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.)
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.
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 DevelopmentAbilities 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 SetThe 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.
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.
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.
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.
Avenger Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Barbarian Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Bard Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Doom Knight Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Druid Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Fighter Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Magic User Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Marksman Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Overseer Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Shaman Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Sorcerer Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Strategist Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Tyrant Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Warlock Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Warrior Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
Witch Path and Branch Descriptions
▸ Select to Expand
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
Playable Class Details or back to Playable Classes (above).
Fallen and Risen Classes
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.
