Character Classes

In the world of Tyrind, adventurers have what's called a "Class". This is basically the role they play in an adventuring party. There are a number of classes and it can be hard to decide what you want to do. To this end, this section will provide some basic information on each class that is approved for use in the Tyrind campaign setting. More classes exist than those listed below, so if you find something you'd like to play that is NOT included in the following list, please check with your DM about whether it's allowed or not.

Each class will have a "role" section. The terminology used is my own and does not imply that this is the only way to play a class. A lot of fun can be had by playing against type and breaking convention! But each class is mechanically geared in one direction. A brief explanation of the roles that will be used for each class:

* **Arcane:** The class excels in the use of arcane magic and can be considered a "magic focused" class. Arcane magic tends to lean toward high damage output and utility spells.
* **Divine:** The class excels in the use of divine magic and can be considered a "magic focused" class. Divine magic tends to lean toward support, healing, and protection focused spells.
* **Combat:** This class excels in combat. Whether it's through high-damage spells or through the use of armor and weapons.
* **Controller:** This class excels in controlling the battlefield in some way, either with excellent mobility, spell selection, or other class features. Note that a Controller class does not *necessarily* mean they are a magic class.
* **Martial:** This class is a non-magic class. Note that even classes that I label as "martial" might have options that grant them limited access to spells.
* **Skill Monkey:** This class has access to a bunch of skills and class abilities that aid in interaction or exploration. Does not necessarily translate into combat.
* **Support:** This class excels in supporting their allies, either through spells, mobility, or other class features.

The obvious caveat here is that EVERY class can be played to emphasize some of these roles, even if I don't list it below. The below list is not comprehensive and instead highlights the classes' mechanics and common playstyles.

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### Artificer

* **Role:** Arcane, Skill Monkey, Support
* **Hit Points:** Average
* **Strengths:** Flexible spellcasting options, unique class features with a focus on invention and crafting.
* **Weaknesses:** Limited spell list, slightly complicated mechanics
* **Description:** Consumate tinkerers and inventors. The Artificer is a magic-flavored class that doesn't actually cast spells. They are item focused, with abilities that allow them to make magical items and other inventions for their allies. You can make guns, cannons, and even a robot friend! Touch someone's belt to give them super strength. Despite a limited spell list, the Artificer's limitations are largely the imagination of the player.

### Barbarian

* **Role:** Martial, Combat
* **Hit Points:** Very High
* **Strengths:** Massive damage output, hit points for days, fast
* **Weaknesses:** High hit points can be hampered by low armor class. Not much for them beside doing a lot of melee damage.
* **Description:** Warriors that hail from the wild places of the world, driven by an almost supernatural rage that grants them extreme strength. They are walking walls of screaming meat that have more hit points than you'll know what to do with, and deal enough damage to make any Dungeon Master sweat.

### Bard

* **Role:** Skill Monkey, Arcane, Comat (secondary)
* **Hit Points:** Average
* **Strengths:** The most versatile and flexible class in the game. Bards can do a little bit of everything, and at 3rd level you get to specialize in magic, skills, combat, etc. The only non-divine class with access to healing magic.
* **Weaknesses:** Bards are jacks of all trades, but masters of none. They can be glass cannons, as they don't have access to a lot of armors. Whatever you don't specialize in once you hit level three tend to be only average.
* **Description:** Bards are entertainers, singers, musicians, and storytellers. Natural adventurers who can do a little bit of everything. They have the ability to inspire their allies, granting them bonuses that allow them to perform feats they may not normally be able to. They get a lot of skills. Like, a lot of skills.

### Blood Hunter

* **Role:** Combat, Controller
* **Hit Points:** Above Average
* **Strengths:** Their curses are extremely effective at hampering foes and they make good frontline combatants. Has a lot of cool RP flavor and unique character options.
* **Weaknesses:** The damage you take from using curses can get you into a lot of trouble if you aren't careful.
* **Description:** The Blood Hunter uses dark magic to combat evil and protect innocents, exposing themselves to evil so that others don't have to. They are monsters that hunt monsters, using the proverbial fire to fight fire. They revolve around cursing your opponents at the expense of harming yourself. A very effective class when played well.

### Cleric

* **Role:** Divine, Support
* **Hit Points:** Average
* **Strengths:** Huge list of great spells. Best healers in the game. They have access to good weapons and armor, making them effective secondary combatants.
* **Weaknesses:** Their weapon list is decent but not particularly deep and an average hit point total can hamper their capacity to tank damage. Clerics has alignment restrictions based on their chosen deity.
* **Description:** The open hand of a god, the cleric travels the land performing miracles for their deity. They wish to spread their gods' influence and try to work toward their interests. They use their divine magic to protect and support others and, when necessary, to bring down holy fire on those who stand against them.

### Druid

* **Role:** Divine, Controller
* **Hit Points:** Average
* **Strengths:** Can shapeshift into animals! Decent spell list!
* **Weaknesses:** Can't wear metal armor. It takes a while to shapeshift into anything super cool.
* **Description:** Druids are at one with the wild places of the world, drawing their magic from the land itself. They are excellent secondary scouts and can use their nature magic to transform and control the battlefield to their whims. They can turn into animals, allowing a large amount of versatility.

