Classes & Ancestries
Six classes, five ancestries, and six backgrounds.
Classes
Warden
- HP Die: d10 | Armor: All armor, shields
- Weapons: All melee, crossbows
- Trained: Athletics, Endurance, Fortitude
- Shield Wall: Allies within close range gain +1 armor when you wield a shield. Once per rest, brace to auto-pass a Vigor or Willpower check.
- Gear: Longsword, shield, chainmail, crawling kit
Scout
- HP Die: d6 | Armor: Light
- Weapons: All ranged, light melee
- Trained: Stealth, Survival, Awareness
- Ambush: Against unaware targets, roll damage twice and take higher. Advantage on initiative.
- Gear: Longbow, 20 arrows, shortsword, leather, crawling kit
Invoker
- HP Die: d4 | Armor: None
- Weapons: Daggers, staves
- Trained: Arcana, History, Lore skill of choice
- Arcane Focus: Cast Invoker spells. Start with 3 Tier 1 spells. Spell check = Lore (trained via Arcana).
- Gear: Staff, spell components, 2 scrolls (Tier 1), crawling kit
Surgeon
- HP Die: d6 | Armor: Light
- Weapons: Light melee, crossbows
- Trained: Medicine, Tinker, Awareness
- Field Surgery: Spend 1 exploration turn to restore 1d6 HP (Medicine check). Stabilize dying without a check. Once per rest, craft a poultice (1d4 HP).
- Gear: Crossbow, 20 bolts, dagger, leather, surgeon's kit, crawling kit
Rogue
- HP Die: d6 | Armor: Light
- Weapons: Light melee, hand crossbows, shortbows
- Trained: Stealth, Sleight, Tinker
- Exploit Weakness: +1d6 damage against unaware, flanked, or compromised targets. Advantage on locks, traps, and hidden things.
- Gear: Shortsword, dagger, hand crossbow, 20 bolts, leather, thieves' tools, crawling kit
Seer
- HP Die: d6 | Armor: Light
- Weapons: Light melee, staves
- Trained: Commune, Fortitude, Awareness
- Second Sight: Cast Seer spells. Start with 2 Tier 1 spells. Spell check = Willpower (trained via Commune). Once per rest, ask one yes-or-no question about a person, place, or object in sight — truthful answer.
- Gear: Staff, holy symbol, incense (3 uses), leather, crawling kit
Ancestries
Human
Adaptable — One extra trained skill at creation. Once per session, reroll any check (must use new result).
Eldren
Twilight Sense — See in dim light as bright. Advantage on Awareness in darkness. Resistant to magical sleep and charm.
Dwerrow
Stoneblood — +2 max HP. Advantage on Endurance checks. Sense structural integrity of stonework at close range.
Goblin
Slippery — Can never be surprised. Move through enemy spaces. Advantage on Acrobatics to escape.
Beastkin
Feral Instinct — Choose a beast aspect (Wolf: tracking advantage; Hawk: ranged advantage at far; Bear: +1 melee damage; Cat: Stealth advantage in dim light). Natural weapon (1d4).
Backgrounds
Each grants one trained skill, a narrative hook, and extra starting gear.
- Refugee (Survival) — Fled something. Hidden coins, a keepsake.
- Deserter (Athletics) — Abandoned post. Military boots, stolen weapon (+1 die size), forged papers.
- Prospector (Tinker) — Fortune seeker. Pickaxe (d6), magnifying lens, assayer's kit.
- Pilgrim (Commune) — Devotional follower. Prayer beads, pilgrim's staff (d4), healing herbs.
- Exile (Deception) — Cast out. Disguise kit, false identity, lockpicks.
- Scholar (History) — Studies the past. Research journal, ink, spectacles, letter of introduction.