Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.
Class is the primary definition of what your character can do in combat. Your class often influences how you see and deal with problems. A warrior might see the world in terms of maneuvering and striking while a Wizard might see the world as a puzzle to solve. A priest might see the world as one facet of their deities will while a druid will see in terms of seasons rising and falling.
Your class gives you a variety of special features, such as a warrior’s mastery of maneuvers, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve.
Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.
Adventurers sometimes advance in more than one class. A warrior might switch direction in life and dabble in the priest class while continuing to advance as a warrior. Optional rules for combining classes in this way, called multiclassing, can be found in Customization Options.
Twelve classes—listed in the Classes table—are found in almost every world and define most typical adventurers.
Health and Vitality
Your character’s health is the well-being of your physical body while your vitality defines how tough your character is in combat and other dangerous situations. Your health is determined by your Strength and your Vitality is determined by your vitality dice.
At 1st level, your character has 1 vitality die, and the die type is determined by your class. You start with Vitality equal to the highest roll of that die, as indicated in your class description as well as adding your character's Agility and Endurance. This is also your vitality maximum. As you gain levels, you only add your Endurance
You also have Health equal to 5 + 2 times your Strength + your health pool or HP. Your health pool is determined by your class and you add .
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in Wizard and two in Warrior, you’re a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility.
To qualify for a new class, you must meet the attribute prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. Without the full training that a beginning character receives, you must be a quick study in your new class. Having a natural aptitude that is reflected by higher-than-average attributes.
You gain health based on the health pool of your class at the highest level. You gain the vitality from your new class as described for levels after 1st. You gain the 1st-level vitality for a class only when you are a 1st-level character.
You add the Vitality Dice granted by all your classes to form your pool of Vitality Dice. If the Vitality Dice are the same die type, you can pool them together. For example, the champion and the hunter have a d8, so if you are a champion 5/hunter 5, you have ten d8 Vitality Dice. If your classes give you Vitality Dice of different types, keep track of them separately, if you are a champion 5/priest 5, for example, you have five d8 Vitality Dice and five d6 Vitality Dice.
When you gain a level in a class other than your first, you gain only some of that class’s starting skills or aptitudes, as shown in the Multiclassing Skills table.
When you gain a new level in a class, you get its features for that level. You don’t, however, receive the class’s starting equipment, and a few features have additional rules when you’re multiclassing: Efficient Attack, Unarmored Defense, and Spellcasting.
Efficient Attacks
If you gain the Efficient Attacks class feature from more than one class, the features don’t add together. You don’t gain repeated reduction of Action Points. Instead of a second Efficient Attacks, you gain a combat talent.
Unarmored Defenses
The Berserker’s Primal Defense and the Monk’s Zen Defense do not stack together. You choose which one to use. This applies to most “Defense” features.
Spellcasting
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually as if you were a single-classed member of that class.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting attribute of that class when you cast the spell. Similarly, a spellcasting focus can be used only for the spells from the class associated with that focus.
If a cantrip of yours increases in power at higher levels, the increase is based on your character level, not your level in a particular class.
Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the Conduit class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the Mana, Vitality, or Threshold you gain from the Spellcasting class feature to cast Conduit spells you know.
Mana and Thresholds. You calculate your available mana or threshold based on the level of your casting class only not your full character level.
Starting Equipment
You gain the starting equipment of your first class only.