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Classes

Below you can find twelve base classes, along with their subclasses - that you can choose for your Player Character. They will largely determine their skillset and your strategy during combat encounters. You can find perks, spells and proficiencies in respective categories.

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Sorcerer

Sorcerers are natural, potent spellcasters who instead of relying on knowledge like wizards - siphon their power off plethora of different sources, unleashing devastating storms, healing their allies or conjuring many beneficial effects that can largely influence whatever's happening on the battlefield. Ability to operate such sources might be inherited, granted by a deity, might arise through the contact with powerful psionic entities or very frequent interaction with other planes of existence. While they are powerful spellcasters, fragility is their bane - sorcerers aren't skilled in wearing armour, and it hinders their magical ability, hence they do best while unleashing their powers from behind their allies - or from a solid distance, at least.

Among the types of sorcery available to Player Characters landing on Vidal are: Aberrant Mind, Shadow Sorcery, Divine Soul and Storm Sorcery.

Weapon Proficiency - Dagger, Sling, Quarterstaff, Light Crossbow, Hand Crossbow

Armour Proficiency - None

Experience I
Your base value of Hit Points equals to 12.

Spellcasting I (Charisma)
You gain access to Sorcerer’s Cantrips and Level One Sorcerer’s spells. You gain 3 spell slots of First Level.

Font of Magic I

You gain Sorcery Points as your Class Resource. You gain 2 Sorcery Points at Novice. You can use your Sorcery Points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery Points. You learn other ways to use your Sorcery Points as you reach higher levels.

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Sorcerer
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Wizard

Wizards study magic in their academies, dusty studies and various other places filled with knowledge. Both sages and dropouts manipulate the Weave through the usage of ancient incantations, witty connections of magically meaningful words, prefixes, suffixes... somehow not getting lost in all that! Through the existence of many schools of magic wizards are very flexible in their doings - able to defend themselves and allies with protective barriers, summoning destructive elemental forces to their aid, and some schools are even able to connect this with sword-fighting! Most of these impressive displays demand mages to keep their distance from the enemy, nonetheless.

Among the schools of magic available to Player Characters landing on Vidal are: Bladesinging, Evocation, Conjuration and Necromancy.

Weapon Proficiency - Dagger, Sling, Quarterstaff, Light Crossbow, Hand Crossbow

Armour Proficiency - None

Experience I
Your base value of Hit Points equals 12.

Spellcasting I (Intelligence)
You gain access to Wizard's Cantrips and Level One Wizard's spells. You gain 3 Spell Slots of First Level.

Arcane Recovery I

When you are out of your spell slots, you can spend your action to recover some of them. You restore two spell slots of First Level. This can be used once per Long Rest.

Weave Expertise

Your knowledge about the Weave and how to manipulate it is impressive. You gain +4 to Knowledge: Arcana.

Wizard
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Warlock

Warlocks are practitioners of dark arts. Those who desire more power than manipulation of the Weave or interacting with the divine might give: pact with entities from out of this world, be it devils, ancient creatures or powerful elementals. These pacts come at a price, but grant warlocks significant power that they use to further their goals. Although there are warlocks that pact with entities of good, these are extraordinarily rare. They smite their enemies with powerful spells, sometimes use conjured blades: everything to achieve their sinister goals.

Among the Pacts available to Player Characters landing on Vidal are: Archfey, Fathomless, Fiend and Hexblade.

Weapon Proficiency - Dagger, Sling, Quarterstaff, Light Crossbow, Hand Crossbow

Armour Proficiency - None

Experience I
Your base value of Hit Points equals 16.

Spellcasting I (Charisma)
You gain access to Warlock's Cantrips, Level One and Level Two Spells. You gain 2 spell slots of First Level.

Mystic Arcanum I
You gain 2 spell slots of Second Level.

Choice of a Pact

Starting at Novice, you take up a Pact and are granted an item that represents your connection with the Patron of your choice. For details, please refer to the Pact Table.

Eldritch Invocation: Agonising Blast

When you cast Eldritch Blast cantrip, add your Charisma modifier to the damage it deals on a hit.

Eldritch Invocation: Armour of Shadows

You gain the ability to cast Mage Armour.

Warlock
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Bard

Bards are the true masters of music! And not only that, as they support themselves with their knowledge of the Weave and tricks to turn both tavern performances and each combat situation into a true spectacle on their side. Bards hail from different Colleges specialising in rhetorics, supporting their allies and encouraging them during the most demanding encounters. Bards are often universally loved or hated, often without anything in the middle - but they are certainly vivid and colourful figures enriching the lives across Toril far and wide. They say that some of them make spies as excellent as Rogues!

