Classes

Cleric

Primary Stat Intelligence
Class Modifier Bonus +1 to Intelligence and Constitution
Class Skill Bonus +1 to Religion, History, and Arcana
Armor Allowed Up to Chain may be worn
Starting At-Will Spells Radiant Light / Darkest Night, Cure Light Wounds
Speed 30′
Starting Equipment Recruit’s Leather Armor, Basic Mace, Prayer Book
Starting Gold 2d6

Cleric Table

Level Hit Die Stat Change Skill Increases Level-I Spells Known Level-II Spells Known Level-III Spells Known Level-IV Spells Known
1 1d6 1
2 1d6 +1 to INT Skills 2
3 1d6+2 2
4 1d6+3 +1 to CON Skills 3
5 1d6+4 Stat Increase 3 1
6 1d6+5 4 2
7 2d6 +1 to INT Skills 4 2
8 2d6 5 3
9 2d6+2 +1 to CON Skills 5 3
10 2d6+3 Stat Increase 5 4 1
11 2d6+4 6 4 1
12 2d6+5 +1 to INT Skills 6 5 2
13 3d6 6 5 2
14 3d6 +1 to CON Skills 7 5 3
15 3d6+2 Stat Increase 7 6 3 1
16 3d6+3 7 6 4 1
17 3d6+4 +1 to INT Skills 8 6 4 2
18 3d6+5 8 7 5 2
19 4d6 +1 to CON Skills 8 7 5 3
20 4d6 Stat Increase 9 7 5 3

 

Druid

Primary Stat Intelligence
Class Modifier Bonus +1 to Intelligence and Agility
Class Skill Bonus +1 to Nature, Religion, and Perception
Armor Allowed Up to Leather Armor may be worn
Starting At-Will Spells Flurry of Leaves
Speed 35′
Starting Equipment Recruit’s Leather Armor, Minor Staff, Pouch of Herbs and Regeants
Starting Gold 2d6+4

Druid Table

Level Hit Die Stat Change Skill Increases Level-I Spells Known Level-II Spells Known Level-III Spells Known Level-IV Spells Known
1 1d6 Flurry of Leaves – I 2
2 1d6 +1 INT Skills 3
3 1d6+2 3
4 1d6+3 +1 AGI Skills 4
5 1d6+4 Stat Increase 4 1
6 1d6+5 Flurry of Leaves – II 4 2
7 2d6 +1 INT Skills 5 3
8 2d6 5 3
9 2d6+2 +1 AGI Skills 5 4
10 2d6+3 Stat Increase 5 4 1
11 2d6+4 Flurry of Leaves – III 6 4 2
12 2d6+5 +1 INT Skills 6 5 3
13 3d6 6 5 3
14 3d6 +1 to AGI Skills 6 5 4 1
15 3d6+2 Stat Increase 7 5 4 2
16 3d6+3 Flurry of Leaves – IV 7 6 4 3
17 3d6+4 +1 INT Skills 7 6 5 3
18 3d6+5 7 6 5 4
19 4d6 +1 to AGI Skills 8 6 5 4
20 4d6 Stat Increase 8 7 5 4

 

Fighter

Primary Stat Strength
Class Modifier Bonus +1 to Strength and Constitution
Class Skill Bonus +1 to Athletics, Brute Force, and Intimidation
Armor Allowed Up to Plate armor may be worn
Special Abilities See belw
Speed 35′
Starting Equipment Recruit’s Plate Armor, Basic Shield, Basic Long Sword.
Starting Gold 3d6+5

Special Abilities:

Sword and Board: You are able to wield both a weapon and shield. By using a shield, you are able to use the Shield Bash ability as described below.

Shield Bash: You use your shield to push a melee target back, and at higher levels, deal additional damage. Shield Bash can only be used a number of times per day as identified by the table below.

Adrenaline Rush: Your adrenal gland kicks into overtime as you near the door-step of death. The adrenaline rush grants you a number of temporary hit points, and an increase in your attacks and damage as identified in the Adrenaline Rush table.

Charge: You rush ahead at great speed and inflict damage to a target with a basic melee attack. See table for additional speed of movement and attack performed.

Fighter Table

Level Hit Die Stat Increase Skill Increase Abilities
1 1d6 Shield Bash Level-I, Adrenaline Rush Level-I, Charge Level-I
2 1d6+2 +1 to STR Skills
3 1d6+4 +1 to CON Skills
4 1d6+5 Shield Bash Level-II
5 2d6 Stat Increase Charge Level-II
6 2d6+2 Adrenaline Rush- Level-II
7 2d6+4 +1 to STR Skills
8 2d6+5 +1 to CON skill
9 3d6 Shield Bash Level-III
10 3d6+2 Stat Increase Charge Level-II
11 3d6+4 Adrenaline Rush- Level-III
12 3d6+5 +1 to STR Skills
13 4d6 +1 to CON skill
14 4d6+2 Shield Bash Level-IV
15 4d6+4 Stat Increase Charge Level-III
16 4d6+5 Adrenaline Rush- Level-IV
17 5d6 +1 to STR Skills
18 5d6+2 +1 to CON skill
19 5d6+4 Shield Bash Level-V
20 5d6+5 Stat Increase Charge Level-IV

