Classes

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 men and women can’t stand against. 
Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the world. A fighter, for example, might view the world in pragmatic terms of strategy and manoeuvring, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. 
Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armour, 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 on this page includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. 
Adventurers sometimes advance in m ore than one class. A rogue might switch direction in life and swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Some Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Though rare, cases such as these do happen.
== Classes Table ==
Thirteen classes—listed in the Classes table below—are found all over the world of Magnula and define the spectrum of typical adventurers.
Class 	Description 	Hit Die	Primary Ability 	Saving Throw Proficiencies	Armour and Weapon Proficiencies
Barbarian	A fierce warrior of primitive background who can enter a battle rage 	d12 	Strength 	Strength & Constitution 	Light and medium armour, shields, simple and martial weapons
Bard 	An inspiring magician whose power echoes the music of creation 	d8 	Charisma 	Dexterity & Charisma 	Light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords
Cleric 	A priestly champion who wields divine magic in service of a higher power 	d8 	Wisdom 	Wisdom & Charisma 	Light and medium armour, shields, simple weapons
Druid 	A priest of the spiritual faiths, wielding the powers of nature - moonlight and plant growth, fire and lightning - and adopting animal forms	d8 	Wisdom 	Intelligence & Wisdom 	Light and medium armour (non-metal), shields (non-metal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter 	A master of martial combat, skilled with a variety of weapons and armour 	d10 	Strength or Dexterity	Strength & Constitution 	All armour, shields, simple and martial weapons
Monk 	A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection 	d8 	Dexterity & Wisdom 	Strength & Dexterity 	Simple weapons, shortswords
Paladin 	A holy warrior bound to a sacred oath 	d10 	Strength & Charisma 	Wisdom & Charisma 	All armour, shields, simple and martial weapons
Ranger 	A warrior who uses martial prowess and nature magic to combat threats on the edges of civilisation 	d10 	Dexterity & Wisdom 	Strength & Dexterity 	Light and medium armour, shields, simple and martial weapons
Rogue 	A scoundrel who uses stealth and trickery to overcome obstacles and enemies 	d8 	Dexterity 	Dexterity & Intelligence 	Light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords
Sorcerer 	A spellcaster who draws on inherent magic stored within their bodies. 	d6 	Charisma 	Constitution & Charisma 	Daggers, darts, slings, quarterstaffs, light crossbows
Warlock 	A wielder of magic that is derived from a bargain with an extraplanar entity 	d8 	Charisma 	Wisdom & Charisma 	Light armour, simple weapons
Wizard 	A scholarly magic-user capable of manipulating the structures of reality 	d6 	Intelligence 	Intelligence & Wisdom 	Daggers, darts, slings, quarterstaffs, light crossbows