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.