 Shield Bash Table

Level Ability Uses per day
I Push the target 5′ backward, and inflict 2 damage. 2
II Push the target 5′ backward, and inflict 1d6 damage. 3
III Push the target 5′ backward, and inflict 1d6 + strength bonus damage. 4
IV Push the target 10′ backward, and inflict 2d6 damage. 5
V Push the target 10′ backward, and inflict 2d6 + strength bonus damage. 6

Adrenaline Rush Table

Level Ability Uses per day
I When below 50% health, you heal yourself for 1d6 health and gain an additional 1d6 temporary hit points. 2
II When below 50% health, you heal yourself for 2d6 health and gain an additional 1d6 temporary hit points. 2
III When below 50% health, you heal yourself for 2d6 health and gain an additional 2d6 temporary hit points. 3
IV When below 50% health, you heal yourself for 3d6 health and gain an additional 2d6 temporary hit points. 3
V When below 50% health, you heal yourself for 3d6 health and gain an additional 3d6 temporary hit points. 4

 Charge Table

Level Ability Uses per day
I You are able to move an additional 5′ and perform a basic melee attack. 1
II You are able to move an additional 5′ and perform a melee attack including your STR modifier. 2
III You are able to move an additional 10′ and perform a melee attack including your STR modifier and gain +1 to damage dealt. 3
IV You are able to move an additional 10′ and perform a melee attack including your STR modifier +2, and gain +2 to damage dealt. 3

 

 Mage

Primary Stat Intelligence
Class Modifier Bonus +1 to Intelligence and Constitution
Class Skill Bonus +1 to Arcana, History, and Wit
Armor Allowed Up to Cloth may be worn
Starting At-Will Spells Firebolt
Speed 30′
Starting Equipment Recruit’s Cloth Armor, Spellbook, Minor Staff
Starting Gold 3d6

Mage Table

Level Hit Die Stat Change Skill Increase Level-I Spells Known Level-II Spells Known Level-III Spells Known Level-IV Spells Known
1 1d6-1 (min. 1HP) 2
2 1d6 +1 to INT Skills 2
3 1d6+1 3
4 1d6+2 +1 to AGI Skills 3
5 1d6+3 Stat Increase 3 1
6 1d6+4 4 2
7 1d6+5 +1 to INT Skills 4 2
8 2d6-1 4 3
9 2d6 +1 to AGI Skills 4 3
10 2d6+1 Stat Increase 5 3 1
11 2d6+2 5 4 2
12 2d6+3 +1 to INT Skills 5 4 2
13 2d6+4 5 4 3
14 2d6+5 +1 to AGI Skills 5 4 3
15 3d6-1 Stat Increase 6 5 3 1
16 3d6 6 5 4 2
17 3d6+1 +1 to INT Skills 6 5 4 2
18 3d6+2 6 5 4 3
19 3d6+3 +1 to AGI Skills 6 5 4 3
20 3d6+4 Stat Increase 7 6 5 4

Paladin

Primary Stat Constitution
Class Modifier Bonus +1 to Intelligence and Constitution
Class Skill Bonus +1 to Religion, Medicine, and History
Armor Allowed Up to Plate armor may be worn
Special Abilities See below
Speed 30′
Starting Equipment Recruit’s Plate Armor, Basic Long Sword, Talisman.
Starting Gold 3d6

Special Abilities:

Lay on Hands – You touch an injured target, healing them for a value identified by the table below. Any healing roll is to be done by the Paladin.

Healing Ward – You summon a ward at your feet healing a number of friendly targets within a 30′ radius for an amount identified by the table below.

Taunt – You force a target within a distance to direct their attack at you instead of another party member.

Paladin Table

Level Hit Die Stat Increase Skill Increase Abilities
1 1d6 Lay On Hands- I, Taunt- I
2 1d6+2 +1 to CON Checks
3 1d6+4 Healing Ward-I
4 1d6+5 +1 to INT Checks
5 2d6 Stat Increase Taunt-II
6 2d6+2
7 2d6+4 +1 to CON Checks Lay On Hands-II
8 2d6+5
9 3d6 +1 to INT Checks Healing Ward- II
10 3d6+2 Stat Increase
11 3d6+4 Taunt- III
12 3d6+5 +1 to CON Checks
13 4d6 Lay On Hands- III
14 4d6+2 +1 to INT Checks
15 4d6+4 Stat Increase Healing Ward- III
16 4d6+5
17 5d6 +1 to CON Checks Taunt – IV
18 5d6+2
19 5d6+4 +1 to INT Checks Lay On Hands – IV
20 5d6+5 Stat Increase