Among the Colleges the Bards might be a part of on Vidal are: Eloquence, Lore, Valor and Whispers.

Weapon Proficiency - Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword

Armour Proficiency - Light Armour

Experience I
Your base value of Hit Points equals 16.

Spellcasting I (Charisma)
You gain access to Bard’s Cantrips and Level One Bard’s spells. You gain 3 Spell Slots of First Level.

Bardic Inspiration I
Bardic Inspiration becomes your Class Resource. You gain 3 points of it.
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 6 tiles of you who can hear you. You can select one effect from those below, expanding one point of your Bardic Inspiration, to support an ally:
Undeterred Braver
y - aid your ally’s attack with +1 to hit chance for their next turn.
Unbreakable Defence - bolster your ally’s AC by +1 for their next turn.
Unstoppable Stampede - give your ally +1 Movement for their next turn.
Unshakeable Stance - your ally cannot be knocked prone for their next turn
.

Bard
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Cleric

Clerics serve divine powers - no matter whether good, evil or reserved towards others. They're holy men of Toril, sacrificing their lives to further the goal of their divine Patrons. Differently to other spellcasters, gods and their goodwill are sole sources of Cleric's power - and they don't exactly keep at the back, preferring to support their allies from the front lines, holding shields and wearing solid armours. Not all clerics belong to the temples, some feel more at home at the battlefields or in field hospitals. They usually focus on one of their Patron's domain, serving them dutifully until their very last days.

Among the domains available to Player Characters landing on Vidal are: Life, Light, Twilight and Death.

Weapon Proficiency - Simple Weapons

Armour Proficiency - Light, Medium armours and Shields.

Experience I
Your base value of Hit Points equals 16.

Spellcasting I (Wisdom)
You gain access to Cleric’s Cantrips and Level One Cleric’s spells. You gain 2 Spell Slots of First Level.

Blessed Strikes I 
Your connection to the divine is undeniable. Each successful attack action of yours is strengthened by 2 points of Radiant Damage, twice as much against undead, fiends or demons.

Strong in Faith 
Your faith is hard to shake; with prayers you have learned and experience in preaching came mental resilience that makes you a perfect follower. You gain +4 to Knowledge: Religion and +1 to Wisdom saving throws.

Cleric
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Paladin

Paladins serve higher powers - and not through preaching only, but by taking holy oaths that become their highest duty to abide. They are dutiful protectors and zealots who do not fear any enemy, do not ever stray from upholding their divine Patrons' will and who would rather die than betray them. They fight with various weaponry, wear heavy armours and use divine magic tu support themselves in battle: healing, protecting their allies, demotivating the enemy and dispelling enemy attempts of distractin and debuffing. Oaths they can take are diverse and often-times depend on the god the Paladin serves.

Among the Oaths a Player Character can take are: Conquest, Devotion, Redemption and Vengeance. Paladins who break their Oaths become despised Oathbreakers - one can not begin their journey on Tierra Nueva as an Oathbreaker.

Weapon Proficiency - Simple Weapons, Martial Weapons

Armour Proficiency - Light, Medium, Heavy armours and Shields.

Experience I
Your base value of Hit Points is Equal to 20.

Lay on Hands I
As an action, you touch a creature within 1 tile of you to restore 15 Hit Points. You may only use this once per long rest.

Divine Smite I

Upon making a successful attack, spend a Level 1 spell slot to deal 1d8+Charisma Radiant Damage to the target you just struck.

When using Divine Smite on Undead or Fiend races, deal an additional 1d8 Radiant Damage.

Fighting Style

Choose one of the options below: 
Defense: +1 AC 
Archery: +2 Attack with a ranged weapon 
Dueling: +3 to damage when only wielding a single 1-handed weapon. This works with Versatile weapons. 
Great Weapon Fighting: +2 to Attacks with a 2h melee weapons. 
Two Weapon
Fighting: Attacks made with off-hand weapons now add the appropriate damage modifier to that weapon. 

Spellcasting I (Charisma)

You gain access Level One Paladin's Spells. You gain 2 Spell Slots of First Level.

Paladin
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Druid

Druids take their stand for the balance in nature - being splendid protectors of the forests, groves and all other biomes found naturally. Their motivation comes from different sources - whether because they appreciate natural forces with strength, because they believe and serve one of Primordial Patrons - or maybe because they have an unusual connection to the world of nature through sheer ancestry. The fact remains that druids are formidable spellcasters and able shapeshifters, making use of their abilities to protect the balance at all costs.

