Classes and skills

Pick a class when you make your hero. It sets your hit points, the abilities you are best at, the skills you can learn and what you start with. You place six scores (15, 14, 13, 12, 10, 8) across your abilities yourself.

Classes

SoldierArms, armour and the drill to use them.STR/CON · d10
Best at
Strength, then Constitution
Hit points
d10 a level
Saves
Strength and Constitution
Skills
choose 2: athletics, perception, acrobatics, intimidation and survival
Armour
light, medium, heavy and shields
Weapons
simple and martial
Starts with
sword, mail, shield and torch

What plays today, levels 1 to 5

  • 1Fighting Style Choose a fighting style: Defense (+1 AC), Dueling (+2 damage with one-handed), Great Weapon (+2 damage with two-handed), or Protection (impose disadvantage on attacks against allies).
  • 1Second Wind Once per short rest, recover 1d10 + level HP as a bonus action.
  • 2Action Surge Once a day, take an additional action on your turn.
  • 5Extra Attack Attack twice when you take the Attack action.
KnightAn oath, a sword and a shield to keep it.STR/CHA · d10
Best at
Strength, then Charisma
Hit points
d10 a level
Saves
Strength and Charisma
Skills
choose 2: animal handling, athletics, history, intimidation, perception and persuasion
Armour
light, medium, heavy and shields
Weapons
simple, martial and lances
Starts with
sword, mail, shield and torch

What plays today, levels 1 to 5

  • 1Fighting Style Choose: Defense (+1 AC), Dueling (+2 damage one-handed), Great Weapon (+2 damage two-handed), or Protection (impose disadvantage on attacks vs allies within 5ft).
  • 1Noble Bearing You have proficiency in History and one gaming set. You can add your CHA modifier to Intimidation and Persuasion checks when dealing with nobility or those who respect station.
  • 2Mark of Challenge As a bonus action, challenge a creature within 30 feet. It has disadvantage on attacks against anyone but you. If it attacks someone else, you can make an opportunity attack. Lasts 1 minute. Uses: CHA modifier per long rest.
  • 5Extra Attack Attack twice when you take the Attack action.
ArcherA bow, a keen eye and the wild beyond the walls.DEX/WIS · d10
Best at
Dexterity, then Wisdom
Hit points
d10 a level
Saves
Dexterity and Strength
Skills
choose 3: acrobatics, athletics, nature, perception, stealth and survival
Armour
light and medium
Weapons
simple, martial and ranged
Starts with
bow, scale and torch

What plays today, levels 1 to 5

  • 1Archery Style +2 to attack rolls with ranged weapons.
  • 1Natural Explorer You have advantage on Survival checks to track creatures. Difficult terrain doesn't slow your travel.
  • 2Quarry As a bonus action, mark a creature you can see. You deal +1d6 damage to your quarry. Lasts until the creature dies or you mark another.
  • 2Fighting Spirit As a bonus action, gain advantage on all attack rolls until the end of your turn. Once a fight.
  • 5Extra Attack Attack twice when you take the Attack action.
  • 5Improved Quarry Quarry damage increases to +1d8.
KnaveQuick hands, a quiet step and a blade for the back.DEX/INT · d8
Best at
Dexterity, then Intelligence
Hit points
d8 a level
Saves
Dexterity and Intelligence
Skills
choose 4: stealth, sleight of hand, acrobatics, perception, athletics, deception, insight, intimidation, investigation, performance and persuasion
Armour
light
Weapons
simple, hand crossbows, longswords, rapiers and shortswords
Starts with
rapier, leather, thieves tools and torch

What plays today, levels 1 to 5

  • 1Expertise Choose two skills or one skill and thieves' tools. Double your proficiency bonus for those.
  • 1Sneak Attack Once per turn, deal extra 1d6 damage when you hit with a finesse or ranged weapon and have advantage, or when an ally is within 5 feet of your target.
  • 1Thieves' Cant You know a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
  • 2Cunning Action Use a bonus action to Dash, Disengage, or Hide.
  • 5Uncanny Dodge When an attacker you can see hits you, use your reaction to halve the damage.
MageBooks before blades, and a wand for the rest.INT/CON · d6
Best at
Intelligence, then Constitution
Hit points
d6 a level
Saves
Intelligence and Wisdom
Skills
choose 2: arcana, history, insight, investigation, medicine and religion
Armour
none
Weapons
daggers, darts, slings, quarterstaffs and light crossbows
Starts with
quarterstaff, wand, spellbook and torch

No class features yet.

