Below is a description of the traits and abilities of the five archetypes.
An individual with particular skills.
A thief’s past is usually best forgotten, marred with mistakes or regrets. When creating your Thief, think about who they were before today.
Also note that while many are in it for the money, not every thief has the same ambitions. Some just wish to escape the squalor of the hand life has dealt to them. Others want to give back, and make sure no one else has to steal to make ends meet.
Important stats: Dexterity, Charisma | Base Health: 7
You gain advantage on stealth, and can move silently even at full speed. You can stealthily guide up to two characters who can travel lightly and quietly at a time. When rolling stealth checks, you roll one check for the group.
You are trained in some particular arts of thievery, whether it be espionage or assassination.
Choose 3 of the following abilities:
Thiefcraft | Advantage to detect traps, pick locks, pick pockets.
Nimble | You gain +10 Speed. You have advantage on climbing difficult surfaces.
Glib | You have advantage to manipulate creatures. This includes charming, intimidating, decieving, and any other ploy of social means.
Trickster | You can perfectly impersonate peoples’ behavior.
Tracker | You can follow a creature without fail. You gain advantage to tracking. While you travel, your party cannot be slowed down by difficult terrain.
Lucky | You take half damage against traps and Area of Effect abilities.
Assassinate | You deal +3d6 to unaware targets outside of combat.
Dodge | 1 Skill | Quick | You halve incoming attack damage. You can instead spend 2 Skill to nullify all damage.
Hide | 1 Skill | Quick | You disappear. Unless you’re in a very open setting, you evade all peoples’ notice around you.
Warrior, soldier, guardsman, mercenary, gladiator. Fighters come in many forms, but all live by the sword, and die by it.
When creating a Fighter, think about how they began to fight. Was it out of necessity, or a desire for glory? How many fights have they been in? If it is a great many, who have they lost? Also, consider what their end goal is. No one can fight forever.
Important stats: Strength, Dexterity, Constitution | Base Health: 12
You have some form of training in combat. When you hit with an attack, you deal extra damage equal to half the weapon’s governing attribute. For instance, if your Dexterity is 5, and you hit with your dagger (1d4 damage), you deal 1d4+2 damage.
You choose a particular style of fighting which you excel at. You gain the abilities outlined in its description.
Hearty | You gain +6 Health.
Strong | You gain +2 Load capacity.
Protective | Allies gain +1 AC while in your Zone.
Defend | 1 Skill | Quick | Take half the damage an ally in your Zone would have been dealt. They take no damage.
Hard-hitter | You reroll 1s and 2s on damage rolls.
Violent | You have advantage on intimidation, and are immune to fear.
Shove | You can push creatures up to 15 feet when you shove them.
Rage | 1 Skill | Quick | You begin three turns of +15’ movement, resistance to damage, and extra damage equal to Strength/2.
Dual Wielding | Quick | Once per turn, you attack with an offhand weapon.
Riposte | When an enemy attacks you, you gain advantage on attacks against them until their next turn.
Again! | 1 Skill | Quick | You act a second time on this turn.
Accurate | +3 to hit with ranged weapons.
Mark | 1 Skill | Quick | Choose a target. You gain 1d6 bonus damage against them until they die.
Hone Aim | 1 Skill | Quick | Hit with an attack you would have otherwise missed.
Crucial Strike | 1 Skill | Quick | Declare an attack as crucial. If you hit with it, the target has disadvantage on attacks and abilities until the end of their next turn.
As part of being a Paladin, you must make a solemn vow. Upon breaking this vow, your character will lose all the powers bestowed below.
Solaris | You may create a small sphere as bright as sunlight which lasts for one hour.
Lay on Hands | 1 Skill | A creature you can touch gains 1d6 + Charisma Health.
Duel | 1 Skill | Quick | Try to compel a creature into a duel. As long as no allies intervene, they may only attack you.
Smite | 1 Skill | Quick | Deal 2d6 + Charisma extra damage on an attack.
In order to be a Monk, your character must have some personal resolution they hold to. Upon faltering in this resolution, they may lose the abilities outlined below.
Swiftness | +10 Speed. Advantage on acrobatics.
Discipline | Eat/Drink every other day.
Disarm | 1 Skill | Try to disarm a foe. Your Wisdom governs the check.
