Character Classes
Crawler's, Adventurers, of all strife find their way to Galatria.
There are Four Core Character classes and several supplemental classes that characters have to choose from. Below are some details about each class.
Fighter:
Blood-soaked gladiators in dented armor, acrobatic duelists with darting swords, or far-eyed elven archers who carve their legends with steel and grit.
Weapons: All weapons
Armor: All armor and shields
Hit Points: 1d8 per level
Hauler: Add your Constitution modifier, if positive, to your gear slots.
Weapon Mastery: Choose one type of weapon, such as longswords. You gain +1 to attack and damage with that weapon type. In addition, add half your level to these rolls (round down).
Grit: Choose Strength or Dexterity. You have advantage on checks of that type to overcome an opposing force, such as kicking open a stuck door (Strength) or slipping free of rusty chains (Dexterity).
Priest:
Crusading templars, prophetic shamans, or mad-eyed zealots who wield the power of their gods to cleanse the unholy.
Weapons: Club, crossbow, dagger, mace, longsword, staff, warhammer
Armor: All armor and shields
Hit Points: 1d6 per level
Languages: You know either Celestial, Diabolic, or Primordial.
Turn Undead: You know the turn undead spell. It doesn't count toward your number of known spells.
Deity: Choose a god to serve who matches your alignment. You have a holy symbol for your god (it takes up no gear slots).
Spellcasting: You can cast priest spells you know.
You know two tier 1 spells of your choice from the priest spell list.
Each time you gain a level, you choose new priest spells to learn according to the Priest Spells Known table.
Thief:
Rooftop assassins, grinning con artists, or cloaked cat burglars who can pluck a gem from the claws of a sleeping demon and sell it for twice its worth.
Weapons: Club, crossbow, dagger, shortbow, shortsword
Armor: Leather armor, mithral chainmail
Hit Points: 1d4 per level
Backstab: If you hit a creature who is unaware of your attack, you deal an extra weapon die of damage. Add additional weapon dice of damage equal to half your level (round down).
Thievery: You are adept at thieving skills and have the necessary tools of the trade secreted on your person (they take up no gear slots).
You are trained in the following tasks and have advantage on any associated checks:
- Climbing
- Sneaking and hiding
- Applying disguises
- Finding and disabling traps
- Delicate tasks such as picking pockets and opening locks
Wizard:
Rune-tattooed adepts, bespectacled magi, and flame conjuring witches who dare to manipulate the fell forces of magic.
Weapons: Dagger, staff
Armor: None
Hit Points: 1d4 per level
Languages: You know two additional common languages and two rare languages (see pg. 32).
Learning Spells: You can permanently learn a wizard spell from a spell scroll by studying it for a day and succeeding on a DC 15 Intelligence check.
Whether you succeed or fail, you expend the spell scroll.
Spells you learn in this way don't count toward your known spells.
Spellcasting: You can cast wizard spells you know.
You know three tier 1 spells of your choice from the wizard spell list.
Each time you gain a level, you choose new wizard spells to learn according to the Wizard Spells Known table.
Ranger:
Skilled trackers, stealthy wanderers, and peerless warriors who call the wilds their home.
Weapons: Dagger, longbow, longsword, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail, mithral chainmail
Hit Points: 1d8 per level
Wayfinder: You have advantage on checks associated with:
- Navigation
- Tracking
- Bushcraft
- Stealth
- Wild animals
Herbalism: Make an INT check to prepare an herbal remedy you choose. If you fail, you can't make that remedy again until you successfully rest. Unused remedies expire in 3 rounds.
| Herbs | |
|---|---|
| DC | Effect |
| 11 | Salve. Heals 1 HP |
| 12 | Stimulant. You can't be surprised for 10 rounds |
| 13 | Foebane. ADV on attacks and damage against one creature type you choose for 1d6 rounds |
| 14 | Restorative. Ends one poison or disease |
| 15 | Curative. Equivalent to a Potion of Healing |
Bard:
Bards are welcome wanderers and wise advisors; it is their task to remember, know, and learn the lessons of the ages.
Weapons: Crossbow, dagger, mace, shortbow, shortsword, spear, staff
Armor: Leather armor, chainmail, mithral chainmail, shields
Hit Points: 1d6 per level
Languages: You know four additional common languages and one rare language.
Bardic Arts: You're trained in oration, performing arts, lore, and diplomacy. You have advantage on related checks.
