A Class is not merely a profession.
It is the path your character has taken into danger: the training they trust, the instincts they rely on, and the role they are most likely to fill when steel is drawn.
Your Class shows what kind of adventurer you are now.
Your Background shows who you were before.
Each Class has a Primary Ability.
When you choose your Class, step up that Ability Die once:
d8 → d10 → d12
No Ability Die can be increased beyond d12.
If your Class would increase an Ability Die that is already d12, choose another Ability Die that fits the character and step it up once instead.
This increase represents training, discipline, instinct, initiation, or hard-won experience. It is gained only at character creation.
Class | Role | Primary Ability | Choose This Class If... |
|---|---|---|---|
Sellsword | Front-line fighter | STR | You want to fight up close, hold the line, wear armor, and solve problems with steel. |
Ranger | Scout, archer, second-line fighter | AGI | You want ranged combat, tracking, scouting, wilderness survival, and mobility. |
Priest | Healer and spiritual authority | PRE | You want to heal, protect, perform rites, and be respected as a person of faith. |
Druid | Nature-worker and support | PRE | You want wilderness magic, healing, support, old lore, and a flexible role in and out of combat. |
Arcanist | Spellcaster | LOR | You want to cast spells, shape the battlefield, uncover secrets, and avoid standing in melee. |
Class Overviews
The Sellsword is the main front-line combatant.
Sellswords hold the line, protect allies, wear armor, and survive where others fall.
Primary Ability: STR
Role: Melee combat, armor, weapons, physical danger
Choose Sellsword if you like direct combat, martial skill, and being the character others rely on when blades are drawn.
The Ranger is a scout, hunter, archer, and second-line combatant.
Rangers thrive on the road, in the wild, and at the edge of danger.
Primary Ability: DEX
Role: Ranged combat, tracking, scouting, wilderness survival
Choose Ranger if you like bows, movement, ambushes, tracking, and surviving far from safety.
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The Priest is the party’s main healer and spiritual anchor.
Priests serve gods, temples, saints, shrines, or sacred traditions. Among common folk, they are often treated with respect, fear, or trust.
Primary Ability: PRE
Role: Healing, protection, rites, faith, counsel
Choose Priest if you want to heal the wounded, guide the party, perform sacred rites, and stand as a person of faith in a dangerous world.
The Druid is a flexible support character tied to nature, spirits, and the old ways.
Druids heal, hinder enemies, aid allies, read the land, call on old powers, and fight from the second line when needed.
Primary Ability: PRE
Role: Support, nature workings, area control, secondary healing, wilderness lore
Choose Druid if you want a versatile character who can shift between support, survival, control, old knowledge, and second-line combat.
The Mage is the main spellcaster.
Mages wield dangerous and powerful magic. They damage enemies, control the battlefield, uncover secrets, and reshape impossible situations, but they are vulnerable when caught in melee.
Primary Ability: LOR
Role: Spellcasting, damage, control, lore, magical risk
Choose Mage if you want to command strange powers and rely on wit, distance, and preparation rather than armor and steel.
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