ToolsmithA dagger, smith's tools and a head full of designs.INT/DEX · d8
Best at
Intelligence, then Dexterity
Hit points
d8 a level
Saves
Intelligence and Constitution
Skills
choose 3: arcana, history, investigation, medicine, perception and sleight of hand
Armour
light and medium
Weapons
simple
Starts with
dagger, leather, smith s tools and torch

What plays today, levels 1 to 5

  • 2Field Repairs As an action, restore 1d8 HP to a construct or object you touch. Usable INT modifier times per long rest.
DevoteeFaith, a mace and a holy symbol worn thin.WIS/CON · d8
Best at
Wisdom, then Constitution
Hit points
d8 a level
Saves
Wisdom and Charisma
Skills
choose 2: insight, religion, history, medicine, persuasion, athletics and acrobatics
Armour
light, medium and shields
Weapons
simple
Starts with
mace, scale, shield, symbol and torch

What plays today, levels 1 to 5

  • 1Divine Sense As an action, know the location of any celestial, fiend, or undead within 60 feet. Usable WIS modifier + 1 times per long rest.
  • 2Channel Divinity Channel divine energy for powerful effects. Use once per short rest. Turn Undead: Present holy symbol, undead must flee.
  • 5Destroy Undead Undead of CR 1/2 or lower that fail against Turn Undead are instantly destroyed.
WardenThe old ways, a staff and the beasts that heed it.WIS/CON · d8
Best at
Wisdom, then Constitution
Hit points
d8 a level
Saves
Wisdom and Intelligence
Skills
choose 2: animal handling, arcana, insight, medicine, nature, perception, religion and survival
Armour
light, medium and shields
Weapons
clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings and spears
Starts with
scimitar, druid staff, leather, shield and torch

What plays today, levels 1 to 5

  • 1Nature's Bond You can communicate with beasts and plants as if sharing a language. They may provide information or small favors.
  • 2Fighting Style Choose: Archery (+2 ranged attack), Defense (+1 AC), or Two-Weapon Fighting (add ability mod to offhand damage).
  • 5Extra Attack Attack twice when you take the Attack action.
MinstrelA lute, a quick tongue and a song for every room.CHA/DEX · d8
Best at
Charisma, then Dexterity
Hit points
d8 a level
Saves
Charisma and Dexterity
Skills
choose 3: acrobatics, athletics, deception, history, insight, intimidation, investigation, perception, performance, persuasion, sleight of hand and stealth
Armour
light
Weapons
simple, hand crossbows, longswords, rapiers and shortswords
Starts with
rapier, leather, lute and torch

What plays today, levels 1 to 5

  • 1Bardic Inspiration As a bonus action, give an ally within 60 feet a d6 they can add to one ability check, attack roll, or saving throw in the next 10 minutes. Uses: CHA modifier per long rest.
  • 2Jack of All Trades Add half your proficiency bonus (rounded down) to ability checks you aren't proficient in.
  • 2Song of Rest During a short rest, allies who hear your performance regain an extra 1d6 HP when spending Hit Dice.
  • 3Expertise Choose two skills you're proficient in. Double your proficiency bonus for those skills.
  • 5Font of Inspiration Regain all Bardic Inspiration uses on a short rest.
InquisitorA sword, a cold stare and questions that must be answered.CHA/WIS · d8
Best at
Charisma, then Wisdom
Hit points
d8 a level
Saves
Charisma and Wisdom
Skills
choose 3: deception, insight, intimidation, investigation, perception, persuasion and religion
Armour
light and medium
Weapons
simple and martial
Starts with
sword, scale and torch

What plays today, levels 1 to 5

  • 1Divine Sense As an action, detect celestials, fiends, and undead within 60 feet. Uses: 1 + CHA modifier per long rest.
  • 1Stern Gaze You have advantage on Insight checks to detect lies and on Intimidation checks during interrogation.
  • 2Judgment As a bonus action, pronounce judgment on a creature you can see within 60 feet. Choose: Destruction (once per turn, +1d6 damage when you hit), Protection (+2 AC), or Piercing (attacks ignore resistance). Lasts 1 minute. Uses: CHA modifier per long rest.
  • 5Extra Attack Attack twice when you take the Attack action.
  • 5Improved Judgment Judgment damage increases to +2d6. Protection grants +3 AC.
Plague DoctorA beaked mask, a herb bag and a rapier for the worst cases.CON/WIS · d10
Best at
Constitution, then Wisdom
Hit points
d10 a level
Saves
Constitution and Wisdom
Skills
choose 3: arcana, history, insight, investigation, medicine, nature, perception and survival
Armour
light and medium
Weapons
simple, hand crossbows and rapiers
Starts with
rapier, leather, herbalism kit and torch

