S O R CSORCSORC

Playable Classes

Reminder: As explained earlier in our rules, Races feature Favored and Averse standing toward specific classes, with one full main class tree and all of its abilities through its respective paths and branches, as well as included various bonuses and penalties to various main classes. See Favored and Averse Class Bonuses under Playable Races, and each race's own card, for the classes that favor or oppose it.

Favored and Averse standing has no bearing on alignment access - regardless of race, a character must still reach a class's required alignment on their own before taking it up. Because alignment shifts over time through a character's choices and actions during play, a character who later reaches a previously unmet alignment prerequisite may begin selecting Abilities in that class like any other.

A character who already holds an alignment-bound class and later drifts away from the alignment it requires is a separate case - see Fallen and Risen Classes below.

For example, a Centyr is Averse toward Doom Knight, a dark-only class - that aversion doesn't make dark alignment any harder to reach, nor does it block the class outright; it only means that once a Centyr's alignment actually turns dark and they take up Doom Knight, they apply the -5/-7/-9 penalty instead of a neutral baseline. The same logic runs in reverse for Favored classes - the bonus only kicks in once the character independently meets that class's alignment prerequisite. See Alignment and Class Compatibility below.

After choosing their race, players choose their main class and then their path within that class. Players select their path first - starting armaments are determined by the chosen path, not the main class.

Each path offers two starting armament sets. Players choose one set at the start. Both sets are valid for that path - the choice comes down to playstyle. For example, an Avenger choosing the Cleric path may start with a shield and 1h blunt weapon, or a 2h blunt weapon.

Beyond the starting sets, characters may use any weapon or armor they can physically carry, as long as they have chosen the class and path that allows it at their current point of progression, and they meet the Strength and capacity requirements to carry it. Armament options expand with each path and branch as characters progress.

Players manage their Abilities with cards. The Starter Set includes classes up to Level 5 only.

For instance, an Avenger, which later has path choices between; Cleric, Monk and Priest, will choose Abilities that can be used only with their weapon choice(s). They can choose more than one weapon, if they're strong enough to carry it.

An example: Garoth chooses the main class avenger, looks at the Ability Cards (see SORC Cards - Action) for this class, its path and later its path's branch and chooses the basic armaments; a heavy canvas ghee armor set and a quarter staff as his weapon. This weapon gets him through the first three given avenger Abilities, and the proficiency of learning Abilities in the Monk path (see below). As an avenger, he could have also chosen a 1h hammer and shield or 2h mace, or several other combinations of weapon combinations.

He also notices that later in the Monk path, he'll be able to use Abilities that allow him to strike with one hand and chooses a holy symbol related to his higher power of choice that he would be able to hold in the other hand later.

Note: certain monk classes can eventually dual wield, using a quarterstaff in their mainhand and a smaller weapon in their offhand.

The heavy ghee will have less of an Armor Score (AS) than Plate, but he'll have more mobility which will add to his overall Protection Score (PROTS). More on combat below.

Each class below offers Unique bonuses and Penalties - referred to as native bonuses and Penalties - and thereafter has its own combat Abilities, both martial and caster, and variations of armor and weapon choices through 30 levels.

Two examples:

A fighter class that prefers to use their hands, that excels in the brawler path, will learn to use environmental objects well, can develop tough skin, and also learn proficiency in a wide variety of weaponry, but they'll have already passed up a lot of that weapon's proficiency during bare knuckle brawling style combat.

An Avenger, restricted to blunt weapons only, that chooses the priest path can eventually use daggers if they choose the Salii branch.

Note: some path restrictions can be unlocked or overridden through specific branches as characters progress - such as the Avenger main class, whose Priest path's Salii branch unlocks the use of magical daggers. Salii daggers must be enchanted before the Salii can use them - they cannot be coated with poisons or carry other applied effects, but may be used to strike and cast. Other class paths carry similar branch-specific rules regarding restrictions and unlocks.

Players are not restricted to what weapon they can use, but they won't be able to use them unless they have chosen Abilities that utilize them. For instance the level 4 monk can buy a sword, but they'd have to wait until level 5 and choose a new main class tree, such as warrior earning its first native Ability that allows the use of the sword. Bear in mind the monk, now a monk/warrior sacrificed learning the second Ability in the monk path.

Moving along, there are other restrictions that don't allow the use of armaments, such as agility prerequisites for certain ranged Abilities, strength or charisma to wear certain armor, and path restrictions to weapon types; eg. † monks and † clerics can't use edged weapons, and warlocks cannot use holy weapons while paladins can't use unholy weapons; however paladins are not restricted to any weapon type, unless they don't meet other requirements, such as the agility prerequisite to use a bow.

† Line paladins, monks and clerics cannot use unholy weapons, unless they fall and upset the higher power of their choice which will restrict the use of all Abilities and powers of the tree; however †fallen classes have their own main class trees that require 10 levels in their former main class as they sustained restrictions until no longer usable.

† Fallen and Risen classes are detailed below and further in the GM Codex.

Each main class tree, from its first native Ability through the third branch, contains a total of 30 Abilities which grow exponentially in power. The jump between each Ability is not linear - the gap between Ability 29 and the 30th Ability is the largest in the tree, with the 30th Ability being substantially more powerful than all that come before it. This gives players tough decisions to make between choosing power or diversity among ability choices.

The 59 Ability cap ensures no character can fully max two class trees. At most, one tree can reach 30.

With a maximum of 3 weapons carried and the Choose Weapons Per Day rule (see Combat), a character cannot activate Abilities from every class tree in a single session regardless of how many they possess. This makes wide-spread Ability investment genuinely viable across a campaign - unused trees become available when the situation calls for them, even if they sit idle in a given day's session.

Alignment and Class Compatibility

Before building across multiple class trees, players must account for alignment. Two classes require lawful alignment - Avenger and Overseer. Four classes require dark alignment - Doom Knight, Warlock, Witch, and Tyrant. The remaining ten - Barbarian, Bard, Druid, Fighter, Magic User, Marksman, Shaman, Sorcerer, Strategist, and Warrior - accept all alignments and combine freely with either lawful or dark trees, but not both in the same character. A character holding lawful-tree Abilities cannot also hold dark-tree Abilities. Attempting to cross that line invokes the Fallen and Risen class rules. This default alignment requirement applies to every character regardless of race, including a race's Favored or Averse classes - a race may favor or disfavor a lawful or dark class, but a character still cannot take up that class until they meet its alignment prerequisite. Alignment is not fixed at character creation - it shifts over time through a character's choices and actions during play. See Fallen and Risen below, and Titles under Prestige, for how a shifting alignment reshapes a character's class standing.

