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☆★

ALCHEMIST (Difficulty: ★★★☆)


Alchemists are geniuses and fascinated with the secrets of science and the natural
world. They prepare potions and elixirs everyday which cover multiple areas: Be it
simple healing, to explosives, mutations and mundane buffs.
(++) You have a large arsenal of availible elixirs and potions to brew, each with
varying effects on both enemy and allies
(+) if the situation calls for it, you can also be a great healer
(+) mid-combat, you may brew short-term potions that can fit the battle easily
(+) at greater level, you can fully mutate yourself or allies into dangerous beasts
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(-) Huge arsenal may put you too confused on what to pick
(-) Potions are brewed during the morning, and you'll have to choose which ones to
brew

BARBARIAN (Difficulty: ★☆☆☆)


Consumed by the rage, Barbarians excel in combat with powerful weapons and a
disregard to their own well-being. Barbarians pose incredible durability, and draw
their powers from their instinct they rely upon.
(+++) BEEFY. You gain 12 HP MINIMUM every level up
(++) Your rage increases your damage by alot, aslong as you fulfill your instinct's
requirements
(+) Your rage changes you depending on the instinct, for example the dragon
instinct slowly turns you into a dragon as you progress, giant instinct makes you
bigger, etc.
(+) unlike 5E, you can get light and medium armor without penalties
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(---) You will get hit, alot. AC does not exist for barbarians
(-) You are restricted to melee, as ranged is not so strong with barbarians
(-) During rage, you cannot do complicated tasks requiring you to think. (things
such as deceiving or feinting)
(-) Your instinct gives you a rule you must follow. Breaking it will mean you lose
your powers for the rest of the day.

Bard (Difficulty: ★★☆☆)


A jack-of-all-trades, bards are scholars of lost secrets, a persuader, and a master
of art. Bards buff up their teammates with their instruments, powered by a Muse
they draw inspiration on.
(+++) Spontaneous Casting! You do not need to prepare your spells at every morning,
and can cast every spell with your spell slots, unlike Vancian casting
(+) Proficiency in light armour makes you tougher than other spellcasters,
including your 8 hp per level
(+) Your spells considerably boost up your allies, making them tougher and deadlier
(+) You have a vast knowledge of the lore, and you're great at persuading.
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(--) You cannot focus solely on damage

CHAMPION (Difficulty: ★★☆☆)


Champions are devoted servants to a Deity, of which they abhere to a code. They
posess powerful defenses, which they share with allies.
(+++) The best tank class out there. They can use their reaction to reduce damage
of their allies, and punish enemies for not targeting themselves.
(+) you own some magic from your deity.
(+) Your holy powers increase the damage of your common weaponry (especially your
deity's favored weapon)
----
(-) Ranged is less effective on this class.
(-) You are locked to the good allignment, and must follow a strict oath of codes.
CLERIC (Difficulty: ★★★☆)
Clerics are mortal servants of the deities. They live by their ideals, train with
their favored weapons, heal and protect allies and punish foes against your faith.
Clerics spread their faith through word and deed.
(++) The tankiest fullcaster, a cleric can combine both melee and magic to fight in
combat
(+++) You are THE healer. No one can amount to your abilities.
(+) Simple weapons favored by your deity become deadly on your hands.
----
(--) You must follow a strict idealistic lifestyle of your chosen deity. Breaking
any of the codes brings dire consequences.

DRUID (Difficulty: ★★★☆)


Druids answer to the call of nature. You awe at it's majestic power and beauty, and
give yourself in to service it.
You have wild elemental spells, a keen sense to taming plants and animals, and the
ability to morph yourself.
(+) You can wildshape into various animals, partially or fully
(+) You are attuned to the elements, and may use them at their full powers
(+) You may get access to an animal companion, a powerful and strong beast that
grows alongside you.
(+) If the situation calls for it, you can also be the party's healer
(++) medium armor proficiency!
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(-) You cannot wear any metal and you must follow a few druidic rules

FIGHTER (Difficulty: ★☆☆☆)


Experts at every weapon availible, fighters are known for using multiple weapons at
once, being absolute masters of the shield, and the fastest at shooting their bows.
Every fighter has their own special maneuevers, which specializes them in a special
fighting style (Such as: Bows, Shields, Dual-weapons, Heavy weapons, etc.)
(+) The only class to start out with Advanced weapon proficiency
(++) Starts out at expert proficiency with weapons, unlike any other class
(+) Incredible flexible at builds, can specialize at nearly every category
(+) Starts out with attack of opportunity at level 1
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(-) Core class offers no magical abilities at all

MONK (Difficulty: ★★☆☆)


Seeking perfection, you hone your body into a flawless instrument and your mind
into a bastion of wisdom. You're both fierce in hand-to-hand combat and
philosophical questions.
Monks are deadly with their fists, and can use KI if built towards there. Otherwise
monks use stances that switch major parts of their combat tactics. They're pretty
quick, too.
(+)Experts at striking multiple times per turn
(+) quick and guaranteed path towards magical fists to ignore armor
(++) the stance system allows your monk to fight in a special way, shaping the way
they stand, move, attack, dodge, block etc. They grant massive bonuses too
----
(-) No real options to build towards heavy weapon use.

RANGER ((Difficulty: ★★☆☆)


As a ranger, you may be multiple things: a scout, tracker, or hunter of fugitives
or beasts. Civilisation wears you down, and you much more prefer the nature, going
as far to protect it.
You're a jack-of-all-trades, able to pretty much pick up any armour and weapon of
your choice. You may have a strong bonded animal companion, be exceptionally good
at stalking, or be an incredible monster hunter.
(++) Rangers can hunt down their prey without much resource use, and can snipe them
from very long range (they converted hunter's mark into a resourceless, 1 action
only ability)
(+) You're the best at crafting snares, a category of traps activated by people
entering the area. They have multiple, potent or deadly effects against the
victims. You are the one that fortifies the room before sleeping.
(+) You're very flexible. Sometimes, you are out in the back, sniping with your
bow, as your bear covers the frontline. Other times, you may rush head in with your
dual blades to the frontlines
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(-)

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