit Snare - a bound spirit's grip, bonus Damage and briefly binds the target's Willpower on a successful sneak attack, doubled while untracked by scent or spirit-sense.
  • (Slot A) Dread Whisper - a bound spirit's minor fear effect on one target.
  • (Slot B) Spirit Bridge - an ancestor-guided short teleport through the spirit world, briefly granting Resistance to the next attack.
  • (Slot C) Grave-Marker Curse - minor fear-based damage drawn from a stone marker laid over old bones, to one target that lingers while they remain within short range.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Dark's Follow - a step that moves like the dark itself decided to follow someone home, closing in before...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Carved Sign - a grave-sign carved mid-step, marking whoever's been chosen for a killing...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Grave Sign - Shadow Stalkers carve a grave-sign into whoever they've chosen, closing in for a killing...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Shadow Stalker Branch Descriptions
Select to Expand
i. Wraith (light armor and dagger, ethereal mobility) (Penalties and Bonuses TBA)
ii. Abyssal (unlocks a cursed blade infused with shadow) (Penalties and Bonuses TBA)
iii. Specter (no armor; dagger only, favors ambush) (Penalties and Bonuses TBA)
Shadow Stalker Sub-Class - Wraith
(light armor and dagger, ethereal mobility)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Wraith Branch continues this Path's progression exclusively through Level 30.
Shadow Stalker Sub-Class - Abyssal
(unlocks a cursed blade infused with shadow)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Abyssal Branch continues this Path's progression exclusively through Level 30.
Shadow Stalker Sub-Class - Specter
(no armor; dagger only, favors ambush)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Specter Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Strategist Sub-Class - Spellblade
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Piercing, 1h, Melee, arcane-enchanted)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Enchanted Edge - a blade folded and tempered in a smith-legend's technique, that bites twice, once with steel and once with arcane fire, weapon strike that also deals minor arcane damage.
  • (Slot B) Parrying Ward - a Damascus-fold blade's Defense bonus after a successful Parry.
  • (Slot C) Chant-Weaver's Edge - a wielded weapon's chant grants advantage on the next Knowledge or Performance check.
  • (Slot A) Blade Séance - a bound spirit stirred into a wielded weapon that glows, granting +1 Hit for a turn.
  • (Slot B) Praise-Song Edge - a wielded weapon's glow, sung alive the way a court storyteller's praise-song lifts a name, grants a brief Willpower and Resistance bonus to the wielder.
  • (Slot C) Starlit Steel - a wielded weapon glows with a star-forged legend's light, revealing hidden markings on nearby objects.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Damascened Strike - a weapon strike carrying a Damascus-fold blade's mark, dealing minor arcane damage, briefly marking the target for advantage on the next hit.
  • (Slot B) Steel-Song Ward - a singing-steel smith-legend's Defense bonus after a successful Parry, plus a brief Hit bonus on the riposte.
  • (Slot C) Chant-Weaver's Ward - advantage on the next Deceit or Performance check, shared briefly with the nearest ally.
  • (Slot A) Phase Cut - a melee attack cutting the seam between one moment and the next, partially ignores PROTS.
  • (Slot B) Archivist's Edge - channels a market-quarter scholar's technique into a warding sigil, granting +1 Defense and a brief Knowledge check bonus.
  • (Slot C) Observatory Cut - a strike aimed with an old star-charting scholar's precision, briefly reveals the target's Defense score and weaknesses to all allies.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Catching Rune - a rune let catch fire along the edge of a blade before the strike ever...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Etched Mark - a mark etched mid-strike, priming a target for the blade that hasn't...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Primed Rune - Spellblades etch a rune mid-strike, priming a marked target for the blade that...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Spellblade Branch Descriptions
Select to Expand
i. Shadowblade (unlocks a shadow-infused enchanted blade) (Penalties and Bonuses TBA)
ii. Phantom Blade (dagger or short blade, illusion-focused) (Penalties and Bonuses TBA)
iii. Sprightly (light armor and dagger, favors speed and agility) (Penalties and Bonuses TBA)
Spellblade Sub-Class - Shadowblade
(unlocks a shadow-infused enchanted blade)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shadowblade Branch continues this Path's progression exclusively through Level 30.
Spellblade Sub-Class - Phantom Blade
(dagger or short blade, illusion-focused)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Phantom Blade Branch continues this Path's progression exclusively through Level 30.
Spellblade Sub-Class - Sprightly
(light armor and dagger, favors speed and agility)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Sprightly Branch continues this Path's progression exclusively through Level 30.

Tyrant (Not Playable in Starter Set)

Alignment Restrictions: Evil

Agents of pure destruction who revel in combat for its own sake, Tyrants channel rage, dominance, and shock-and-awe into relentless offensive pressure, whether through twin weapons blurring faster than defense can respond, a two-handed weapon that turns armor into scrap, or a voice alone that breaks enemy formations before a single blade is drawn.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Troll (Common) +5, Gnoll +5, Human† +5, Orcus +5, Omnè +5

†Human Playable with Starter Set.

Averse Races: Firbolg -5, Elf (High) -5, Helf -5, Brownling -5, Gnome -5, Drevane -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Warlord's Dominance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Reign of Ruin, Once Per Day the Tyrant unleashes overwhelming force, dealing physical damage equal to twice their Strength Score to one target and knocking them prone.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Tyrants can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Tyrants get +5 feet their base movement speed, once per encounter.

Tyrants get +4 plus their STRENGTH Score on Intimidation checks.