Ability Progression

Abilities and Spells carry no point cost. At each level of progression, the player selects one Ability from their active class tree. Once chosen, that Ability is available whenever its required armament is equipped (for martial Abilities) or drawn (for casting Abilities and Spells).

The 59 Ability Cap - Three Build Examples

Example 1 (30 + 29 = 59) - Theron, Warrior (All) / Barbarian (All)
Both neutral trees - no alignment conflict. Theron has 30 Abilities in Warrior, all of them, through the Blade Master path and the Duelist branch. He then chose 29 in Barbarian through the Mountaineer path. The 30th Barbarian Ability sits one step out of reach. 30 + 29 = 59. He chose one peak over two. Total dominance in one tree, one step short of mastering a second, nothing else.

Example 2 (20 + 20 + 19 = 59) - Lyra, Sorcerer (All) / Marksman (All) / Bard (All)
All three neutral trees - no alignment conflict. Lyra has 20 Abilities in Sorcerer (Wizard path), 20 in Marksman (Bowman path), and 19 in Bard (Strumalong path). Branches open at Ability 21 - none of her three trees have crossed that threshold. She holds full working paths in two trees and nearly all of a third, with no branch Abilities in any of them. Which role she fills each session depends entirely on what she draws.

Example 3 (14 trees, 3-5 Abilities each = 59) - Varek
Because lawful and dark trees cannot be combined, the maximum-diversity build draws from 14 compatible trees. Varek is a dark-neutral character holding 3 native Abilities in each of his 14 trees - Barbarian (All), Bard (All), Doom Knight (Dark), Druid (All), Fighter (All), Magic User (All), Marksman (All), Shaman (All), Sorcerer (All), Strategist (All), Tyrant (Dark), Warlock (Dark), Warrior (All), and Witch (Dark) - for 42 total. All 14 trees also carry Ability 4, the first step into that tree's path, adding 14 more for 56. Three trees - Barbarian (Destroyer path), Doom Knight (Death Guard path), and Warlock (Grimlock path) - each hold a 5th Ability, bringing him to 59. No branches. No tree exceeds Ability 5. Varek cannot outlast or outpower a specialist in any role. But there is almost no situation a campaign can generate that leaves him without an answer. His ceiling is always someone else's. His floor never is.

The diagram below displays the paths and branches of the Avenger main class.

Example Diagram:

Main Class: Avenger
Native Avenger Abilities Lvl 1 - 3

Avenger Paths
Cleric Abilities 4 - 20
Monk Abilities 4 - 20
Priest Abilities 4 - 20

Cleric Branches
Holy Abilities 21 - 30
Oracle Abilities 21 - 30
Warpriest Abilities 21 - 30

Monk Branches
Chanter Abilities 21 - 30
Shapeflow Abilities 21 - 30
Qirateka Abilities 21 - 30

Priest Branches
Shadow Weaver Abilities 21 - 30
Discipline Abilities 21 - 30
Salii Abilities 21 - 30

Following the diagram above, at each level of progression, 1-30,

Description examples
a. Cleric - 1h blunt (shield). All armor lighter than chain.
b. Monk - blunt - wood only (wooden shield). Cloth without movement restrictions and/or leather with movement restrictions.
c. Priest - 1h or 2h blunt. Cloth only with the exception of the salii branch, leather or chain (shirt and helmet only).

These Abilities increase in potency as players advance within their chosen class paths, with the most powerful Abilities appearing toward the end of the tree. However, players are not restricted to only one class tree; instead, they can select Abilities from multiple trees to create versatile or specialized characters, provided they meet the proficiency requirements for the weapons and gear associated with each tree. To learn new Abilities, characters must visit trainers scattered across the world, which may involve undertaking quests or exploring dangerous areas.

If a character levels up deep within a dungeon or remote location, they can potentially use their Wayfarer skill - if available - or coordinate with other group members, such as mages or nearby trainers, to mark locations for later visits. This mechanic encourages strategic planning and resource management, as players balance their desire for powerful Abilities with the time and risk involved in learning new skills, ensuring that character growth remains a dynamic and engaging aspect of gameplay.

Below are the playable main class trees, their paths and path branches (Abilities for each class under heavy development). Bonuses and Penalties are restrictions and bonuses to equipment. How equipment affects the character beyond the class modifications, such as; "lose a movement then if wearing plate" or "bonus to charisma if wearing plate" is entirely up to how the character plays their role(s), particularly since players can choose as many class trees as they want, as long as they don't exceed the Ability cap.

Note: Classes are in alphabetical order. Classes in grey text are not available for the beginner set; however their lore and other details can still be viewed.

Main Classes, Paths and Branches

Avenger (Playable in Starter Set)

Alignment: Lawful

Faith-driven warriors bound to a higher power and restricted to blunt weapons by default, with exceptions unlockable through certain branches, Avengers channel divine protection, healing, and righteous judgment through their chosen deity or spiritual force - combining martial discipline with sacred ability to outlast and redeem the battlefield rather than simply destroy it.

Avenger Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Cleric (Penalties and Bonuses TBA)
◆ Holy
◆ Oracle
◆ Warpriest
2. Monk (Penalties and Bonuses TBA)
◆ Chanter
◆ Shapeflow
◆ Qirateka
3. Priest (Penalties and Bonuses TBA)
◆ Shadow Weaver
◆ Discipline
◆ Salii (unlocks enchanted daggers)
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Padded or Cloth Armor - Bonus: +1 Protection Score (PROTS) from spiritual attunement.

1h or 2h Blunt Weapon - Bonus: +1 Hit when wielded alongside an active blessing.

Penalty: -1 to all Ability Rolls in plate or full heavy metal.