Magical Dabbler: You can activate spell scrolls and wands using Charisma as your spellcasting stat. If you critically fail, roll a wizard mishap.
Presence: Make a DC 12 CHA check to enact one of the following effects. If you fail (excluding focus), you can't use that effect again until you rest.
- Inspire. One target in near gains a luck token.
- Fascinate (Focus). You transfix all chosen targets of level 4 or less within near.
Prolific: Add 1d6 to your learning rolls. Groups carousing with 1 or more bards add 1d6 to their rolls.
Knight of St Ydris:
Cursed knights who walk the path of St. Ydris the Unholy, the Possessed. They embrace the darkness in order to fight it, cleansing evil with a flurry of steel and forbidden sorcery.
Weapons: All melee weapons, crossbow
Armor: All armor and shields
Hit Points: 1d6 per level
Languages: You know Diabolic.
Demonic Possession: 3/day, gain a +1 bonus to your damage rolls that lasts 3 rounds. In addition, add half your level to the damage bonus (round down).
Spellcasting: You can cast witch spells you know.
Starting at level 3, each time you gain a level, you choose new witch spells to learn according to the Witch Spells Known table.
You use your Charisma stat to cast witch spells. The DC is 10 + the spell's tier.
If you fail a spellcasting check, you can't cast that spell again until you complete a rest.
If you roll a natural 1 on a spellcasting check, you must also roll on the corresponding Diabolical Mishap table (see pg. 22) for the spell's tier.
Warlock:
Howling warriors with sharpened teeth, wild-eyed doomspeakers preaching of The Dissolution, and cloaked lore-hunters bearing the hidden Mark of Shune.
Weapons: Club, crossbow, dagger, longsword, mace
Armor: Leather armor, chainmail, mithral chainmail, shields
Hit Points: 1d6 per level
Languages: You know either Celestial, Diabolic, Draconic, Primordial, or Sylvan.
Patron: Choose a patron to serve. Your patron is the source of your supernatural gifts.
Your patron can choose to grant or withhold its gifts at any time. You can gain new Patron Boons/talents (or lose them) as a result.
Patron Boon: At 1st level, you gain a random Patron Boon talent based on your chosen patron.
Whenever you gain a new talent roll, you may choose to roll on your Patron Boon table rather than the Warlock Talents table.
Witch:
Cackling crones stooped over cauldrons, chanting shamans smeared in blood and clay, and outcast maidens with milky eyes that see portents and secrets.
Weapons: Dagger, staff
Armor: Leather armor
Hit Points: 1d4 per level
Languages: You know Diabolic, Primordial, and Sylvan.
Familiar: You have a small animal such as a raven, rat, or frog who serves you loyally. It can speak Common.
Your familiar can be the source of spells you cast. Treat it as though it were you for determining spell ranges.
If your familiar dies, you can restore it to life by permanently sacrificing 1d4 hit points.
Spellcasting: You can cast witch spells you know.
You know three tier 1 spells of your choice from the witch spell list.
Each time you gain a level, you choose new witch spells to learn according to the Witch Spells Known table.
You use your Charisma stat to cast witch spells. The DC is 10 + the spell's tier.
If you fail a spellcasting check, you can't cast that spell again until you complete a rest.
If you roll a natural 1 on a spellcasting check, you must also roll on the corresponding Diabolical Mishap table for the spell's tier.
Desert Rider (Horse Barbarian):
Howling barbarians thundering across the sand on wild horses, elven spies wielding curved blades atop silvery camels, or bandits wrapped in colorful silks racing on sleek, desert stallions.
Weapons: Club, dagger, javelin, longsword, pike, scimitar, shortbow, spear, whip
Armor: Leather armor, shields
Hit Points: 1d8 per level
Charge: 3/day, you can charge into combat by moving at least near before attacking. Each time you do this, your melee attacks deal double damage that round.
Mount: You have a common camel or horse with a reliable or lovely demeanor (see pg. 29). It comes when you call and never spooks. You can only have one such mount at a time.
While riding your mount, you both get a bonus to AC equal to half your level (round down). Your mount has additional levels equal to half your level (round down). You can freely leap on or off your mount once per round.
If you lose your mount, you can use your downtime to acquire and train another. Pass a DC 15 CHA check for the new creature to become your mount. Lower the DC one step each attempt.
Pit FIghter:
Blood-soaked warriors circling each other in a roaring arena, scarred desert bandits dueling for the right to lead their gang, or brash tavern brawlers who never turn down a challenge.