Favorite Talent and Profession Trees
Talent Trees: Bounty Hunter
Professions: Hunter, Blacksmith, Body Artist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Tyrant Path and Branch Descriptions
Select to Expand
i. Berserker (Penalties and Bonuses TBA)
A rage-fueled Tyrant who abandons caution entirely for overwhelming, relentless offense. (LVL 4-20)
Berserker Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any Style, 1h dual-wielded or 2h. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Bloodplate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Berserker Branches
◆ Blitzer (LVL 21-30)
A Berserker who closes distance in a single, unstoppable burst.
Blitzer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blitzer Branch chosen at Level 21 - see Blitzer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Blitzer Branch chosen at Level 21 - see Blitzer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shredder (LVL 21-30)
A Berserker whose rapid, relentless strikes tear through any defense.
Shredder Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shredder Branch chosen at Level 21 - see Shredder above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shredder Branch chosen at Level 21 - see Shredder above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Fury (LVL 21-30)
A Berserker who abandons all restraint the longer a fight goes on.
Fury Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fury Branch chosen at Level 21 - see Fury above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Fury Branch chosen at Level 21 - see Fury above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Demolisher (Penalties and Bonuses TBA)
A Tyrant who levels anything in their path with sheer, brutal force. (LVL 4-20)
Demolisher Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any Style, 1h dual-wielded or 2h. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Warforged Chain).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Demolisher Branches
◆ Brute (LVL 21-30)
A Demolisher who relies on raw physical force above all else.
Brute Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Brute Branch chosen at Level 21 - see Brute above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Brute Branch chosen at Level 21 - see Brute above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Rampager (LVL 21-30)
A Demolisher who tears through everything in a straight, unstoppable line.
Rampager Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Rampager Branch chosen at Level 21 - see Rampager above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Rampager Branch chosen at Level 21 - see Rampager above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bone Crusher (LVL 21-30)
A Demolisher whose blows are built to shatter, not just wound.
Bone Crusher Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bone Crusher Branch chosen at Level 21 - see Bone Crusher above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bone Crusher Branch chosen at Level 21 - see Bone Crusher above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. War Cryer (Penalties and Bonuses TBA)
A Tyrant whose voice alone can break enemy morale, rallying allies and terrifying foes in the same breath. (LVL 4-20)
War Cryer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: any Style, 1h dual-wielded or 2h. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Warhorn Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
War Cryer Branches
◆ Celestial (LVL 21-30)
A War Cryer whose voice carries a weight that feels almost otherworldly.
Celestial Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Celestial Branch chosen at Level 21 - see Celestial above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Celestial Branch chosen at Level 21 - see Celestial above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Paincaster (LVL 21-30)
A War Cryer who turns suffering itself into a weapon against enemy morale.
Paincaster Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Paincaster Branch chosen at Level 21 - see Paincaster above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Paincaster Branch chosen at Level 21 - see Paincaster above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Dagger Dancer (LVL 21-30)
A War Cryer who weaves blade-work into every cry, striking between words.
Dagger Dancer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Dagger Dancer Branch chosen at Level 21 - see Dagger Dancer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Dagger Dancer Branch chosen at Level 21 - see Dagger Dancer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Tyrant Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h dual-wielded or 2h, any Style (path dependent).

Weapon Types:
◆Martial Melee or Magic Melee for Tactic or Spell Abilities respectively; may use TAW or Energy.
◆Restricted to Martial for Melee; wherever a Path or Branch may allow it.

Whenever Warlord's Dominance (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + STR.
1H Melee: +2 Hit (dual wield).
◆+2 and +2 to Hit and Bounty Hunter Talents if the Twin Fangs of Ruin are wielded.
◆a second 1h Weapon (Off) +2 Hit (dual wield, default), or an empty hand (Off) +1 Hit, +1 Defense instead (guarded stance).
2H Melee: +2 Hit, +1 Damage (Demolisher).
◆+2 and +2 to Hit and Bounty Hunter Talents if the Warbringer's Cleaver is wielded.
Spells: +1 sonic voice abilities (War Cryer).

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Light or Medium (Studded Leather, Light Chain). Bonus: +1 Hit and +1 Damage in leather or no armor; +2 and +2 to Hit and Bounty Hunter Talents if Studded Leather is worn.

+1 Hit and +2 to Bounty Hunter Talents if wearing Light or Medium (Light Chain).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Tyrant's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Tyrant Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Tactic Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Tyrant
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Vicious Strike - a strike thrown with pure aggression, a Tyrant's earliest proof that control is worth trading for...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Brutal Combo - a strike that feeds off the last, a Tyrant's earliest taste of a fight that only...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Marked for Slaughter - a vicious strike that marks the target, a Tyrant's earliest reach toward becoming the...

▾ Collapse Tyrant Tier

Tyrant Paths
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - Berserker
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Claim the Slaughter - the vicious mark cut deeper still, a Berserker's earliest proof that a wound remembers who...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Rending Strikes - twin blades that leave more than one kind of wound, a Berserker's earliest taste of the...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Frenzy's First - a swing let loose the instant the frenzy takes hold, before thought ever catches...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Blood Track - a kill tracked through blood alone, running down prey that's already started...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Scent of Prey - Berserkers dual-wield through a battle in a blood-frenzy, tracking scent and momentum alike to run their prey...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Berserker Branch Descriptions
Select to Expand
i. Blitzer (Penalties and Bonuses TBA)
ii. Shredder (Penalties and Bonuses TBA)
iii. Fury (Penalties and Bonuses TBA)
Berserker Sub-Class - Blitzer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Blitzer Branch continues this Path's progression exclusively through Level 30.
Berserker Sub-Class - Shredder
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Shredder Branch continues this Path's progression exclusively through Level 30.
Berserker Sub-Class - Fury
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Fury Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - Demolisher
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Sundering Blow - a blow that leaves plate no better than cloth, a Demolisher's earliest proof that nothing holds...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Armor Render - a strike that finds the seam beneath the plate, a Demolisher's earliest taste of the weight a...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Owed Swing - a swing struck like the fight owes the Demolisher something, turning armor to scrap with every...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Piece by Piece - a line ground down piece by piece, turning armor to scrap before the...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Scrapped Line - Demolishers turn armor to scrap with every 2h swing, grinding a line down until nothing...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Demolisher Branch Descriptions
Select to Expand
i. Brute (Penalties and Bonuses TBA)
ii. Rampager (Penalties and Bonuses TBA)
iii. Bone Crusher (Penalties and Bonuses TBA)
Demolisher Sub-Class - Brute
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Brute Branch continues this Path's progression exclusively through Level 30.
Demolisher Sub-Class - Rampager
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Rampager Branch continues this Path's progression exclusively through Level 30.
Demolisher Sub-Class - Bone Crusher
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Bone Crusher Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Tyrant Sub-Class - War Cryer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Shattering Cry - a sonic cry that unmakes a guard as much as a body, a War Cryer's earliest proof that a voice...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Deafening Roar - a roar that leaves ears ringing and worse, a War Cryer's earliest taste of the silence that...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Deciding Shout - a shout that opens a fight already having decided who loses...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Broken Formation - a formation broken with voice alone, marking a battlefield before the first...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Terror Call - War Cryers break formations with their voice alone, marking and terrorizing a battlefield before a blade is...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
War Cryer Branch Descriptions
Select to Expand
i. Celestial (Penalties and Bonuses TBA)
ii. Paincaster (Penalties and Bonuses TBA)
iii. Dagger Dancer (Penalties and Bonuses TBA)
War Cryer Sub-Class - Celestial
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Celestial Branch continues this Path's progression exclusively through Level 30.
War Cryer Sub-Class - Paincaster
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Paincaster Branch continues this Path's progression exclusively through Level 30.
War Cryer Sub-Class - Dagger Dancer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Dagger Dancer Branch continues this Path's progression exclusively through Level 30.