1H Melee: +1 Hit (blunt only)  |  2H Melee: +1 Hit (blunt only)  |  1H Ranged: -2 Hit  |  2H Ranged: -2 Hit  |  Spells: +2 healing and holy damage

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Zealous Reckoning - Once Per Day the Avenger calls down judgment, dealing holy damage equal to twice their Piety Score to one target and healing themselves for half that amount.

Extra 1d6 + lvl radiant damage on Critical Hits.
Once per encounter, Avengers can Flourish their blunt weapon to grant an ally a free Defense roll.

Avengers get +5 feet their base movement speed, once per encounter.

Avengers get +1 plus their PIETY Score on Knowledge checks involving religious lore.

Innate Trait Bonuses and Penalties:
+2 PIETY, +2 WILLPOWER, +2 GRIT, +2 COURAGE
-2 DECEIT, -2 LUCK, -2 AGILITY, -2 CHARISMA

Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Apothecary, Enchanter, Witchcrafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Dwarf, Common +5

Averse Races: Orcus -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Barbarian (Playable in Starter Set)

Alignment: All

Fierce and relentless hunters who draw power from primal instinct and raw physical dominance, Barbarians trade refinement for devastation - excelling in brutal melee combat across every environment from frozen mountain peaks to untamed wild plains, where rage is a resource and restraint is a weakness.

Barbarian Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Destroyer (Penalties and Bonuses TBA)
◆ Bloodrager
◆ Frenzied
◆ Mauler
2. Cimmerian (Penalties and Bonuses TBA)
◆ Beast (take forms - Lion, Raven or Ram)
◆ Nomad
◆ Ghost
3. Mountaineer (Penalties and Bonuses TBA)
◆ Amazon
◆ Beast Master
◆ Predator
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Fur or Leather Armor - Bonus: +2 to Strength checks; +1 Defense from

2h Greataxe or Warhammer - Bonus: Crit add 1d6 + STR (for melee) AGI (for ranged)

Penalty: -2 to all Ability and Talent Rolls in plate or chain; -2 Defense◆ in plate, -1 Defense◆ in chain, ring or anything of similar structure or weight.

◆This includes Parry if wearing bracers, refer to section x Traits.

1H Melee: +1 Hit  |  2H Melee: +2 Hit, +1 Damage  |  1H Ranged: -1 Hit  |  2H Ranged: 0

See each path and branch for specifics, for instance Mountaineer have no penalties to Ranges.

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Barbzerker - Once Per Day the Barbarian roars when reaches half of their Life they get an extra attack per turn.

When a barbarian reaches 0 Life, they instantly get life equal to their Constitution Trait Score, and get 3 attacks at that turn.

Extra 1d6 + lvl damage on Critical Hits.
Once per encounter, Barbarians can

Flourish a 2h Melee weapon that lowers their target's PROTS at a number equal to their Athletics Score.

Barbarians get +5 feet their base movement speed, once per encounter.

Barbarians get +1 plus their STR Score on Intimidation checks.

Innate Trait Bonuses and Penalties:
+2 VIG, +2 INTU., +2 STR, +2 AGI
-2 CHARISMA, -2 LUCK, -2 DEFENSE, -2 VIGILANCE

Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Field Medic, Hunter, Bounty Hunter, Scout

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Bugbear +5, Hawkbear +5, Ogre +5, Troll (Bridge) +5, Troll (Mountain) +5, Dwarf (Snow) +5, Neanderthal (Glaciera) +5, Skrath +5, Dwarf (Ash) +5, Elf (Sylvan) +5, Drevane +5, Leshy +5

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Bard

Alignment: All

Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song - inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.

Bard Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Strumalong (Penalties and Bonuses TBA)
◆ Stroller
◆ Melodist
◆ Plucker
2. Percussionist (Penalties and Bonuses TBA)
◆ Pounder
◆ Distorter
◆ Rattler
3. Serenade (Penalties and Bonuses TBA)
◆ Sprite
◆ Songbird
◆ Charmer
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Cloth or Light Leather Armor - Bonus: +1 Charisma in cloth or light armor.

1h Instrument (string, drum or wind) - Bonus: +1 to musical enchantment potency while drawn.

Penalty: -1 Charisma in heavy armor; -1 to Bard spell potency in plate or chain.

1H Melee: 0  |  2H Melee: -1 Hit  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit (both hands needed for instrument)  |  Spells: +2 musical enchantment

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Crescendo - Once Per Day the Bard builds to a climactic verse, granting every ally within earshot an extra action on their next turn.

Extra 1d6 + lvl psychic damage on Critical Hits.
Once per encounter, Bards can Flourish their instrument to grant an ally advantage on their next Talent Roll.

Bards get +5 feet their base movement speed, once per encounter.

Bards get +1 plus their CHARISMA Score on Persuasion checks.

Innate Trait Bonuses and Penalties:
+2 CHARISMA, +2 DECEIT, +2 LUCK, +2 WIT
-2 STRENGTH, -2 CONSTITUTION, -2 GRIT, -2 DEFENSE

Favorite Talent and Profession Trees
Talent Trees: Trader
Professions: Body Artist, Holo-Artist, Cook

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling +5

Averse Races: Ogre -5, Dwarf, Common -5, Orcus -5, Leshy -5, Skrath -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Doom Knight

Alignment: Dark

Corrupted warriors who channel death, decay, and necrotic energy into devastating martial combat, Doom Knights serve dark powers with equal parts blade and curse - treating entropy itself as a weapon and the suffering of enemies as fuel for their own continued existence in service of forces mortals were not meant to understand.

Doom Knight Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Death Guard (Penalties and Bonuses TBA)
◆ Scourge
◆ Umbral Lord
◆ Dread Knight
2. Death Bringer (Penalties and Bonuses TBA)
◆ Death Lord
◆ Death Knight
◆ Decaymancer
3. Lordsman (Penalties and Bonuses TBA)
◆ Radiant Knight
◆ Paragon Knight
◆ Sentinel
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Plate or Full Chain Armor - Bonus: +2 Armor Score (AS) in plate or heavy chain; +1 PROTS in heavy armor.

2h Necrotic Blade - Bonus: +1 Damage from necrotic amplification.

Penalty: -1 to all Ability Rolls without heavy armor equipped.