Among the Druid Circles available to Player Characters landing on Vidal are: Dreams, Spores, the Moon and Wildfire.

Weapon Proficiency - Simple Weapons

Armour Proficiency - Light, Medium armours and Shields (Wooden)

Experience I

Your base value of Hit Points equals to 16

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting I (Wisdom)

You gain access to Druid’s Cantrips and Level One Druid’s spells. You gain 2 Spell Slots of First Level.

Wild Shape I 

You can use your action to magically assume the shape of the following beasts:
Hare - sets your AC at flat 10 without an attack bonus. Your movement increases by 2 tiles. While shapeshifted into a Hare you can not perform any attack actions. You gain +2 to Stealth and +10 to flee attempts.
Cobra - sets your AC at flat 13, sets your attack bonus at flat 3. You gain +3 to Stealth. Cobra can perform a Bite attack, dealing 1d1+3 piercing + 2d4 poison damage on failed Constitution saving throw (DC13), half as much on passed throw.

Understanding of Nature 

Your knowledge about all things natural is impressive. You gain +2 to Knowledge: Nature.

Druid
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Fighter

Fighters make use of their raw strength, weaponry and elaborate techniques to down their enemy. They're resilient, brave and barely hold back, making up excellent mercenaries, soldiers and seekers of fortune. They can be found in every corner of Toril, seeking adventure and better life. Their greatest side is their physical ability of the highest sort - although most of them doesn't know anything of the Weave, unable to cast spells and in need to be wary against casters. Some, however, delve into magics to support themselves while fighting their way through enemies.

Among Fighter Routes available to Player Characters landing on Vidal are: Battle Master, Eldritch Knight, Espadichin and Arcane Archer.

Weapon Proficiency - Simple Weapons, Martial Weapons

Armour Proficiency - Light, Medium, Heavy armour and Shields.

Experience I

Your base value of Hit Points equals to 20

Fighting Style, choose one of the options below:

Defense - +1 AC

Archery - +2 Attack with a ranged weapon

Dueling - +3 to damage when only wielding a single 1-handed weapon. This works with Versatile weapons.

Great Weapon Fighting - +2 to Attacks with a 2h melee weapons.

Two Weapon Fighting: Attacks made with off-hand weapons now add the appropriate damage modifier to that weapon.

Second Wind I

As a bonus action on your turn, you may healf for a 10+CON. This may be used once per short rest

Action Surge

You can use Action Surge to reset all of your missing actions. This ability can be used once per Short Rest.

Fighter
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Barbarian

Barbarians are all about big - they are large, wield huge weaponry and care for physical strength only. One won't find a Barbarian proficient with manipulation of the Weave, although they sometimes implement spiritual techniques or ways of nature into their combat tactics. Resilient and reckless, they will be always seen on the frontlines, more eager than anybody else to spill blood and prove their worth. Some cultures are more likely than other to sprout up Barbarian-like lifestyle, but when they do: they gain an indomitable fighting force.

Among Barbarian paths a Player Character might take upon landing on Vidal are: Ancestral Guardian, Berserker, Totem Warrior and Zealot.

Weapon Proficiency - Simple Weapons, Martial Weapons

Armour Proficiency - Light and Medium armour.

Experience I

Your base value of Hit Points equals to 24

Rage I

Taking a bonus action in combat you can fly into a primal rage for 5 turn

You gain the following benefits during combat while raging: You gain +1 to your strength for the duration of Rage as a Novice, additionally, you receive +2 to STR and +1 to CON saving throws for the duration of Rage. You gain resistance to Slashing, Piercing and Bludgeoning as long as you are not wearing heavy armor. You may not cast any spells while under the effect of Rage. You can enter Rage twice per Long Rest

Unarmored Defense 
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier (max.2). 

Danger Sense
Barbarians gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have a +1 to Dexterity saving throws. 

Reckless Attack
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you a +3 on melee weapon attack rolls using during this turn, but suffer a -4 to your AC for 1 Round. You may only use this on your turn.

Barbarian
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Ranger

Rangers are unmatched guides and denizens of the untraversed wilds, those where even the bravest adventurers do not dare to wander. They have a special connection with the surrounding lands and attain great mastery with a bow - and sometimes even with melee weaponry. They support themselves in their mission of keeping watch of the wastelands with a number of spells and abilities. They're specialised in traversing distinct terrain and favour fighting against certain foes, additionally: choosing their own schools of combat, whether to fight extraplanar entities or get rid of what troubles honest folks on Toril.