Warlock (Not Playable in Starter Set)

Alignment Restrictions: Evil

Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Warlocks channel dark contracts into magic that warps, drains, and corrupts everything it touches, a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Drow +5, Human† +5, Orcus +5, Pinkling +5

†Human Playable with Starter Set.

Averse Races: Firbolg -5, Troll (Village) -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Patron's Favor, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Pact Calling, Once Per Day the Warlock calls upon their patron, dealing dark damage equal to twice their Willpower Score to one target, with the Warlock healing for half that amount.

Extra 1d6 + lvl dark damage on Critical Hits.
Once per encounter, Warlocks can Flourish their pact weapon that lowers their target's Resistance at a number equal to their Deceit Score.

Warlocks get +5 feet their base movement speed, once per encounter.

Warlocks get +4 plus their WILLPOWER Score on Knowledge checks involving forbidden lore.


Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Witchcrafter, Enchanter, Alchemist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Warlock Path and Branch Descriptions
Select to Expand
i. Grimlock (Penalties and Bonuses TBA)
A fiend-bound Warlock whose patron grants dark power in exchange for a bargain always waiting to be called in. (LVL 4-20)
Grimlock Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Fiendhide).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Grimlock Branches
◆ Fiend (LVL 21-30)
A Grimlock bound directly to a fiendish patron's raw, dark power.
Fiend Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Fiend Branch chosen at Level 21 - see Fiend above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Fiend Branch chosen at Level 21 - see Fiend above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Changeling (LVL 21-30)
A Grimlock whose patron grants the ability to wear another's face.
Changeling Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Changeling Branch chosen at Level 21 - see Changeling above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Changeling Branch chosen at Level 21 - see Changeling above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Hexblade (LVL 21-30)
A Grimlock who channels their patron's power directly through a cursed weapon.
Hexblade Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Hexblade Branch chosen at Level 21 - see Hexblade above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Hexblade Branch chosen at Level 21 - see Hexblade above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Bloodlock (Penalties and Bonuses TBA)
A blood-magic Warlock who trades their own vitality, and their enemies', to fuel devastating power. (LVL 4-20)
Bloodlock Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Bloodsilk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Bloodlock Branches
◆ Vampire (LVL 21-30)
A Bloodlock who drains life directly from enemies to sustain their own.
Vampire Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Vampire Branch chosen at Level 21 - see Vampire above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Vampire Branch chosen at Level 21 - see Vampire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Blood Knight (LVL 21-30)
A Bloodlock who fights in melee, sealing every strike with their own blood-magic.
Blood Knight Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Blood Knight Branch chosen at Level 21 - see Blood Knight above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Blood Knight Branch chosen at Level 21 - see Blood Knight above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Tormentor (LVL 21-30)
A Bloodlock who specializes in prolonged, draining suffering rather than a quick kill.
Tormentor Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Tormentor Branch chosen at Level 21 - see Tormentor above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Tormentor Branch chosen at Level 21 - see Tormentor above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Necromancer (Penalties and Bonuses TBA)
A death-focused Warlock who commands the dead and reaps souls to further their patron's dark cause. (LVL 4-20)
Necromancer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: 1h Pact Weapon or Arcane Focus (any Style). Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Spider Silk Robe).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Necromancer Branches
◆ Summoner (LVL 21-30)
A Necromancer who commands the dead directly, raising allies from fallen enemies.
Summoner Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Summoner Branch chosen at Level 21 - see Summoner above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Summoner Branch chosen at Level 21 - see Summoner above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Inquisitor (LVL 21-30)
A Necromancer who hunts and judges, turning death itself into an interrogation.
Inquisitor Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Inquisitor Branch chosen at Level 21 - see Inquisitor above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Inquisitor Branch chosen at Level 21 - see Inquisitor above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Soul Reaper (LVL 21-30)
A Necromancer who claims the souls of the fallen to further fuel their own power.
Soul Reaper Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Soul Reaper Branch chosen at Level 21 - see Soul Reaper above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Soul Reaper Branch chosen at Level 21 - see Soul Reaper above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Warlock Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Pact Weapon or Arcane Focus (any Style, path dependent).

Weapon Types:
◆Martial for Tactic Abilities or Magic for Spell Abilities. TAW and Energy Forbidden.

Whenever Patron's Favor (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
1H Melee: +1 Hit (cursed blades).
◆+2 and +2 to Hit and Crypt Raider Talents if the Soulrend Blade is wielded.
◆Grimoire (Off) +1 spell potency, or a Cursed Trinket (Off) +1 Hit instead (cursed blade).
2H Melee: 0.
1H Shoot: 0.
2H Shoot: 0.
Spells: +2 dark pact and necrotic; +1 life drain.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Delicate or Light (Robes, Leather). Bonus: +1 spell potency in robes or leather; +2 and +2 to spell potency and Crypt Raider Talents if Robes is worn.

+1 to spell potency and +2 to Crypt Raider Talents if wearing Delicate or Light (Leather).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Warlock's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Warlock Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Spell Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Warlock
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Pact Strike - a pact-blade strike charged with dark energy, a Warlock's earliest taste of a bargain already...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Creeping Wound - a pact-blade cut that festers longer than the blade itself, a Warlock's earliest lesson in a patron who...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Fiendmark Strike - a brand drawn from the patron itself, a Warlock's earliest reach toward a power that...