1H Melee: +1 Hit  |  2H Melee: +1 Hit, +1 Damage (necrotic amp)  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit  |  Spells: +1 necrotic and death magic; -2 holy or light-aligned

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Deathless March - Once Per Day the Doom Knight refuses to fall, surviving at 1 Life when reduced to 0 and draining Life from the nearest enemy equal to their Resistance Score.

Extra 1d6 + lvl necrotic damage on Critical Hits.
Once per encounter, Doom Knights can Flourish a 2h weapon that lowers their target's Resistance at a number equal to their Toughness Score.

Doom Knights get +5 feet their base movement speed, once per encounter.

Doom Knights get +1 plus their RES Score on Intimidation checks.

Innate Trait Bonuses and Penalties:
+2 RESISTANCE, +2 TOUGHNESS, +2 GRIT, +2 STRENGTH
-2 PIETY, -2 CHARISMA, -2 LUCK, -2 AGILITY

Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Blacksmith, Engineer, Stonesmith

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Troll (Village) +5, Human +5, Orcus +5

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Druid

Alignment: All

Ancient nature-bound spellcasters who draw power from the living world itself, Druids channel celestial forces, primal animal transformation, and dream-state consciousness to protect and reshape the natural order - equally capable of becoming the predator they summon, calling down starlight as a weapon, or walking through enemy minds while their body sits motionless in the wild.

Druid Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Celestial (Penalties and Bonuses TBA)
◆ Starduster
◆ Lunar
◆ Solar
2. Hyborian (Penalties and Bonuses TBA)
◆ Ursidae
◆ Metamorpher
◆ Rager
3. Dreamcryer (Penalties and Bonuses TBA)
◆ Dreamcaster
◆ Nightmare
◆ Lorekeeper
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Hide or Robe Armor - Bonus: +1 to nature-based spell rolls in hide or robes.

1h or 2h Staff - Bonus: +1 to transformation Ability potency while wielded.

Penalty: -2 to all Ability Rolls in plate or chain.

1H Melee: 0 (staves, clubs, sickles)  |  2H Melee: 0 (staves)  |  1H Ranged: -1 Hit  |  2H Ranged: -1 Hit  |  Spells: +2 nature and transformation

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Wild Shape Ascendant - Once Per Day the Druid fully transforms into a beast form matching their terrain, gaining a Life pool equal to their Constitution Score and the beast's natural attacks for the rest of the encounter.

Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Druids can Flourish their staff to entangle a target, reducing their movement speed by half.

Druids get +5 feet their base movement speed, once per encounter, while in natural terrain.

Druids get +1 plus their KNOWLEDGE Score on nature-related Knowledge checks.

Innate Trait Bonuses and Penalties:
+2 KNOWLEDGE, +2 INTUITION, +2 WILLPOWER, +2 VIGOR
-2 CHARISMA, -2 DEFENSE, -2 DECEIT, -2 LUCK

Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Apothecary, Bioengineer, Woodworker

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Firbolg +5, Elf (Common) +5, Elf (Sylvan) +5, Yawnie +5, Drevane +5, Leshy +5

Averse Races: Omnè -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Fighter

Alignment: All

The most adaptable martial class in Essentia, Fighters are defined by mastery of raw combat fundamentals - developing unmatched weapon proficiency through sheer repetition and battlefield experience that no trained academic can replicate, making them the most reliable class in sustained combat regardless of the situation they find themselves in.

Fighter Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Brawler (Penalties and Bonuses TBA)
◆ Bruiser
◆ Enforcer
◆ Unarmed
2. Juggernaut (Penalties and Bonuses TBA)
◆ Vanguard
◆ Reaver
◆ Rumbler
3. Hero (Penalties and Bonuses TBA)
◆ Combatant
◆ Merc Zealot
◆ Vigilante
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Versatile Armor (path dependent) - Bonus: +1 Hit when fighting in the armor style their path is proficient in.

Any Melee Weapon - Bonus: Crit add 1d6 + STR (for melee) AGI (for ranged)

Penalty: -1 Defense when wearing armor heavier than path proficiency.

1H Melee: +1 Hit  |  2H Melee: +1 Hit  |  1H Ranged: 0  |  2H Ranged: -1 Hit  |  Spells: -2

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Battle-Forged - Once Per Day the Fighter draws on raw battle instinct, gaining a bonus to Hit and Damage equal to their Grit Score for the rest of the encounter.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Fighters can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Fighters get +5 feet their base movement speed, once per encounter.

Fighters get +1 plus their STR Score on Athletics checks.

Innate Trait Bonuses and Penalties:
+2 STR, +2 GRIT, +2 TOUGHNESS, +2 CONSTITUTION
-2 WIT, -2 CHARISMA, -2 LUCK, -2 PIETY

Favorite Talent and Profession Trees
Talent Trees: Tactician
Professions: Blacksmith, Engineer, Body Artist, Hunter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Troll (Village) +5, Troll (Common) +5, Human +5, Hobbling +5

Averse Races: Elf (Common) -5, Halfling -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Magic User

Alignment: All

Arcane scholars and innate tricksters who bend reality through illusion, transformation, and raw magical force, Magic Users sacrifice all physical durability for nearly limitless manipulation of both the material and immaterial world - equally comfortable turning an enemy into a toad, stepping sideways through time, or opening a rift to somewhere else entirely.

Magic User Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Trickster (Penalties and Bonuses TBA)
◆ Jester
◆ Shadow Dancer
◆ Arcana
2. Mage (Penalties and Bonuses TBA)
◆ RuinMaster
◆ Chronomancer
◆ Blood Mage
3. Illusionist (Penalties and Bonuses TBA)
◆ Metamorphiser
◆ Astral Weaver
◆ Shapeshifter
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Cloth Robe - Bonus: +1 spell potency in full arcane robes with no armor.

Arcane Focus (wand, orb or tome) - Bonus: +1 to spell Hit while drawn.

Penalty: -2 to all spell rolls in chain or heavier; -1 in leather.

1H Melee: -2 Hit  |  2H Melee: -3 Hit  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit  |  Spells: +2 arcane; +1 illusion and transformation

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Reality Fracture - Once Per Day the Magic User tears a seam in reality, dealing arcane damage equal to twice their Knowledge Score to one target.

Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Magic Users can Flourish their arcane focus that lowers their target's Defense at a number equal to their Wit Score.

Magic Users get +5 feet their base movement speed, once per encounter.

Magic Users get +1 plus their KNOWLEDGE Score on Knowledge checks involving arcane lore.

Innate Trait Bonuses and Penalties:
+2 KNOWLEDGE, +2 WIT, +2 FOCUS, +2 INTUITION
-2 STRENGTH, -2 CONSTITUTION, -2 TOUGHNESS, -2 DEFENSE

Favorite Talent and Profession Trees
Talent Trees: Hacker
Professions: Enchanter, Artificer, Gem Crafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Imperials +5, Gnome +5, Miceling +5

Averse Races: Ogre -5, Dwarf, Common -5, Neanderthal (Glaciera) -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Marksman (Playable in Starter Set)

Alignment: All

Precision-focused ranged combatants who dominate at distance through superior positioning, weapon mastery, and tactical patience - striking long before enemies can close the gap through either heavy bow work, black powder weaponry, or the swift shortbow mobility of a forest ranger who treats the terrain itself as a second weapon.

Marksman Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Bowman (Penalties and Bonuses TBA)
◆ Bandit
◆ Archer
◆ Amazon
2. Gunner (Penalties and Bonuses TBA)
◆ Gun Slinger
◆ Duelist
◆ Wrangler
3. Ranger (Penalties and Bonuses TBA)
◆ Keeper
◆ Forest Guardian
◆ Wood Warden
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Chain or Leather Armor - Bonus: +1 Hit with ranged weapons in leather or lighter.

Longbow, Black Powder Weapon or Shortbow (path dependent) - Bonus: Crit add 1d6 + AGI

Penalty: -1 Hit with all ranged weapons in plate; -2 Defense in plate.

1H Melee: -1 Hit  |  2H Melee: -2 Hit  |  1H Ranged: +1 Hit (Gunner path)  |  2H Ranged: +2 Hit  |  Spells: -1 (Ranger exception)

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Deadeye - Once Per Day the Marksman lines up the perfect shot, dealing damage equal to twice their Dexterity Score to one target, ignoring half their Defense.

Extra 1d6 + lvl piercing damage on Critical Hits.
Once per encounter, Marksmen can Flourish their ranged weapon that lowers their target's Defense at a number equal to their Dexterity Score.

Marksmen get +5 feet their base movement speed, once per encounter.

Marksmen get +1 plus their DEXTERITY Score on Perception checks.

Innate Trait Bonuses and Penalties:
+2 DEXTERITY, +2 AGILITY, +2 VIGILANCE, +2 FOCUS
-2 STRENGTH, -2 CHARISMA, -2 PIETY, -2 WILLPOWER

Favorite Talent and Profession Trees
Talent Trees: Scout
Professions: Hunter, Tinker, Engineer

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Elf (Common) +5, Wood Elf +5, Brownling +5, Ratkin +5, Yawnie +5, Omnè +5

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Overseer

Alignment: Lawful

Holy martial commanders who lead from the front in divine plate, Overseers combine exceptional armor proficiency with auras, command abilities, and divine authority - inspiring allies who stand near them, breaking the will of evil through proximity alone, and serving as the unmovable standard around which armies and adventuring parties alike can rally and hold.

Overseer Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Crusader (Penalties and Bonuses TBA)
◆ Devout
◆ Blessed Knight
◆ Trojan
2. Paladin (Penalties and Bonuses TBA)
◆ Radiant
◆ Templar
◆ Guardian
3. Archon (Penalties and Bonuses TBA)
◆ Battleguard
◆ Defender
◆ Legionnaire
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Plate or Full Chain Armor - Bonus: +2 Armor Score (AS) in plate or full chain; +1 Protection Score (PROTS) when shield is equipped.

1h or 2h Holy Weapon - Bonus: Crit add 1d6 + PIETY

Penalty: -1 to Agility-based rolls when unarmored.

1H Melee: +1 Hit (shield combo)  |  2H Melee: +1 Hit  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit  |  Spells: +1 divine healing and smite; -1 dark or arcane

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Unbroken Vanguard - Once Per Day the Overseer plants their banner, granting every ally within earshot a shield equal to their Piety Score that absorbs damage before Life.

Extra 1d6 + lvl holy damage on Critical Hits.
Once per encounter, Overseers can Flourish their weapon to grant an ally a free Defense roll.

Overseers get +5 feet their base movement speed, once per encounter.

Overseers get +1 plus their PIETY Score on Knowledge checks involving religious lore.

Innate Trait Bonuses and Penalties:
+2 PIETY, +2 GRIT, +2 TOUGHNESS, +2 RESISTANCE
-2 DECEIT, -2 LUCK, -2 AGILITY, -2 WIT

Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Blacksmith, Stonesmith, Enchanter, Shieldwright

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Dwarf, Common +5, Human +5

Averse Races: Orcus -5, Leshy -5, Drevane -5, Skrath -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Shaman

Alignment: All

Spirit-world intermediaries who bridge the gap between the living and the ancient, Shamans channel elemental forces, ancestor spirits, and deep earth magic through rituals, mantras, and voodoo-adjacent mysticism - as comfortable calling lightning through a tribal drum as they are raising the bones of the fallen to serve their cause or whispering fire through their own breath.

Shaman Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Medicine Man (Penalties and Bonuses TBA)
◆ Ancestral
◆ Bone Collector
◆ Earthbound
2. Primordial (Penalties and Bonuses TBA)
◆ Astromancer
◆ Whisperer
◆ Stormbringer
3. Ritualist (Penalties and Bonuses TBA)
◆ Ceremonial
◆ Runecrafter
◆ Hexbinder
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Hide or Ritual Garments - Bonus: +1 spell potency in ritual garments or hide.

1h or 2h Totem/Staff - Bonus: Crit add 1d6 + WILLPOWER

Penalty: -2 to all Shaman Ability Rolls in plate or heavy chain.

1H Melee: 0 (ritual weapons, clubs)  |  2H Melee: +1 Hit (staves, totems)  |  1H Ranged: -1 Hit  |  2H Ranged: -1 Hit  |  Spells: +2 elemental and spirit; +1 ritual and curse

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Ancestor's Call - Once Per Day the Shaman summons the spirits of their lineage, healing all allies within earshot for an amount equal to their Willpower Score.