Balance | 1 Skill | Quick | Move twice as fast for a turn, climb equal to your movement, or take half the fall damage you would normally take.
In order to be a Rune Knight, your character must carry magical materials with which to cast spells, along with a spellbook. These take up 1 Load each. You cannot cast spells without them.
Cantrip | Choose a spell that costs no Skill to cast from the Wizard spell list. You can cast it.
Imbue | 1 Skill | For one minute, your weapon deals additional damage equal to your Intelligence.
Shield | 1 Skill | Reduce the damage of an incoming attack or trap by an amount equal to your Intelligence * 2.
Lure | 1 Skill | Quick | Try to magically pull an enemy or object up to 15 feet towards you.
Every fighting force is as good as dead without someone with experience and intuition to guide them to victory. A leader sets the agenda, manages resources, and finds victory, taking risks when necessary.
They might not be skilled in individual combat, or they may. Nonetheless, their value to a group is indispensible.
Every Leader has a reason to bring men into battle. As you create your Leader, consider this. When they step onto the battlefield, they carry their men’s hopes on their shoulders, and they also shoulder the burden of responsibility. Think of how your Leader will handle defeat, loss, and discord, as well as what their true goals are. A Leader’s goals are big, and men must rally their own goals around the leader’s.
Important stats: Charisma, Wisdom | Base Health: 10
Once per turn, as a Quick Action, you may issue a Command. An ally of your choice may immediately move up to half their speed, make a saving throw for a condition, or perform an action.
You have some ability which sets you apart from the rank and file, and makes you effective as a leader of men.
Choose 3 abilities from the list below.
Faith | Allies in your Zone gain +Charisma/3 to all checks.
Word of Warning | You can use your action to warn an ally, giving attacks against them disadvantage until your next turn.
Boon | 1 Skill | Quick | Give up to two allies a Boon Die. A boon die is a die which a creature can use on any check, save, or damage roll. It starts as a D8.
Move | 1 Skill | Quick | Up to three allies can immediately move up to their Speed.
Speech | 1 Skill | Take 10 minutes to give an inspiring speech. Up to 10 characters who hear it gain 5 + Charisma Health, and 1 Skill. They lose the bonus after a day.
Encouragement | 1 Skill | Quick | Give an ally a word of encouragement. They regain Skill equal to your Wisdom / 2.
War Cry! | 2 Skill | Quick | Allies who hear your cry gain advantage on all attacks until your next turn, and critical hits deal double their usual damage!
Negotiation | You know the motivations behind a fight, and have learned how to avoid one if possible. Checks to negotiate with an enemy gain a bonus equal to your Wisdom score.
Canny | You have +5 passive perception and advantage on perceiving threats. Additionally, you make checks to discern an enemy’s traits with advantage.
A scholar of the arcane arts. Most wizards spend their days in a dark room, researching strange and ancient texts. Others set out on the road in search of knowledge and to use their power to help people. Some simply spend their days in meditation, among the woodland beings and the moon and stars.
In this land, a Wizard is not just a college student who learned some spells. They are usually special individuals, with special destinies. Long ago, Wizard was a title granted to members of a small society of heroes, who fought tyranny with their knowledge, and propelled us forth into the modern age. For many years, Wizards kept the balance in the realm, never thinking of their own needs. But over time, the purity of heart diminished, and in turn, the magic was lost. When creating your wizard, consider what sort of things impel their spirits towards such ends, and what magic means to them.
Important stat: Intelligence | Base Health: 9
You have the ability to identify the magical properties of an item, given a day with the object.
You have some knowledge of the nature of the universe, which allows you to bend it to your will.
In order to cast spells, a Wizard require written spells and an arcane focus. A spell book and arcane focus each require 1 Load. Without either of these components, they must make checks to cast any spell, consuming 1 Skill on failure.
Choose 5 of the following spells. Intelligence is their governing attribute.
Light | Illuminate an object and cast light in a Zone until you dispel it.
Eye | Set an eye on a Zone. You can always see it in your mind, and are alerted if anything occurs there.
Friends | Try to make a creature’s disposition change. If it fails, they will know.
Hand | Manipulate objects from a distance, up to a certain weight and complication.
Mend | Fix something that has been broken.
