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.
| Skill | Ability | Used for |
|---|---|---|
| Athletics | STR | climbing, jumping, swimming, forcing, lifting, breaking free, riding a tilt or a joust |
| Acrobatics | DEX | keeping balance, tumbling, a leap that needs grace, slipping out of a hold |
| Sleight of hand | DEX | palming, picking a pocket, a quick hidden trick of the hands |
| Stealth | DEX | sneaking, hiding, moving unseen or unheard |
| Endurance | CON | pressing on through cold, hunger, drink, poison or exhaustion |
| Arcana | INT | recalling lore of magic, spells, runes |
| History | INT | recalling lore of people, wars, houses, the past |
| Investigation | INT | searching a place closely, working out a clue or a mechanism |
| Nature | INT | recalling lore of plants, beasts, weather, the land |
| Religion | INT | recalling lore of gods, rites, saints, the church |
| Animal handling | WIS | calming, controlling or riding a beast through trouble |
| Insight | WIS | reading a face, judging whether someone lies or what they want |
| Medicine | WIS | tending a wound, steadying the dying, judging a sickness |
| Perception | WIS | watching or listening for something, spotting what is hidden |
| Survival | WIS | tracking, finding the way, foraging, reading the weather in the wild |
| Deception | CHA | lying, bluffing, a disguise, misleading someone |
| Intimidation | CHA | threatening, cowing, frightening someone into it |
| Performance | CHA | singing, playing, telling a tale to an audience |
| Persuasion | CHA | haggling 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 |