### Fighter

* **Role:** Martial, Combat, Support/Controller
* **Hit Points:** Above Average
* **Strengths:** Proficient with basically everything. Excellent front line combatant (it's in the name!). Has the potential to specialize in certain weapons or combat forms to become truly intimidating warriors. Action Surge and Second Wind (class abilities) can be clutch.
* **Weaknesses:** Combat is where they excel, and that's pretty much it. Not a lot of skill options.
* **Description:** Fighters are...well, they fight! They are professional combatants that specialize in the use of specific weapons. They have one job and they do it extremely well. Some Fighter archetypes can allow them to use some magic, and others allow them to bolster their allies or hamper their enemies.

### Monk

* **Role:** Martial, Combat, Controller
* **Hit Points:** Average
* **Strengths:** Relatively versatile, monks are excellent combatants that have almost supernatural abilities that allow them to be effective scouts. They are mobile and can make multiple attacks from level 1, so they are effective at controlling the flow of the battlefield.
* **Weaknesses:** Again, they don't tend to have particularly high ACs, and combined with their average hit point total, well...it's good they're fast. Their saving throws are kinda meh.
* **Description:** Monks are basically martial artists. They excel at fighting unarmed and unarmored. Depending on how you build your character, monks can equally become Bruce Lee, Batman, or Aang. Can channel ki to do wushu, Crouching Tiger shit.

### Paladin

* **Role:** Divine, Combat, Support (secondary)
* **Hit Points:** Above Average
* **Strengths:** Extremely good at combat, especially when utilizing their class abilities. Smite Evil is always rad. Immunity to disease!
* **Weaknesses:** Again, some alignment/RP restrictions based on your Oath/deity. Spell list is extremely limited. Lay on Hands is super cool, but is limited. You'll probably not use too many spells anyway because you're using them to Smite Evil.
* **Description:** The gods' closed fist. The paladin is there to protect the innocent and bring the judgement of the gods. They channel the power of the gods to smite evil and keep their allies going. Those near them can better resist fear, and the gods make them immune to disease. Their spells are limited, mostly spells that help them in melee combat. They have the limited capacity to heal, but nowhere near clerics or even druids. Regardless, they are excellent warriors with some cool magical bonuses thrown in.

### Ranger

* **Role:** Combat, Skill Monkey, Divine (secondary)
* **Hit Points:** Above Average
* **Strengths:** Mobile and excellent at whatever fighting style they focus on. Best explorers in the game. Can have a cool animal friend! Certain class options make them deal a ton of damage.
* **Weaknesses:** Spells and class ability list can be somewhat limited.
* **Description:** Rangers are at home in the wilderness, living as warriors, scouts, guides, or some combination of all three. They are built for ranged or hit and run tactics, and they can have animal companions! They have access to some spells, most of which are nature based or utility based. They have some cool damage dealing spells that are unique to their class.

### Rogue

* **Role:** Skill Monkey, Combat (secondary)
* **Hit Points:** Average
* **Strengths:** Extremely versatile and flexible in terms of their skills and proficiencies. Class abilities make them extremely stealthy and probably the best scouts and stealth-based characters in the game. Sneak Attacks are just...*chef's kiss*.
* **Weaknesses:** Can be glass cannons; weapon and armor proficiency is somewhat limited.
* **Description:** Rogues are thieves, pickpockets, and sneaks. They are the most mobile class in the game, with the ability to hide at the drop of a dime. When they catch an opponent off-guard, they can perform a sneak attack that just fucks them up. Rogues are versatile RP wise as well, as you can build them as military scouts, con artists, gymnasts--whatever you want to do, you can play a Rogue and have it work.

### Sorcerer

* **Role:** Arcane, Combat, Controller (secondary)
* **Hit Points:** Low
* **Strengths:** Spontaneous spellcasting (no need to prepare spells) make them extremely flexible. Their spells are primarily damage dealing or provide basic support or utility. Metamagic stuff is awesome. Bloodlines are cool.
* **Weaknesses:** They can't know many spells at once and it takes them longer to access higher level spells.
* **Description:** Sorcerers are naturally born with the ability to use magic; it comes to them as naturally as breathing. This comes from some magical source in their blood.

### Warlock

* **Role:** Arcane, Combat
* **Hit Points:** Average
* **Strengths:** Their invocations are excellent and they recharge their magic every short rest (instead of long rest). Unique spell leveling system and access to some really great spells. The patrons are just fantastic.
* **Weaknesses:** They can cast, like, one or two spells before they need to rest. Definition of glass cannon.
* **Description:** Some people can use magic through years of dedicated study. Others can use magic naturally, a quirk of their bloodline. And then there's warlocks, who have made a deal with an enigmatic entity for magical power. Patrons can be demon lords, archfey, cthulhu-esque eldritch beings, and more!

### Wizard

* **Role:** Arcane, Controller
* **Hit Points:** Low
* **Strengths:** Can theoretically know infinite spells; the most versatile class in the game. My personal favorite class!
* **Weaknesses:** Very squishy, especially at early levels. Limited number of spells per day. Preparing spells is a pain sometimes.
* **Description:** A wizard has gained the ability to cast magic spells through study and determination. They carry a spellbook with them and specialize in one of the eight magical traditions, each of which grants a unique ability.