Extra 1d6 + lvl spirit damage on Critical Hits.
Once per encounter, Shamans can Flourish their totem that lowers their target's Resistance at a number equal to their Intuition Score.

Shamans get +5 feet their base movement speed, once per encounter.

Shamans get +1 plus their KNOWLEDGE Score on Knowledge checks involving spirit lore.

Innate Trait Bonuses and Penalties:
+2 WILLPOWER, +2 INTUITION, +2 KNOWLEDGE, +2 VIGOR
-2 CHARISMA, -2 DEFENSE, -2 AGILITY, -2 LUCK

Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Alchemist, Apothecary, Witchcrafter

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Troll (Sand) +5, Drevane +5, Leshy +5, Skrath +5

Averse Races: Omnè -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Sorcerer (Playable in Starter Set)

Alignment: All

Born rather than trained, Sorcerers carry raw arcane power in their blood and channel it through staff and cloth into spells of extraordinary breadth - their magic growing more unstable and powerful the deeper they push their natural gift, making them capable of the most dramatic single effects in Essentia at the price of anything resembling physical resilience.

Sorcerer Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Conjurer (Penalties and Bonuses TBA)
◆ Planes Walker
◆ Magus
◆ Psionic
2. Seer (Penalties and Bonuses TBA)
◆ Mystic
◆ Clairvoyant
◆ Prophet
3. Wizard (Penalties and Bonuses TBA)
◆ Fire Breather
◆ Battlecryer
◆ Transmuter
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Cloth Robe and Cloak (all paths) - Bonus: +1 spell potency in full arcane robes; +2 with no armor at all.

1h or 2h Staff - Bonus: Crit add 1d6 + FOCUS

Penalty: -3 in plate; -2 in chain; -1 in leather.

1H Melee: -2 Hit  |  2H Melee: -2 Hit (staff)  |  1H Ranged: -1 Hit  |  2H Ranged: -1 Hit (staff)  |  Spells: +3 arcane potency (class primary)

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Bloodborn Surge - Once Per Day the Sorcerer unleashes raw innate magic, dealing arcane damage equal to twice their Focus Score to one target, with the Sorcerer taking damage equal to half that amount.

Extra 1d6 + lvl arcane damage on Critical Hits.
Once per encounter, Sorcerers can Flourish their staff that lowers their target's Defense at a number equal to their Focus Score.

Sorcerers get +5 feet their base movement speed, once per encounter.

Sorcerers get +1 plus their FOCUS Score on Knowledge checks involving arcane lore.

Innate Trait Bonuses and Penalties:
+2 FOCUS, +2 WIT, +2 LUCK, +2 INTUITION
-2 STRENGTH, -2 CONSTITUTION, -2 TOUGHNESS, -2 GRIT

Favorite Talent and Profession Trees
Talent Trees: Traveler
Professions: Enchanter, Gem Crafter, Body Artist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Drāco Blood +5, Dwarf (Red) +5, Elf (High) +5, Helf +5

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Strategist (Playable in Starter Set)

Alignment: All

Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered - equally dangerous in the shadows, in plain sight, or threading a spelled blade through a gap in armor that nobody else saw was there.

Strategist Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Rogue (Penalties and Bonuses TBA)
◆ Assassin
◆ Recon
◆ Shroud
2. Shadow Stalker (Penalties and Bonuses TBA)
◆ Wraith
◆ Abyssal
◆ Specter
3. Spellblade (Penalties and Bonuses TBA)
◆ Shadowblade
◆ Phantom Blade
◆ Sprightly
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Leather or Studded Leather Armor - Bonus: +1 Defense and +1 Stealth in leather or lighter.

Dagger or Short Blade - Bonus: Crit add 1d6 + DEXTERITY

Penalty: -2 Stealth in chain; -3 Stealth in plate; -1 to all Ability Rolls in heavy armor.

1H Melee: +2 Hit (daggers, short blades)  |  2H Melee: -1 Hit  |  1H Ranged: +1 Hit  |  2H Ranged: 0  |  Spells: +1 shadow and illusion; -1 direct arcane damage

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Killing Edge - Once Per Day the Strategist strikes from an unseen angle, dealing damage equal to twice their Deceit Score to one target, with the attack always counting as a Critical Hit.

Extra 1d6 + lvl shadow damage on Critical Hits.
Once per encounter, Strategists can Flourish their blade that lowers their target's Vigilance at a number equal to their Deceit Score.

Strategists get +5 feet their base movement speed, once per encounter.

Strategists get +1 plus their DECEIT Score on Stealth checks.

Innate Trait Bonuses and Penalties:
+2 DECEIT, +2 DEXTERITY, +2 AGILITY, +2 WIT
-2 PIETY, -2 CHARISMA, -2 GRIT, -2 CONSTITUTION

Favorite Talent and Profession Trees
Talent Trees: Thief
Professions: Gem Crafter, Tech Salvager, Data Broker

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Bast +5, Drow +5, Dwarf (Glimmerstone) +5, Helf +5, Goblorc +5, Halfling +5, Miceling +5

Averse Races: Skrath -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Tyrant

Alignment: Dark

Agents of pure destruction who revel in combat for its own sake, Tyrants channel rage, dominance, and shock-and-awe into relentless offensive pressure - whether through twin weapons blurring faster than defense can respond, a two-handed weapon that turns armor into scrap, or a voice alone that breaks enemy formations before a single blade is drawn.

Tyrant Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Berserker (Penalties and Bonuses TBA)
◆ Blitzer
◆ Shredder
◆ Fury
2. Demolisher (Penalties and Bonuses TBA)
◆ Brute
◆ Rampager
◆ Bone Crusher
3. War Cryer (Penalties and Bonuses TBA)
◆ Celestial
◆ Paincaster
◆ Dagger Dancer
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Studded Leather or Light Chain Armor - Bonus: +1 Hit and +1 Damage in leather or no armor.

Dual Weapons or Two-Handed Weapon (path dependent) - Bonus: Crit add 1d6 + STR

Penalty: -1 Defense in plate; -1 Hit with all weapons in plate or heavy chain.