Weapons: All weapons
Armor: Leather armor, shields
Hit Points: 1d8 per level
Flourish: 3/day, regain 1d6 hit points when you hit an enemy with a melee attack.
Implacable.: You have advantage on Constitution checks to resist injury, poison, or endure extreme environments.
Last Stand: You get up from dying with 1 hit point on a natural d20 roll of 18-20.
Relentless: 3/day, when you are reduced to 0 HP, make a DC 18 Constitution check (the Implacable talent applies to this roll). On a success, you instead go to 1 HP.
Ras-Godai (Assassin):
Black-clad assassins who train from childhood inside a hidden desert monastery. They gain their sorcerous powers from a legendary black lotus flower that was given to them by a demon.
Weapons: Blowgun, bolas, dagger, razor chain, scimitar, shuriken, spear
Armor: Leather armor
Hit Points: 1d6 per level
Languages: You know Diabolic.
Assassin: You have advantage on checks to sneak and hide. Your attacks deal double damage against targets that are unaware of your presence.
Smoke Step: 3/day, teleport to a location you can see within near. This does not use your action.
Black Lotus: You earned the right to eat a petal of the fabled black lotus flower, and you survived its sorcerous effects. Roll one talent on the Black Lotus Talents table.
Sea Wolf:
Seafaring raiders who prowl the isles for plunder in dragonheaded longboats. When the warhorn sounds, they become fierce berserkers and shield maidens who hope to please their gods with a brave death.
Weapons: Dagger, greataxe, handaxe, longbow, longsword, spear
Armor: Leather armor, chainmail, mithral chainmail, shields
Hit Points: 1d8 per level
Seafarer: You have advantage on checks related to navigating and crewing boats.
Old Gods: Each day, your purpose aligns with one of the Old Gods (pg. 17). Choose one of the below options after you complete a rest; you gain its benefits until you complete your next rest.
- Odin. You regain 1d4 HP every time you kill an enemy.
- Freya. You gain a luck token if you don't have one. Each time you use a luck token, add 1d6 to your roll.
- Loki. You have advantage on checks to lie, sneak, and hide.
Shield Wall: If you wield a shield, you can use your action to take a defensive stance. Your AC becomes 20 during this time.
Seer:
Baleful diviners who reek of smoke and blood. They untangle the whispers of the gods by reading the runes, the bones, and the stars. Their knowledge of fate allows them to bend it.
Weapons: Dagger, stave, spear
Armor: Leather armor
Hit Points: 1d6 per level
Destined: Whenever you use a luck token, add 1d6 to the roll.
Omen: 3/day, you can make a DC 9 WIS check. On a success, gain a luck token (you can't have more than one luck token at a time).
Spellcasting: You can cast seer spells you know. You know one tier 1 spell of your choice from the seer spell list.
Each time you gain a level, you choose a new seer spell to learn according to the Seer Spells Known table.
You use your Wisdom stat to cast seer spells. The DC is 10 + the spell's tier.
If you fail a spellcasting check, you can't cast that spell again until you complete a rest. If you roll a natural 1 on a spellcasting check, you can't cast that spell again until you complete Seer Penance.
Basilisk Warrior:
Blazing-eyed warriors who coat their skin in mud and stone. Their ancient combat style mimics the basilik's regal poise and ferocious strikes.
Weapons: Boomerang, club, dagger, spear, spear-thrower
Armor: None
Hit Points: 1d8 per level
Basilisk Blood: You have ADV on CON checks to avoid harmful maladies, poisons, or afflictions.
Petrifying Gaze: One creature of your level or less that meets your gaze must pass a DC 15 CON check or be petrified for 1d4 rounds. It still takes damage as normal while petrified.
You can use this talent a number of times per day equal to your CON modifier (minimum 1).
Stone Skin: Add 2 + half your level (round down) to your AC.
You have advantage on checks to hide in natural environments.
Roustabout:
Average laggards of no particular talent. They wield weapons and magic with the elegance of a hog-tied kobold. But if their back is against a wall, a glint of bravery may, on rare occasions, rise to the surface.
Weapons: Club, dagger, hammer, staff
Armor: Leather armor
Hit Points: 1d4 per level
Knowaguy: You have advantage on checks related to interacting with commoners and sourcing favors.
Lucksmith: Whenever another player uses your luck token, they have advantage on the new roll.
Surprising Guts: When reduced to half your HP or lower, make a DC 12 Wisdom check. If you succeed, you have advantage on your next roll.

Comments