▾ Collapse Warlock Tier

Warlock Paths
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Grimlock
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Claim the Fiendmark's Edge - the patron's brand burned deeper still, a Grimlock's earliest proof that a mark is only the...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Withering Strike - a cut that festers long after the blade withdraws, a Grimlock's earliest taste of a curse that...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Patron's Eye - a patron's attention settled on a target before the curse is even...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Bound Curse - a curse bound to a name, cursing a target until the doom promised...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Bound Doom - Grimlocks call on their fiend-patron directly, cursing and binding a target until the doom comes...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Grimlock Branch Descriptions
Select to Expand
i. Fiend (Penalties and Bonuses TBA)
ii. Changeling (Penalties and Bonuses TBA)
iii. Hexblade (Penalties and Bonuses TBA)
Grimlock Sub-Class - Fiend
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Fiend Branch continues this Path's progression exclusively through Level 30.
Grimlock Sub-Class - Changeling
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Changeling Branch continues this Path's progression exclusively through Level 30.
Grimlock Sub-Class - Hexblade
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Hexblade Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Bloodlock
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Bloodletting Strike - a cut that gives back to the Warlock what it takes from the target, a Bloodlock's earliest...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Hemorrhaging Strike - a wound that opens wider the closer death gets, a Bloodlock's earliest taste of the hunger that...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Hungrier Cast - a spell that takes more than it gives back, growing hungrier with every...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Draining Cast - Life drained with every cast, growing stronger the more blood already...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Growing Hunger - Bloodlocks drain Life with every spell cast, growing stronger the more blood is...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Bloodlock Branch Descriptions
Select to Expand
i. Vampire (Penalties and Bonuses TBA)
ii. Blood Knight (Penalties and Bonuses TBA)
iii. Tormentor (Penalties and Bonuses TBA)
Bloodlock Sub-Class - Vampire
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Vampire Branch continues this Path's progression exclusively through Level 30.
Bloodlock Sub-Class - Blood Knight
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Blood Knight Branch continues this Path's progression exclusively through Level 30.
Bloodlock Sub-Class - Tormentor
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Tormentor Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Warlock Sub-Class - Necromancer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Grave Strike - a cut that carries a chill from beyond the grave itself, a Necromancer's earliest proof that death...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Withering Grasp Strike - a wound that reaches beyond the one struck, a Necromancer's earliest taste of a rot that...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Loosening Soul - a soul let loosen before the body's even finished...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Bound Soul's Start - a soul bound mid-cast, harvesting Life from whoever's already...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Bound Soul - Necromancers bind a target's very soul, harvesting Life from the dying and the...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Necromancer Branch Descriptions
Select to Expand
i. Summoner (Penalties and Bonuses TBA)
ii. Inquisitor (Penalties and Bonuses TBA)
iii. Soul Reaper (Penalties and Bonuses TBA)
Necromancer Sub-Class - Summoner
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Summoner Branch continues this Path's progression exclusively through Level 30.
Necromancer Sub-Class - Inquisitor
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Inquisitor Branch continues this Path's progression exclusively through Level 30.
Necromancer Sub-Class - Soul Reaper
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Soul Reaper Branch continues this Path's progression exclusively through Level 30.

Warrior (Not Playable in Starter Set)

Alignment: All

Comprehensive martial masters who have developed mastery across every armament type, from heavy armor and shield work through every blade discipline, spear, lance, and even command-level battlefield magic, Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high levels.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Dwarf (Arctic) +5, Dwarf (Ash) +5, Human† +5, Neanderthal (Glaciera) +5, Omnè +5

†Human Playable with Starter Set.

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Battle Stance, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Tactical Mastery, Once Per Day the Warrior adapts mid-combat, gaining a bonus to Hit and Damage equal to their Grit Score until the end of the encounter.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Warriors can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Warriors get +5 feet their base movement speed, once per encounter.

Warriors get +4 plus their VIGOR Score on Endurance checks.


Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Blacksmith, Stonesmith, Engineer, Tinker

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Warrior Path and Branch Descriptions
Select to Expand
i. Armorer (Penalties and Bonuses TBA)
A defense-focused Warrior who turns armor and shield into an unbreakable wall. (LVL 4-20)
Armorer Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield. Weapon Type: Martial, TAW, or Energy for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy (Tower Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Armorer Branches
◆ Ironclad (LVL 21-30)
An Armorer who trusts nothing but the heaviest armor available.
Ironclad Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Ironclad Branch chosen at Level 21 - see Ironclad above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Ironclad Branch chosen at Level 21 - see Ironclad above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Champion (LVL 21-30)
An Armorer who leads by example, standing firm at the front of every fight.
Champion Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Champion Branch chosen at Level 21 - see Champion above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Champion Branch chosen at Level 21 - see Champion above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Bulwark (LVL 21-30)
An Armorer devoted entirely to holding a line no enemy can push through.
Bulwark Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Bulwark Branch chosen at Level 21 - see Bulwark above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Bulwark Branch chosen at Level 21 - see Bulwark above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Blade Master (Penalties and Bonuses TBA)
A precision-focused Warrior devoted to mastering the blade above all else. (LVL 4-20)
Blade Master Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded. Weapon Type: Martial, TAW, or Energy for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Medium (Duelist's Mail).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Blade Master Branches
◆ Slayer (LVL 21-30)
A Blade Master whose every strike is aimed to end the fight quickly.
Slayer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Slayer Branch chosen at Level 21 - see Slayer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Slayer Branch chosen at Level 21 - see Slayer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Gladiator (LVL 21-30)
A Blade Master trained for single combat, thriving in one-on-one duels.
Gladiator Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Gladiator Branch chosen at Level 21 - see Gladiator above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Gladiator Branch chosen at Level 21 - see Gladiator above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Duelist (LVL 21-30)
A Blade Master who favors precision and timing over raw power.
Duelist Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Duelist Branch chosen at Level 21 - see Duelist above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. Warlord (Penalties and Bonuses TBA)
A commanding Warrior who channels rune-etched weapons and raw battlefield authority into overwhelming force. (LVL 4-20)
Warlord Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Blunt or Slashing, 2h, Melee. Weapon Type: Martial, TAW, or Energy for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Heavy (Warforge Plate).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Warlord Branches
◆ Stormbringer (LVL 21-30)
A Warlord who channels raw storm-force directly into their weapon.
Stormbringer Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Stormbringer Branch chosen at Level 21 - see Stormbringer above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Runeblades (LVL 21-30)
A Warlord who fights with a pair of rune-etched weapons, each empowering the other.
Runeblades Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Runeblades Branch chosen at Level 21 - see Runeblades above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Runeblades Branch chosen at Level 21 - see Runeblades above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Sun Thrower (LVL 21-30)
A Warlord who hurls sun-charged weapons, striking from range as readily as up close.
Sun Thrower Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Sun Thrower Branch chosen at Level 21 - see Sun Thrower above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Sun Thrower Branch chosen at Level 21 - see Sun Thrower above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Warrior Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆Any (Slashing, Blunt, Piercing, or Chop), 1h or 2h, Melee, Throw, or Shoot.

Weapon Types:
◆Martial, TAW, or Energy for Tactic Abilities; Magic for Spell Abilities.

Whenever Battle Stance (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + STR (Melee) or AGI (Shoot).
1H Melee: +1 Hit.
◆+2 and +2 to Hit and Olympiad Talents if the Battleworn Longsword is wielded.
◆Shield (Off) +1 AS, or a second 1h Weapon (Off) +1 Hit instead (dual-wield).
2H Melee: +1 Hit.
◆+2 and +2 to Hit and Olympiad Talents if the Titan's Greatblade is wielded.
Throw (e.g. spear or javelin): +1 Hit (Armorer), 0 otherwise.
◆+2 and +2 to Hit and Olympiad Talents if the Stormtip Javelin is thrown (Armorer).
Shoot (e.g. longbow): 0.
Spells: +1 rune and storm (Warlord).

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Versatile (Heavy through Light). Bonus: +1 AS per Grade above Light when properly fitted; +2 and +2 to AS and Olympiad Talents if Half Chain is worn.

