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Classes

The Following thread is for all currently playable classes
FIGHTER Many have heard the call of battle over the years and have taken up arms in defense of themselves or others, for glory, for revenge, to prove themselves, or for any number of other reasons. Either way, these brave souls have spent their lives under intense physical training and practice with many different weapons, armor, and equipment, pushing themselves to their physical limits. Those who endured through the trials came out of the furnace with their entire body trained as a honed weapon, revealing the true deadliness of their weaponry in the hands of someone who is properly trained to use them. Woe unto any who oppose the lord of the battlefields, for they will find that Warriors are a force to be reckoned with. Class Features: Important Stats: Strength, Agility, and Constitution Vitality Die: d6 Starting Feats: A warrior receives the following feats at 1st level if he does not have them already:  Simple Weapon Proficiency (All) Martial Weapons Proficiency (All) Armor Proficiency (All) Shield Proficiency (All) Talents: The Warrior chooses any Bonus Talents from Combat Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen. Class Trained Skills:   Combat: Reflex, Toughness, Initiative, Melee, and 1 other Attack Skills of your choice (Excluding Magic). Social: Intimidate, and 2 others of your choice. Physical: Athletics, Perception, and 1 other of your choice. Knowledge: Any 2 Knowledge Skills.
RANGER For some, the life of a wandering hermit is the path to adventure. Living in the wilderness, the Ranger has gained skills needed to survive, and has spent many an hour training and hunting. Class Features: Important Stats: Agility, Constitution, and Wisdom Vitality Die: d6  Starting Feats: A Ranger receives the following feats at 1st level if he does not have them already:  Simple Weapon Proficiency (All) Martial Weapons Proficiency (All) Armor Proficiency (Light and Medium) One of the Following: Shield Proficiency (One shield of the Player’s choice) Exotic Weapon Proficiency (One Exotic weapon of the Player’s choice) Talents: The Ranger receives chooses bonus Talents from either Combat Talent Trees or Wilderness Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen. Class Trained Skills: Combat: Reflex, Willpower, Initiative, Ranged and 1 other Attack Skill of your choice (Excluding Magic). Social: Handle Animal, Composure, and 1 Other Skill of their choice. Physical: Perception, Stealth, and 1 other of their choice. Knowledge: Nature, local, History, Engineering, and 1 Profession or Craft of their choice.
ROUGE For some, life is an endless adventure, with the only way to survive is by relying on ones own wits and cunning. Thieves are such folk, relying on their own abilities to stay one step ahead of their enemies. Pickpockets, swindlers, smugglers, you name it, they are all thieves, always staying one step ahead of their enemies and always looking for the chance to swindle the unsuspecting citizen. Class Features: Important Stats: Agility, Intelligence, and Charisma Vitality Die: d6  Starting Feats: A Thief receives the following feats at 1st level if he does not have them already:  Simple Weapon Proficiency (All) Martial Weapons Proficiency (Rapier, Short Sword, Sap, Shortbow, and All Crossbows) Armor Proficiency (Light) Talents: The Thief chooses Talents from Combat Talent Trees or Thievery Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen. Class Trained Skills: Combat: Defensive: Reflex, and either Toughness or Willpower.  Offensive: Initiative, and either Melee or Ranged. Social: Bluff, Negotiation, Investigation, Insight, and 1 other of their choice. Physical: Thievery, Stealth, Perception, and 1 other of their choice. Knowledge: Any 3 Knowledge Skills.
MAGIC USER Noble Shaman of a Orcish Tribe, village healers, Clerics, self-taught Renegades, Members of the Order of the Magi, all were born with the ability to use magic. Class Features: Prerequisites: Magic users are rare in the world, and have to be born with the ability to use magic. As such this class has a required prerequisite in order to multiclass into it from any other class. Talent: Magical Blood - You have the potential to use magic. Normal : A character without this feat cannot cast spells, use the Magic skill, sense nearby magic users and the casting of spells, or even see the flows of magical energy in the world.  Special: This prerequisite is only required if a character is multi-classing into the Magic User class. The character receives this feat for free if he/she is a 1st level character who’s primary class is Magic User, otherwise it must be selected as a normal feat before the character can take this class. Important Stats: Intelligence, Wisdom, and Charisma Vitality Die: d6  Starting Feats: Magic Users receive the following feats at 1st level if he does not have them already:  Simple Weapon Proficiency (All) Armor Proficiency (Light) Magical Blood Talents: Magic users choose bonus talents from Magical Talent Trees. Any prerequisites for the talents must be met before the Talent is chosen. Class Trained Skills: Combat:   Defensive: Willpower and Toughness.  Offensive: Initiative and Magic, and 1 other Attack skill of their choice. Social: Bluff, Negotiation, Insight, and 2 others of your choice. Physical: Perception and 1 other of their choice. Knowledge: Arcana, History, Religion, and any 3 others. Spell-Casting Ability: Choose either Intelligence, Wisdom, or Charisma to base your spell casting skill off of. Which one you choose determines where you are drawing your power from, and how you cast your spells. This is what determines what ability you use for your Magic Skill. All Spell Casters Start Knowing  1 Domain, 5 1st level spells within their Domain, and a number of bonus spells equal to their Intelligence Modifier. The bonus spells can come from any Domain. See the Magic section for further details.