1H Melee: +2 Hit (dual wield)  |  2H Melee: +2 Hit, +1 Damage (Demolisher)  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit  |  Spells: -2 (War Cryer: +1 sonic voice abilities)

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Reign of Ruin - Once Per Day the Tyrant unleashes overwhelming force, dealing physical damage equal to twice their Strength Score to one target and knocking them prone.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Tyrants can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Tyrants get +5 feet their base movement speed, once per encounter.

Tyrants get +1 plus their STRENGTH Score on Intimidation checks.

Innate Trait Bonuses and Penalties:
+2 STRENGTH, +2 GRIT, +2 COURAGE, +2 TOUGHNESS
-2 DEFENSE, -2 DECEIT, -2 WIT, -2 PIETY

Favorite Talent and Profession Trees
Talent Trees: Bounty Hunter
Professions: Hunter, Blacksmith, Body Artist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Troll (Common) +5, Gnoll +5, Human +5, Orcus +5, Omnè +5

Averse Races: Drevane -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Warlock

Alignment: Dark

Pact-bound wielders of forbidden power who draw their abilities from entities far beyond mortal comprehension, Warlocks channel dark contracts into magic that warps, drains, and corrupts everything it touches - a bargain that grows more consuming the deeper they pull from it, with their patron's fingerprints increasingly visible in everything they do and say.

Warlock Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Grimlock (Penalties and Bonuses TBA)
◆ Fiend
◆ Changeling
◆ Hexblade
2. Bloodlock (Penalties and Bonuses TBA)
◆ Vampire
◆ Blood Knight
◆ Tormentor
3. Necromancer (Penalties and Bonuses TBA)
◆ Summoner
◆ Inquisitor
◆ Soul Reaper
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Robes or Leather Armor - Bonus: +1 spell potency in robes or leather.

Pact Weapon or Arcane Focus - Bonus: Crit add 1d6 + WILLPOWER

Penalty: -2 to all Warlock Ability Rolls in plate or heavy chain.

1H Melee: +1 Hit (cursed blades)  |  2H Melee: 0  |  1H Ranged: 0  |  2H Ranged: -1 Hit  |  Spells: +2 dark pact and necrotic; +1 life drain

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Pact Calling - Once Per Day the Warlock calls upon their patron, dealing dark damage equal to twice their Willpower Score to one target, with the Warlock healing for half that amount.

Extra 1d6 + lvl dark damage on Critical Hits.
Once per encounter, Warlocks can Flourish their pact weapon that lowers their target's Resistance at a number equal to their Deceit Score.

Warlocks get +5 feet their base movement speed, once per encounter.

Warlocks get +1 plus their WILLPOWER Score on Knowledge checks involving forbidden lore.

Innate Trait Bonuses and Penalties:
+2 KNOWLEDGE, +2 WILLPOWER, +2 DECEIT, +2 FOCUS
-2 CONSTITUTION, -2 TOUGHNESS, -2 GRIT, -2 CHARISMA

Favorite Talent and Profession Trees
Talent Trees: Crypt Raider
Professions: Witchcrafter, Enchanter, Alchemist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Drow +5, Human +5, Orcus +5, Pinkling +5

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Warrior

Alignment: All

Comprehensive martial masters who have developed proficiency across every armament type - from heavy armor and shield work through every blade discipline, spear, lance, and even command-level battlefield magic - Warriors are the most armor-flexible and weapon-diverse class in Essentia, capable of filling any martial role while outperforming dedicated specialists in their chosen lane at high levels.

Warrior Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Armorer (Penalties and Bonuses TBA)
◆ Ironclad
◆ Champion
◆ Bulwark
2. Blade Master (Penalties and Bonuses TBA)
◆ Savage Slayer
◆ Gladiator
◆ Duelist
3. Warlord (Penalties and Bonuses TBA)
◆ Stormbringer
◆ Runeblades
◆ Sun Thrower
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Versatile Armor (plate through leather) - Bonus: +1 AS per armor tier above leather when properly fitted.

Any Melee or Ranged Weapon - Bonus: Crit add 1d6 + STR (melee) or AGI (ranged)

Penalty: -1 to non-Warrior Ability Rolls in plate.

1H Melee: +1 Hit  |  2H Melee: +1 Hit  |  1H Ranged: +1 Hit (Armorer)  |  2H Ranged: +1 Hit (Armorer)  |  Spells: +1 rune and storm (Warlord); -1 arcane outside Warrior tree

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Tactical Mastery - Once Per Day the Warrior adapts mid-combat, gaining a bonus to Hit and Damage equal to their Grit Score until the end of the encounter.

Extra 1d6 + lvl physical damage on Critical Hits.
Once per encounter, Warriors can Flourish their weapon that lowers their target's Defense at a number equal to their Strength Score.

Warriors get +5 feet their base movement speed, once per encounter.

Warriors get +1 plus their VIGOR Score on Endurance checks.

Innate Trait Bonuses and Penalties:
+2 STRENGTH, +2 CONSTITUTION, +2 GRIT, +2 TOUGHNESS
-2 DECEIT, -2 LUCK, -2 WIT, -2 CHARISMA

Favorite Talent and Profession Trees
Talent Trees: Olympiad
Professions: Blacksmith, Stonesmith, Engineer, Tinker

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Dwarf (Arctic) +5, Dwarf (Ash) +5, Human +5, Neanderthal (Glaciera) +5, Omnè +5

Averse Races: None recorded.

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.

Witch

Alignment: Dark

Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles - the pull of the moon, the chill of the north wind, and the bubbling of a well-crafted cauldron - Witches apply curses, potions, and elemental forces with an unpredictable mastery that feels less like a learned skill and more like a conversation with something that has always been listening.

Witch Main Class Abilities

Level 1
TBA

Level 2
TBA

Level 3
TBA

Path Abilities (levels 4-20) and Branch Abilities (levels 21-30) TBA.
1. Norwitch (Penalties and Bonuses TBA)
◆ Völva
◆ Angakkuq
◆ Arctic Witch
2. Lunar (Penalties and Bonuses TBA)
◆ Zodiac
◆ Moonfire
◆ Starborn
3. BrewMaster (Penalties and Bonuses TBA)
◆ Haggard
◆ Green
◆ Shrew
Refer to individual module's Ability and Spell Cards for Main Class, Path and Branch Abilities.