+1 AS and +2 to Olympiad Talents when wearing Medium or Light Grade otherwise.

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Warrior's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Warrior Main Class Abilities
Armaments reminder: Heavy Grade armor or lighter; Weapon Type: Martial, TAW, or Energy; Weapon Style (Martial only): Slashing, Blunt, or Piercing; 1h or 2h, Melee, Throw, or Shoot (e.g., sword, axe, mace, spear, lance, bow, TAW blade/rifle, or an elemental Energy blade). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Tactic Cards individually for details, see card examples on this page.
For full versions see each Ability's Card, per module.
Main Class - Warrior
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1(Slot A) Battle-Honed Strike - a well-drilled strike, a Warrior's earliest proof that discipline alone can carry a...
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2(Slot A) Weapon Mastery Strike - a strike that builds on the one before it, a Warrior's earliest taste of momentum turned into a...
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3(Slot A) Marked for the Blade - a precise strike that marks the target, a Warrior's earliest reach toward mastering every...

▾ Collapse Warrior Tier

Warrior Paths
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Armorer
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Heavy Grade armor or lighter; Weapon Style: Slashing or Blunt, 2h, Melee, or 1h (Main) with a shield, Tank style, e.g., greatsword, maul, or sword and shield)
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Shield Slam - a blow that puts the Armorer squarely in the way, an Armorer's earliest proof that a wall can...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Revenge Strike - a strike that answers whoever struck first, an Armorer's earliest taste of a line that...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Early Plant - a stance planted behind shield and plate before the fight even asks the Armorer to...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Taunted Swing - a line taunted into swinging where the Armorer wants it to, absorbing a blow that...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Taunted Line - Armorers plant behind shield and plate, taunting and absorbing until nothing else can...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Armorer Branch Descriptions
Select to Expand
i. Ironclad (Penalties and Bonuses TBA)
ii. Champion (Penalties and Bonuses TBA)
iii. Bulwark (Penalties and Bonuses TBA)
Armorer Sub-Class - Ironclad
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Ironclad Branch continues this Path's progression exclusively through Level 30.
Armorer Sub-Class - Champion
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Champion Branch continues this Path's progression exclusively through Level 30.
Armorer Sub-Class - Bulwark
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Bulwark Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Blade Master
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Medium Grade armor or lighter; Weapon Style: Slashing, 1h (Main) and 1h (Off), Melee, dual-wielded, Fury style, e.g., twin swords, twin axes, or sword and axe)
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Claim the Blade - the precise mark cut deeper still, a Blade Master's earliest proof that mastery is more than...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Rending Blades - twin edges that leave more than one kind of wound, a Blade Master's earliest taste of the...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Opening Flurry - a flurry opened with more cuts than a single blade could keep up...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Storm's Mark - a target marked mid-storm of cuts, finishing whoever's already...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Storm of Cuts - Blade Masters dual-wield a storm of cuts, marking and finishing a target in the same relentless...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Blade Master Branch Descriptions
Select to Expand
i. Slayer (Penalties and Bonuses TBA)
ii. Gladiator (Penalties and Bonuses TBA)
iii. Duelist (Penalties and Bonuses TBA)
Blade Master Sub-Class - Slayer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Slayer Branch continues this Path's progression exclusively through Level 30.
Blade Master Sub-Class - Gladiator
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Gladiator Branch continues this Path's progression exclusively through Level 30.
Blade Master Sub-Class - Duelist
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Duelist Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Warrior Sub-Class - Warlord
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Heavy Grade armor or lighter; Weapon Style: Blunt or Slashing, 2h, Melee, Clobber style, e.g., greathammer, greatsword, or warblade)
Select to Expand Abilities
LvlTacticsSpells
LVL 4(Slot A) Rune-Etched Blow - a blow that leaves a rune behind as much as a bruise, a Warlord's earliest proof that command...
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5(Slot A) Colossal Strike - a strike that finds the seam beneath the plate, a Warlord's earliest taste of the storm they...
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) First Rune - the first rune etched into a blade before the line's even finished...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Commanding Strike - a line commanded mid-strike, rune and storm etched into every blow...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Commanding Rune - Warlords etch their strikes with rune and storm, commanding the whole line while they...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Warlord Branch Descriptions
Select to Expand
i. Stormbringer (Penalties and Bonuses TBA)
ii. Runeblades (Penalties and Bonuses TBA)
iii. Sun Thrower (Penalties and Bonuses TBA)
Warlord Sub-Class - Stormbringer
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Stormbringer Branch continues this Path's progression exclusively through Level 30.
Warlord Sub-Class - Runeblades
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Runeblades Branch continues this Path's progression exclusively through Level 30.
Warlord Sub-Class - Sun Thrower
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)TBA. The Sun Thrower Branch continues this Path's progression exclusively through Level 30.

Witch (Playable in Starter Set)

Alignment Restrictions: Evil

Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles, the pull of the moon, the chill of the north wind, and the bubbling of a well-crafted cauldron, Witches apply curses, potions, and elemental forces with an unpredictable mastery that feels less like a learned skill and more like a conversation with something that has always been listening.

‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


Favored Races:
Drow +5, Elf (Sylvan) +5, Dwarf (Snow) +5, Goblorc +5, Ratkin +5

None Playable with Starter Set.

Averse Races: Hawkbear -5, Neanderthal (Glaciera) -5, Omnè -5

Refer to Races for details on favored and averse paths and branches.


Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.

Hexweave, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.

Coven's Curse, Once Per Day the Witch lays a hex upon one target, dealing nature damage equal to twice their Willpower Score and reducing their Resistance until the end of the encounter.

Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Witches can Flourish their focus that lowers their target's Resistance at a number equal to their Intuition Score.

Witches get +5 feet their base movement speed, once per encounter.

Witches get +4 plus their KNOWLEDGE Score on Knowledge checks involving curse and brew lore.