Lay On Hands Table

Level Description Uses per Day
I You touch an injured target that is at least 50% of their full health. They are then healed for 1d3 HP. 1
II You touch an injured target that is at least 75% of their full health. They are then healed for 1d3 + your Constitution Bonus HP. 2
III You touch an injured target that is at least 75% of their full health. They are then healed for 1d6 HP. 2
IV You touch an injured target that is at least 75% of their full health. They are then healed for 1d6 + your Constitution Bonus HP. 3

 Taunt Table

Level Description Uses Per Day
I You taunt an enemy within 5′ of you to attack you and not another party member. You gain 5 temporary HP against only this creature’s attacks until depleted 1
II You taunt an enemy within 10′ of you to attack you and not another party member. You gain 10 temporary HP against only this creature’s attacks until depleted. 1
III You taunt an enemy within 10′ of you to attack you and not another party member. You gain 10 temporary HP against only this creature’s attacks until depleted. 2
IV You taunt an enemy within 20′ of you to attack you and not another party member. You gain 20 temporary HP against only this creature’s attacks until depleted. 3

  Healing Ward Table

Level Description Uses Per Day
I You heal 2 friendly targets for 1d3 HP each. 1
II You heal 3 friendly targets for 1d3 + your Constitution Bonus HP each. 1
III You heal 4 friendly targets for 1d6 + your Constitution Bonus HP each. 2

Thief

Primary Stat Agility
Class Modifier Bonus +1 to Agility and Strength
Class Skill Bonus +1 to Lock picking, Search, and Stealth
Armor Allowed Up to Leather armor may be worn
Special Abilities See below
Speed 40′
Starting Equipment Recruit’s Leather Armor, Dagger, lock picking kit, empty coin purse
Starting Gold 4d6

Special Abilities:

Lock Picking – The thief is skilled in picking locks to gain entry to buildings or access to treasure troves and lock boxes. They gain a bonus to Lock picking rolls when using a set of tools.

Backstab – They cunningly sneak upon their target from behind and inflict an additional damage upon a successful attack. A Backstab attack gains the backstab bonus in addition to other attack roll bonuses.

Poisoned Blades – The thief has been trained in the art of poison handling. As such, they may apply one poison type to their blades as identified by the poison table below. Each successful attack with the blade reduces the poison point count by 1. Poison may only be applied once per day, and are able to be re-applied after a long rest. Adding poison to the thieves’ blades will cancel out any residual poison left over from the previous application.  See poisons under equipment for more information. A 1st level Thief starts with 1 poison point.

Thief Table

Level Hit Die Stat Increase Skill Increase Lockpicking Bonus Stealth Bonus Poisoned Blades Bonus
1 1d6 +0 +0 +0
2 1d6+1 +1 Points to Agility Checks +0 +0 +1
3 1d6+2 +1 to Poison Points +0 +0 +1
4 1d6+3 +1 Point to Strength Skills +0 +1 +1
5 1d6+4 Stat Increase +1 +1 +1
6 1d6+5 +1 +1 +2
7 2d6 +2 Points to Agility Skills +1 +1 +2
8 2d6+1 +1 to Poison Points +1 +1 +2
9 2d6+2 +1 Tick to Strength Checks +1 +2 +2
10 2d6+3 Stat Increase +2 +2 +2
11 2d6+4 +2 +2 +2
12 2d6+5 +1 Tick to Agility checks +2 +2 +3
13 3d6 +1 to Poison Points +2 +2 +3
14 3d6+1 +1 Tick to Strength Checks +2 +3 +3
15 3d6+2 Stat Increase +3 +3 +3
16 3d6+3 +3 +3 +3
17 3d6+4 +1 Tick to Agility checks +3 +3 +3
18 3d6+5 +1 to Poison Points +3 +3 +3
19 4d6 +1 Tick to Strength Checks +3 +4 +4
20 4d6+1 Stat Increase +4 +4 +4

Backstab Table

Backstab Level Backstab Description Uses Per Day
I Inflicts an additional 1d6 damage. 2
II Inflict an additional 1d6 + AGI damage 3
III Inflict 2d6 additional damage 4
IV Inflict 2d6 + 2 additional damage 5

Poison Table

Poison Name Poison Description Poison Points
Lyndenine A neuroinhibitor that leaves the recipient stunned for 1d3 turns. 1
Kerathane A neuroinhibitor that slows the targets reaction time, and reduces their attack rolls by 1d6 for 1d3 turns. 2
Parethamine A toxin that causes severe gastric distress, blurring of vision, and terrible stomach cramps. Comes in powder form and is odorless and tasteless. Must be applied to food or beverage to be effective. Renders target incapacitated for 1d6 turns, and they cannot speak, attack or move for 1d6 turns. 2
Syanethin A toxin that does not allow the blood to clot. Will cause a target to bleed an additional 1d6 damage for 1d3 turns. 3