Starting Armaments:
Robes, Light Leather, or Ritual Garments - Bonus: +1 to all Witch spell potency in robes or ritual garments.

Dagger, Staff or Cauldron Focus (path dependent) - Bonus: Crit add 1d6 + WILLPOWER

Penalty: -2 to all Witch Ability Rolls in chain or heavier.

1H Melee: 0 (daggers, staves)  |  2H Melee: +1 Hit (staves)  |  1H Ranged: -1 Hit  |  2H Ranged: -2 Hit  |  Spells: +2 nature, moon, brew magic; +1 curse and hex

See rules regarding stat adjustments on Armaments and Accessories, including; Sentimental Value, Enhancements, Modifications, Set Bonuses, buffs and more.

Innate Abilities:
Coven's Curse - Once Per Day the Witch lays a hex upon one target, dealing nature damage equal to twice their Willpower Score and reducing their Resistance until the end of the encounter.

Extra 1d6 + lvl nature damage on Critical Hits.
Once per encounter, Witches can Flourish their focus that lowers their target's Resistance at a number equal to their Intuition Score.

Witches get +5 feet their base movement speed, once per encounter.

Witches get +1 plus their KNOWLEDGE Score on Knowledge checks involving curse and brew lore.

Innate Trait Bonuses and Penalties:
+2 WILLPOWER, +2 INTUITION, +2 LUCK, +2 KNOWLEDGE
-2 STRENGTH, -2 CONSTITUTION, -2 TOUGHNESS, -2 DEFENSE

Favorite Talent and Profession Trees
Talent Trees: Mole
Professions: Witchcrafter, Apothecary, Alchemist

No Cost to open talent tree. 5% rate increase on profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.

Favored Races: Troll (Sand) +5, Drow +5, Elf (Sylvan) +5, Dwarf (Snow) +5, Goblorc +5, Ratkin +5, Omnè +5

Averse Races: Neanderthal (Glaciera) -5

Refer to Races for details on favored and averse paths and branches.

Features such as; Companion Pairing, Sentimental value, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Science Fiction Classes pending.

Playable Class Details or back to Playable Classes (above).

Fallen and Risen Classes

These rules are under heavy development. Details are subject to change.

Only classes bound to a Higher Power are capable of falling or rising. These are classes whose Abilities are granted by an external force - their alignment, oaths, and relationship with that power are the foundation of everything they can do.

Which Classes Can Fall or Rise

Lawful classes (Paladins, Clerics, Monks, Overseers, Avengers, etc.) - bound to divine or lawful Higher Powers - may Fall.

Dark classes (Warlocks, Witches, Tyrants, Doom Knights, etc.) - bound to evil or chaotic Higher Powers - may Rise.

Beginning the Path

A character may begin falling or rising at the very start of their main class creation. This choice does not go unnoticed. Their Higher Power begins applying penalties immediately, stripping buffs, weakening granted Abilities, and sending adversaries or tests to challenge their resolve. Survival on this path to level 20 is genuinely difficult, and that is by design.

A character may also begin falling or rising without declaring it at creation. The GM tracks this through the character's accumulated Boasted and Exposed Titles - as one side outweighs the other, the character's Higher Power takes notice, and the same insuing penalties and bonuses described above begin to apply immediately, well before level 20. At level 20, the GM averages the character's Boasted and Exposed Titles to determine whether the fall or rise is confirmed. See the GM Codex for the full mechanic on weighing Titles toward this average.

The Level 20 Gate

A character can only fall or rise at exactly level 20 - no earlier, no later. Before that point they exist in between, penalized by their old power, not yet claimed by the new one. By chance, the higher power in question will most definitely attempt to stop the transition, but you're also protected by your new higher power. Nevertheless, you may not survive.

What Happens at Level 20

When a character fully falls or rises:

  • They lose 10 Abilities permanently.
  • Their remaining Abilities weaken, shift, and transfer, changing in flavor and effect to reflect their new alignment. Each ability tree they drew from is locked.
  • Of the 20 Abilities held at this point - 3 native and 17 path - 10 are lost, leaving 10 carried into the new tree.
  • The standard 59 Ability cap still applies from this point forward.

The Two Trees

There are only two paths available to fallen and risen characters:

  • The Fallen Tree - for lawful classes who have abandoned their oaths and Higher Power. Paladins, Clerics, Monks and others who fall enter here.
  • The Risen Tree - for dark classes who have turned toward the light. Warlocks, Witches, Tyrants, Doom Knights and others who rise enter here.

Each tree has three branches of 30 Abilities each, consistent with every other class tree. Since the transition occurs at level 20 and branches do not begin until Ability 21, no character will have chosen a branch at this point - that choice lies ahead in the new tree.

Fallen and Risen are themselves the new main class. As with all classes, characters may still draw from any other compatible class trees up to the 59 Ability cap - alignment restrictions continue to apply.

What Makes These Abilities Different

Fallen and Risen Abilities are slightly more powerful than standard class Abilities, but the real distinction is in their nature and duration. Fallen Abilities lean toward exclusive harm-causing effects that linger, debuffs, corruptions, and damage that are dramatically exaggerated in how they are applied and persists a bit longer over time than their regular counterparts. Risen Abilities lean toward healing and restorative effects that last longer than their standard counterparts, and tend to do so in a completely different nature than the ordinary. The biggest challenge and reward is surviving the path to get there.

Advantages

  • Access to a unique hybrid ability set blending remnants of their old class with the power of their new tree.
  • Fallen and Risen Abilities carry longer lasting effects than standard class Abilities of the same level.
  • Fallen and Risen characters carry unique titles and are recognized, or feared, across Essentia.
  • Because old ability trees are locked rather than erased, certain redemption paths may exist to reclaim dormant Abilities. See the GM Codex.

A Note on Prestige

Falling or rising dramatically affects a character's Prestige, alignment, reputation, and faction standing. Former allies may become enemies. New and unexpected alliances become possible. These are not just mechanical changes, they reshape the character's story entirely.