Favorite Talent and Profession Trees
Talent Trees: Mole
Professions: Witchcrafter, Apothecary, Alchemist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Witch Path and Branch Descriptions
Select to Expand
i. Norwitch (Penalties and Bonuses TBA)
A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself. (LVL 4-20)
Norwitch Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Wool Robe and Fur Cloak).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Norwitch Branches
◆ Wyrdreader (dagger or ritual blade, light armor) (LVL 21-30)
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Wyrdreader Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Wyrdreader Branch chosen at Level 21 - see Wyrdreader above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Wyrdreader Branch chosen at Level 21 - see Wyrdreader above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Spiritbound (dagger or ritual blade, favors spirit communion) (LVL 21-30)
A Norwitch bound to a guiding spirit that lends its own power in battle.
Spiritbound Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Spiritbound Branch chosen at Level 21 - see Spiritbound above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Spiritbound Branch chosen at Level 21 - see Spiritbound above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Arctic Witch (dagger or ritual blade, unlocks cold-resistant garb) (LVL 21-30)
A Norwitch who channels the deep cold itself into every curse and blessing.
Arctic Witch Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Arctic Witch Branch chosen at Level 21 - see Arctic Witch above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Arctic Witch Branch chosen at Level 21 - see Arctic Witch above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

ii. Lunar (Penalties and Bonuses TBA)
A moon-bound Witch whose power waxes and wanes with the night sky. (LVL 4-20)
Lunar Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Staff), 2h. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Moonweave Silk).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
Lunar Branches
◆ Zodiac (staff, favors celestial timing) (LVL 21-30)
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
Zodiac Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Zodiac Branch chosen at Level 21 - see Zodiac above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Zodiac Branch chosen at Level 21 - see Zodiac above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Moonfire (staff, unlocks bonus fire and lunar damage) (LVL 21-30)
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Moonfire Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Moonfire Branch chosen at Level 21 - see Moonfire above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Moonfire Branch chosen at Level 21 - see Moonfire above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Starborn (staff, favors ranged celestial magic) (LVL 21-30)
A Lunar Witch whose power was never fully of this world to begin with.
Starborn Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Starborn Branch chosen at Level 21 - see Starborn above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Starborn Branch chosen at Level 21 - see Starborn above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

iii. BrewMaster (Penalties and Bonuses TBA)
A potion-focused Witch who brews curses and cures alike from whatever's close at hand. (LVL 4-20)
BrewMaster Path
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Weapon Style: none (Cauldron focus), 1h. Weapon Type: Martial for Tactics, Magic for Spells.

Armor Thresholds
Armor Grade: caps at Light or Delicate (Cauldron Leather).
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
BrewMaster Branches
◆ Haggard (cauldron focus, unlocks stronger curses) (LVL 21-30)
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Haggard Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Haggard Branch chosen at Level 21 - see Haggard above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Haggard Branch chosen at Level 21 - see Haggard above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Green (cauldron focus, favors healing and poison brews) (LVL 21-30)
A BrewMaster who works entirely from herb, root, and growing things.
Green Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Green Branch chosen at Level 21 - see Green above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Green Branch chosen at Level 21 - see Green above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.
◆ Shrew (cauldron focus, favors quick potion-tossing) (LVL 21-30)
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Shrew Branch
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)
Set by the Shrew Branch chosen at Level 21 - see Shrew above for its specific Weapon Style and Type.

Armor Thresholds
Set by the Shrew Branch chosen at Level 21 - see Shrew above for its specific Armor Grade.
See Weapon Requirements, Armor Thresholds, and Special Armaments above.

Each Branch above is that same Path's own progression continuing past Level 20, not a separate track, see the linear Level 1-30 tree for each Path below.

Witch Tier Armaments
Select to Expand Armaments
Weapon Requirements (Must be readied and drawn to perform Abilities)

Weapon Styles and Hand:
◆1h Piercing (dagger, Norwitch) or 1h/2h Magic Focus (staff or cauldron, Lunar/BrewMaster), path dependent.

Weapon Types:
◆Martial (Norwitch) or Magic (Lunar, BrewMaster) for Spell Abilities. TAW and Energy Forbidden.

Whenever Hexweave (see Main Class Abilities above) is Active:

◆Weapon Bonus†: Crit add 1d6 + WILLPOWER.
1H Melee: 0 (daggers, staves).
◆+2 and +2 to Hit and Mole Talents if the Hexthorn Dagger is wielded (Norwitch).
◆a second Dagger (Off) +1 Hit instead (dual-wield, Norwitch), or a Reagent Pouch (Off) +1 spell potency instead (hex prep).
2H Melee: +1 Hit (staves).
◆+2 and +2 to spell potency and Mole Talents if the Cauldronbrew Staff is wielded (Lunar, BrewMaster).
Spells: +2 nature, moon, brew magic; +1 curse and hex.

†Reminder: A required weapon must be drawn to perform Abilities from any class's Tier, Path, or Branch; whether referring to the weapon Style, Type, Hand, Range or Grade.

Armor Thresholds
Grade: Half Heavy through Delicate (Half Leather, Bat Wing, Wool, Spider Silk). Bonus: +1 to all Witch spell potency in robes or ritual garments; +2 and +2 to spell potency and Mole Talents if Half Leather is worn.

+1 to spell potency and +2 to Mole Talents if wearing Medium (Bat Wing), Light (Wool), or Delicate (Spider Silk).

Paths and Branches unlock various Armaments not available for Class Tier Abilities.

A Path or Branch's Weapon Requirements include every weapon already available to the Main Class, plus any new weapons that Path or Branch unlocks. A Path or Branch's Armor Threshold also rises without an Armament Penalty, typically half a Grade step above the Tier before it.

Armament Thresholds allow the given Grade and anything lighter. If Armor that is heavier than the Witch's Threshold is worn, Characters suffer the ensuing Penalties to the Armor's Score (see Armament Penalty, Basic Rules pg. 6).

▾ Collapse Armament


Witch Main Class Abilities
Each tree below runs Level 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each Level offers 3 choices, learn only ONE. See Spell Cards individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Light Grade armor or lighter (robes, light leather, ritual garments); Weapon Style: Piercing (Norwitch, 1h, Melee); Weapon Type: Magic (Lunar, 2h; BrewMaster, 1h), path dependent. Weapon Type: Martial for Tactics, Magic for Spells (Tactics are curses and hexes struck through the blade, staff, or cauldron itself, not plain weapon technique). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.