What plays today, levels 1 to 5

  • 1Plague Mask You are immune to disease. You have advantage on saving throws against poison and resistance to poison damage.
  • 1Medical Knowledge You have expertise in Medicine checks. You can stabilize a creature as a bonus action instead of an action.
  • 5Extra Attack Attack twice when you take the Attack action.
  • 5Venomous Strike Once per turn, when you hit with a weapon attack, deal an extra 1d6 poison damage.
LabourerBroad shoulders, a greatclub and no armour needed.CON/STR · d12
Best at
Constitution, then Strength
Hit points
d12 a level
Saves
Constitution and Strength
Skills
choose 3: athletics, animal handling, insight, intimidation, nature, perception and survival
Armour
light, medium and shields
Weapons
simple, improvised and hand crossbows
Starts with
greatclub and torch

What plays today, levels 1 to 5

  • 1Unarmored Defense While not wearing armor, your AC equals 10 + DEX modifier + CON modifier. You can use a shield and still gain this benefit.
  • 1Working Class Grit You have advantage on saving throws against exhaustion. You can go without sleep for 24 hours without penalty once per long rest.
  • 2Reckless Attack When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attacks, but attack rolls against you have advantage until your next turn.
  • 2Improvised Fighter You are proficient with improvised weapons. Improvised weapons deal 1d8 damage in your hands (instead of 1d4). You can use a bonus action to grab an improvised weapon from your environment.
  • 5Extra Attack Attack twice when you take the Attack action.
  • 5Tough as Nails Your hit point maximum increases by 2 for each level you have. When you gain a level, you gain 2 additional hit points.
CommonerNo calling yet: a club, plain clothes and a long road.CON/WIS · d6
Best at
Constitution, then Wisdom
Hit points
d6 a level
Saves
Skills
choose 2: animal handling, athletics, insight, medicine, nature, perception, persuasion and survival
Armour
none
Weapons
clubs, daggers and quarterstaffs
Starts with
club, clothes and torch

What plays today, levels 1 to 5

  • 1Common Knowledge You know the ways of common folk. You have advantage on checks related to your trade or profession.

Only features the engine plays today are listed. More arrive as it grows, and choosing a subjob at level 3 is still to come.

Abilities

Strength STRa feat of strength: force, lifting, shoving, a lance driven home
Dexterity DEXprecision and balance: aim, stealth, sleight of hand, catching yourself
Constitution CONendurance: holding out, resisting poison or cold, staying conscious
Intelligence INTrecall and deduction: working something out, knowing a thing, searching a place for what is hidden in it
Wisdom WISnoticing and reading: spotting what is already in front of you, instinct, sensing a lie
Charisma CHAbending someone: persuading, lying, charming, commanding a room

Skills

A risky act is rolled on the skill that fits it: a d20, plus its ability, plus your proficiency if your class taught it to you.

SkillAbilityUsed for
AthleticsSTRclimbing, jumping, swimming, forcing, lifting, breaking free, riding a tilt or a joust
AcrobaticsDEXkeeping balance, tumbling, a leap that needs grace, slipping out of a hold
Sleight of handDEXpalming, picking a pocket, a quick hidden trick of the hands
StealthDEXsneaking, hiding, moving unseen or unheard
EnduranceCONpressing on through cold, hunger, drink, poison or exhaustion
ArcanaINTrecalling lore of magic, spells, runes
HistoryINTrecalling lore of people, wars, houses, the past
InvestigationINTsearching a place closely, working out a clue or a mechanism
NatureINTrecalling lore of plants, beasts, weather, the land
ReligionINTrecalling lore of gods, rites, saints, the church
Animal handlingWIScalming, controlling or riding a beast through trouble
InsightWISreading a face, judging whether someone lies or what they want
MedicineWIStending a wound, steadying the dying, judging a sickness
PerceptionWISwatching or listening for something, spotting what is hidden
SurvivalWIStracking, finding the way, foraging, reading the weather in the wild
DeceptionCHAlying, bluffing, a disguise, misleading someone
IntimidationCHAthreatening, cowing, frightening someone into it
PerformanceCHAsinging, playing, telling a tale to an audience
PersuasionCHAhaggling a price down, talking someone round, winning a favour they need not grant. Asking the way, or for a room or a thing on offer at its price, is plain talk
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