Among the Tracts a Player Character landing on Vidal can take are: Horizon Walker, Hunter, Monster Slayer and Swarmkeeper.

Weapon Proficiency - Simple Weapons, Martial Weapons

Armour Proficiency - Light, Medium armour, and Shields.

Experience I

Your base value of Hit Points equals to 20

Favourite Foe I

You’ve spent an enormous amount of time studying and learning about a foe of your choice.Your gained knowledge grants you a boon:
You choose a creature or a humanoid; you permanently gain 1d4 to attack against a foe you’ve chosen. This boon grows with your class progression.

Deft Explorer I 
You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others in your travels. You gain The Canny benefit below, and you gain an additional benefit when you reach Practitioner and master in this class.

Canny
Choose one of your skills. You gain +2 to that skill. You can also speak, read and write 2 additional languages of your choice.

Spellcasting I (Wisdom)

You gain access to Level One Ranger's Spells. You receive 2 spell slots of First Level.

Fighting Style 

You can choose one of fighting styles listed below:

Archery - You gain +2 bonus to attack rolls you make with ranged weapons

Defence - While you are wearing an armour, you gain a +1 to AC

Druidic Warrior - You learn two cantrips of your choice from the Druid spell list.

Two-Weapon Fighting - When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Ranger
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Rogue

Rogues hail from the shadows; wielding their daggers with the intention of stabbing their enemies' backs, completely unnoticed until the last moments. They are masterfully sneaky, their reflexes are unmatched and their precision leaves many in awe. They often act as spies, scouts or thieves, at times even assassins - specialising in elimination of single targets. Some of them use magical tricks to support themselves in combat, some even attempt to create a spectacle out of their duels.

Among the Antics a Player Character landing on Vidal can take are: Arcane Trickster, Assassin, Scout and Swashbuckler.

Weapon Proficiency - Simple Weapons, Hand Crossbow, Longsword, Rapier, Shortsword

Armour Proficiency - Light armour.

Experience I

Your base value Hit Points is equal to 16.

Expertise I

You gain +1 to two skills of your choice.

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. This attack deals an additional die of your weapon value if you strike from behind. This can be used once per turn, only with weapons that have Light Property, and those that you're proficient with. Once per round, Sneak Attack can be used as AoO.

Cunning Action

Your quick thinking and agility allow you to move and think quickly. Twice per Long Rest you can use a bonus action to perform additional Dash or Disengage action.

Greedy Desires

You gain Pickpocket Ability. Upon successful theft, the target is not notified of the theft or the attempt. This requires physical contact with the target. If failed, the target will know. You can steal up to 1 Iomic Crystal Shard. The cooldown is 2 hours.

Nimble fingers I

You've some basic knowledge about lockpicking and pickpocketing. You gain +1 to both.

Rogue
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Monk

Monks use their own fists and Ki, the vital energy residing within themselves, to deal devastating blows and establish impenetrable defences. This naturally requires mastering of their minds and bodies - and this is exactly what they focus on, mastering their techniques for years until they turn into walking fortresses. They have few schools of their own - mastering their unpredictable movements, energy flow or even focusing on subterfuge and less moral teachings: becoming excellent shadowy killers available to those who would pay most.

Among the Ways a Player Character landing on Vidal can take are: Shadow, Drunken Master, Open Hand and Sun Soul

Weapon Proficiency - Simple Weapons, Shortsword

Armour Proficiency - None

Experience I

Your base value Hit Points equals to 16

Ki I

You have a total of 6 Ki Points which restores on short or long rests. You may only use 1 Ki ability per turn.

Patient Defense - 1 Ki Point

As a free action, spend your Ki to gain a +1 to AC for 3 Rounds

Flurry of Blows - 1 Ki Point

As a bonus action, you can make 2 unarmed strikes against the same target. Missing your Flurry of Blows will refund you back your Ki point.

Stunning Strike - 2 Ki Points

As a bonus action, you may force a target to make a CON save vs your WIS. On a failure, they're stunned until the end of their next turn.

Clarity - 2 Ki Points

As a free action, you may cleanse yourself of Charmed and Frightened.

Unarmored Movement I

Gain a +1 to Movement while you are not wearing armor or wielding a shield.

Unarmored Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Unarmed Combat I

Your damage dice for Unarmed Combat is a 1d6.

Monk
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