For full versions see each Ability's Card, per module.
Main Class - Witch
Tier Abilities LVL 1-3 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 1
  • (Slot A) Blade Toss - a cursed dagger flicked to cut a retreat, +1 Defense (Evade) and the Witch may shift 5ft this turn.
  • (Slot B) Witheye Strike - a piercing cursed strike that marks the attacker, +1 Defense (Parry) against that target's next attack.
  • (Slot C) Hex Strike - a minor curse driven in on the blade's edge that unbalances the target, the Witch may reposition 5ft as a free reaction.
  • (Slot A) Brew Toss - a thrown potion brewed the way old frost-country hearths kept their draughts, that eats through skin and cloth alike, minor nature damage.
  • (Slot B) Witheye Bind - a piercing cursed gaze taught by a bound spirit of the deep cold, conjures a ward granting +1 Defense against the cursed target's next attack.
  • (Slot C) Hex - a minor curse read the way old star-callers charted a name's fate, lowering one target's Resistance.
LVL 1.5††See Ability Cards for midpoint Abilities.
LVL 2
  • (Slot A) Ash and Blade - a cursed strike that kicks up blinding ash, +1 Defense (Evade) for one turn and the Witch may shift 5ft.
  • (Slot B) Star-Read Strike - a starlit ward struck as active parry, +1 Defense (Parry) while under a clear night sky.
  • (Slot C) Ill Strike - a whispered curse driven in as the Witch steps clear, the Witch may reposition 5ft after the strike without provoking.
  • (Slot A) Ash and Ember - a thrown mixture cured the way frost-country hearths cure their brews, that scorches on contact and blinds with smoke, minor fire damage.
  • (Slot B) Star-Read Step - a starlit ward grants +1 Defense while under a clear night sky, reading danger in the stars the way old calendar-keepers once did.
  • (Slot C) Ill Omen - a whispered curse carried on a bound spirit's breath, lowering the target's next roll.
LVL 2.5††See Ability Cards for midpoint Abilities.
LVL 3
  • (Slot A) Poultice Strike - a cursed dagger-blow that clears space as it lands, +1 Defense (Evade) for one turn and the Witch may shift 5ft.
    ↳ Unlocks Frostbite Strike (Lvl 4)
  • (Slot B) Held Strike - a stillness struck as parry, +1 Defense (Parry) against the next attack.
  • (Slot C) Moonlit Strike - a moonlit feint, the Witch may blink 10ft to a shadowed, unoccupied space within sight.
  • (Slot A) Poultice Bomb - a thrown herbal poultice preserved the way frost-country stores are kept through the long dark, that festers into a slow-eating rot, minor poison damage over time.
    ↳ Unlocks Frostbite Curse (Lvl 4)
  • (Slot B) Held Stillness - a stillness ritual grants +1 Defense by holding perfectly still the way a bound spirit teaches patience.
  • (Slot C) Moonlit Step - a brief Stealth or Agility bonus timed to a calendar-keeper's reading of the moon.