Messenger | Summon and send a small animal with a short message to a person you know.
Jump | Quick | A creature you touch can jump 30 feet once.
Swift | Quick | A creature you touch can move twice their speed this turn.
Feather | Quick | A creature that is falling which you can see has its movement reduced to 10 feet per turn. It takes no fall damage. You can also use this on items and other things, though heavy objects might require a check.
Illusion | You create a small illusion that can fit in a cubic foot of space. It can move, but cannot make noise. It lasts for one minute unless you concentrate on keeping it going.
Telepathic Bond | You may touch up to four creatures, and for one hour, you all can communicate telepathically.
Familiar | You summon a familiar, a creature of magical essence that aids you. You can see through its eyes, communicate with it, and order it to do small tasks. It has 3 Health. Casting this spell requires a day of rituals.
Knock | 1 Skill | Unlock any lock.
Scry | 1 Skill | Try to locate a creature or an object you know of.
Dispel | 1 Skill | Try to remove the magical properties of an item or creature. This includes cursed places and items.
Slow/Quicken | 1 Skill | While you concentrate, time in a Zone you can see moves half or twice as fast.
Silence | 1 Skill | While you concentrate, creatures in a Zone you can see neither hear nor utter sound.
Truth | 1 Skill | While you concentrate, creatures in a Zone can see cannot tell a lie.
Warp | 1 Skill | Quick | You may teleport yourself or a willing creature you can see up to 30 feet.
Hold | 1 Skill | Try to freeze a creature in place. They repeat the save at the end of their turn.
Sleep | 1 Skill | Try to put a creature to sleep. They awake if harmed.
Charm | 1 Skill | Try to charm a creature. The charm lasts for one minute. It dissolves if they are harmed.
Clip | 1 Skill | A creature you touch can slide through one wall of up to 10 feet, then the spell ends.
Polymorph | 1 Skill | A willing creature you touch transforms into a small creature to perform tasks. They remain that way until you end the spell or one hour has passed.
A magi is a hero who draws power from some external source.
A magi may gain their power from the forces of nature, owing to their intense focus and involvement in the natural world. Another may owe their supernatural abilities to a strange event which saved their life. Another still may pray to a God, who grants them abilities in exchange that they may do good on this world.
A magi is a rare hero indeed, for power is rarely given in such a form, and vows are hard to keep. They must make sacrifices to whatever force they draw their power from, And, if they have one, they must please their patron in their words and deeds.
Important stat: Wisdom | Base Health: 8
You can sense subtle things, like the presence of supernatural things, the stilled wind, the presence of hidden enemies, or the desecration of a temple.
In order to cast spells, a magi requires a Divine Focus and the favor of their God. A Divine Focus costs 1 Load.
Choose 4 of the spells below. These are the spells your God has blessed you with, or which you have naturally acquired. Wisdom is their governing attribute.
Restore | Quick | You can stabilize a creature without their incurring an injury from the injuries table.
Bless | Quick | Give a creature +1d4 on all checks for a turn.
Bane | Quick | Give a creature -1d4 on all checks for a turn.
Cure / Calm | Try to cure a creature’s afflictions and illnesses, both physical and mental.
Purify | You can remove poisons or curses food and drink, and you can try to remove them from creatures or places.
Grow | Cause a dead plant or animal to live again, or to grow very quickly.
Heal | 1 Skill | A creature you can see gains 1d6+Wisdom Health.
Sanctuary | 1 Skill | Concentrate to create a Zone which nothing can pass in or out of around you. It can last, at maximum, for 10 minutes.
Curse | 1 Skill | A creature you can see has disadvantage on all checks until the end of their next turn.
Turn | 1 Skill | All creatures of unnatural origin which can see you must try to continue on, else flee from you.
Armor of Faith | 1 Skill | A character you touch gains an AC of 18 for 10 minutes.
Wither | 2 Skill | A creature you can see loses Health equal to your Wisdom. You gain Health equal to half the damage dealt.
Wrath | 2 Skill | All creatures in your Zone try to avoid a crack of lightning. They take damage equal to your Wisdom * 2.
Revivify | 5 Skill | A character who died in the last day can be resurrected, but they take 3 Injuries from the Injury table. Your Skill is permanently reduced by 1.