▾ Collapse Witch Tier

Witch Paths
For full versions see each Ability's Card, per module.
Witch Sub-Class - Norwitch
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Style: Piercing, 1h, Melee)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Frostbite Strike - following through Poultice Strike, it adds a round of duration, then hones the cursed dagger-blow colder, +2 Defense (Evade) for one turn and the Witch may shift 10ft, now also leaving her footing sure on ice, immune to cold-terrain penalties.
    ↰ Requires Poultice Strike (Lvl 3)
  • (Slot B) Winter's Guard - a warding stance struck as parry against the next cold-based attack, +1 Defense (Parry) and cold-damage Resistance for the Witch.
  • (Slot C) Ill-Eye Strike - a fixed curse struck in passing, the Witch may reposition 5ft as part of the same action without provoking.
  • (Slot A) Frostbite Curse - following through Poultice Bomb, it adds a round of duration, then turns the festering poultice to frost, greater poison damage over time, and the curse now also blackens skin at the edges with a brief movement-speed penalty.
    ↰ Requires Poultice Bomb (Lvl 3)
  • (Slot B) Winter's Ward - a warding taught by a bound spirit of the deep cold, temporary cold-damage Resistance for self or ally.
  • (Slot C) Ill-Eye Curse - a fixed curse read the way old star-callers marked an ill fate, lowers the target's next Hit roll.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Bramble Strike - nature Damage snagging the target in thorny growth taught by a bound spirit of harsh, open ground, tearing at skin with every struggle, halving their next movement.
  • (Slot B) Oakheart Guard - a warding stance struck as parry against the next poison or nature-based attack, +1 Defense (Parry) and Resistance to that effect for the Witch.
  • (Slot C) Elder-Kin's Strike - a blessing struck in on the blade's edge the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally, and the Witch may shift 5ft afterward.
  • (Slot A) Bramble Curse - a curse read into thorny growth taught by a bound spirit of harsh, open ground, marking the target so the next ally to strike them halves their movement instead.
  • (Slot B) Oakheart Ward - a warding drawn from a frost-country tree held sacred, temporary Resistance to poison or nature-based effects for self or ally.
  • (Slot C) Elder-Kin's Blessing - a blessing called on the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) First Thread - the first thread of rot laid into a wound before the fight's even...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Rooted Curse - a curse let take root mid-fight, wasting a wound long after the blade...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Wasting Rot - Norwitches lay a wasting curse into the wound, letting the rot finish what the dagger...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Norwitch Branch Descriptions
Select to Expand
i. Wyrdreader (dagger or ritual blade, light armor) (Penalties and Bonuses TBA)
ii. Spiritbound (dagger or ritual blade, favors spirit communion) (Penalties and Bonuses TBA)
iii. Arctic Witch (dagger or ritual blade, unlocks cold-resistant garb) (Penalties and Bonuses TBA)
Norwitch Sub-Class - Wyrdreader
(dagger or ritual blade, light armor)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Wyrdreader Branch continues this Path's progression exclusively through Level 30.
Norwitch Sub-Class - Spiritbound
(dagger or ritual blade, favors spirit communion)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Spiritbound Branch continues this Path's progression exclusively through Level 30.
Norwitch Sub-Class - Arctic Witch
(dagger or ritual blade, unlocks cold-resistant garb)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Arctic Witch Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Witch Sub-Class - Lunar
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Type: Martial for Tactics, Magic for Spells, 2h)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Moonstrike - a staff-blow called down the way the deep-cold nights teach it, +1 Defense (Evade) tied to the current moon phase, growing stronger at night, and the Witch may shift 5ft.
  • (Slot B) Starlit Guard - a minor Defense bonus struck as active parry the way old star-callers charted the night, +1 Defense (Parry), grows stronger at night.
  • (Slot C) Lantern Strike - a ritual staff-blow lit like a lantern, the Witch may blink 10ft toward the light to an unoccupied space within sight.
  • (Slot A) Moonbeam - a light called down the way the deep-cold nights teach it, minor holy/nature damage tied to the current moon phase.
  • (Slot B) Starlit Ward - a minor Defense bonus read the way old star-callers charted the night, grows stronger at night.
  • (Slot C) Lantern Rite - a ritual lantern lit the way frost-country hearths mark the turning year, grants advantage on the next Knowledge check involving local festivals or omens.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Sunstone Strike - a sun-priest's stone struck through the staff, +1 Defense (Evade), stronger during a solar event.
  • (Slot B) Calendar Stone Guard - a Defense bonus struck as active parry, tied to days marked on a frost-country carved-wood calendar, +1 Defense (Parry), strongest at the turn of a cycle.
  • (Slot C) Bonded Thread Strike - a warding struck the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally, and the Witch may shift 5ft as part of the same action.
  • (Slot A) Sunstone Flare - minor holy/nature damage carried on a sun-priest's stone, that grows stronger during a solar event.
  • (Slot B) Calendar Stone Ward - a Defense bonus tied to days marked on a frost-country carved-wood calendar, strongest at the turn of a cycle.
  • (Slot C) Bonded Thread Ward - a warding sewn the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) Sky Reading - the sky read before the first cut ever...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Waning Brand - a target branded beneath a waning moon, waiting for the right phase to...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Waning Mark - Lunar Witches brand a target with a waning-moon mark, waiting for the eclipse to...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
Lunar Branch Descriptions
Select to Expand
i. Zodiac (staff, favors celestial timing) (Penalties and Bonuses TBA)
ii. Moonfire (staff, unlocks bonus fire and lunar damage) (Penalties and Bonuses TBA)
iii. Starborn (staff, favors ranged celestial magic) (Penalties and Bonuses TBA)
Lunar Sub-Class - Zodiac
(staff, favors celestial timing)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Zodiac Branch continues this Path's progression exclusively through Level 30.
Lunar Sub-Class - Moonfire
(staff, unlocks bonus fire and lunar damage)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Moonfire Branch continues this Path's progression exclusively through Level 30.
Lunar Sub-Class - Starborn
(staff, favors ranged celestial magic)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Starborn Branch continues this Path's progression exclusively through Level 30.
For full versions see each Ability's Card, per module.
Witch Sub-Class - BrewMaster
(Penalties and Bonuses TBA)
Path Abilities LVL 4-20 (including midpoint abilities - see Ability Card). (Weapon Type: Martial for Tactics, Magic for Spells, 1h)
Select to Expand Abilities
LvlTacticsSpells
LVL 4
  • (Slot A) Cauldron Strike - a cauldron struck like a shield, +1 Defense (Parry) against the next attack, mid-encounter.
  • (Slot B) Elder's Strike - a cauldron-blow struck as active parry the way old star-callers honored an elder's remedy, +1 Defense (Parry) and temporary Resistance to poison and disease.
  • (Slot C) Noxious Strike - a rancid cauldron-blow cured the way frost-country poison-lore teaches it, +1 Defense (Evade), and the target inhales a curdling vapor, weakening their next Toughness roll.
  • (Slot A) Bubbling Cauldron - brews a minor Life-restoring potion the way deep-cold stores are kept through the long dark, mid-encounter.
  • (Slot B) Elder's Kettle - brews a minor potion the way old star-callers honored an elder's remedy, granting temporary Resistance to poison and disease.
  • (Slot C) Noxious Vapor - a rancid brew cured the way frost-country poison-lore teaches it, that curdles the lungs, minor poison damage over time to one target.
LVL 4.5††See Ability Cards for midpoint Abilities.
LVL 5
  • (Slot A) Root and Vine Strike - a cauldron-blow brewed from ingredients foraged the way frost-country witches have always foraged them, roots drawn up to brace the Witch's footing, +1 Defense (Evade) over several turns.
  • (Slot B) Marsh Rot Guard - a defensive poultice struck as active parry the way deep-cold bog-lore preserves what it must, +1 PROTS (Parry) against the next poison-based attack for the encounter.
  • (Slot C) Bitter Strike - a bitter ritual poison struck the way old star-callers prepared their sacred rites, +1 Defense (Evade), and weakens the target's next Attack roll if they close distance to retaliate.
  • (Slot A) Root and Vine Draft - brews a minor potion from ingredients foraged the way frost-country witches have always foraged them, restoring Life over several turns.
  • (Slot B) Marsh Rot - brews a defensive poultice the way deep-cold bog-lore preserves what it must, granting +1 PROTS against poison-based attacks for the encounter.
  • (Slot C) Bitter Draft - a bitter ritual poison brewed the way old star-callers prepared their sacred rites, that eats from the inside out, briefly weakens the target's next Attack roll, and restores a small amount of Life to the Witch if it lands.
LVL 5.5††See Ability Cards for midpoint Abilities.
LVL 6(Slot A) First Drop - the first drop of a slow poison slipped in before the wound's even...
LVL 6.5††See Ability Cards for midpoint Abilities.
LVL 7(Slot A) Deeper Steep - a poison steeped deeper with every strike, waiting for the brew to...
LVL 7.5††See Ability Cards for midpoint Abilities.
LVL 8(Slot A) Steeping Brew - BrewMasters steep a slow poison into every wound, waiting for the brew to...
LVL 8.5††See Ability Cards for midpoint Abilities.
LVL 9-20Full detail continues in the GM's full class reference.
BrewMaster Branch Descriptions
Select to Expand
i. Haggard (cauldron focus, unlocks stronger curses) (Penalties and Bonuses TBA)
ii. Green (cauldron focus, favors healing and poison brews) (Penalties and Bonuses TBA)
iii. Shrew (cauldron focus, favors quick potion-tossing) (Penalties and Bonuses TBA)
BrewMaster Sub-Class - Haggard
(cauldron focus, unlocks stronger curses)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Haggard Branch continues this Path's progression exclusively through Level 30.
BrewMaster Sub-Class - Green
(cauldron focus, favors healing and poison brews)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Green Branch continues this Path's progression exclusively through Level 30.
BrewMaster Sub-Class - Shrew
(cauldron focus, favors quick potion-tossing)
Branch Abilities LVL 21-30 (including midpoint abilities - see Ability Card).
Select to Expand Abilities
LvlTacticsSpells
LVL 21-30 (Branch)Same 3-choice pattern as the Path Levels above, content TBA. The Shrew Branch continues this Path's progression exclusively through Level 30.
Science Fiction Classes pending.

Playable Class Details or back to Playable Classes (above).

Fallen and Risen Classes

These rules are under heavy development. This is currently the full extent of the rule; more will be added over time.

Only classes bound to a Higher Power are capable of falling or rising. These are classes whose Abilities are granted by an external force, their alignment, oaths, and relationship with that power are the foundation of everything they can do.

Which Classes Can Fall or Rise

Lawful classes (Paladins, Clerics, Monks, Overseers, Avengers, etc.), bound to divine or lawful Higher Powers, may Fall.

Evil classes (Warlocks, Witches, Tyrants, Doom Knights, etc.), bound to evil or chaotic Higher Powers, may Rise.

Current Penalty

Falling or Rising characters whose alignment drifts all the way to Neutral can no longer perform or earn new Abilities from the class tree that is either lawful or evil, and they'll begin to take penalties and tests from their respective higher powers.

Stub: Full Fallen and Risen mechanics (Title weighting, class-specific tests, redemption, and transformation pacing) are not yet written. See the GM Codex for the matching GM-facing stub.