
Classes & Archetypes
Every hero in Grayscale belongs to one of five broad archetypes — Warriors, Zealots, Rogues, Arcanists, and Espers — and within each archetype to a specific class. Each archetype confers a shared core progression; the class layered on top defines a character’s combat role, signature abilities, and (where relevant) spellcasting tradition.
Further specialization comes through fighting styles for martial classes and divine domains for clerics, oracles, and inquisitors. Spellcasters progress on one of three tracks — Major, Minor, or Dabbler — each with its own mana, spells known, and maximum spell tier per level.
Every class earns new abilities at the same level cadence. Characters choose a perk at 1st level and every even level thereafter. The table below shows when each archetype gains a feature, when the Proficiency Modifieradvances, and which Graduating Die size that modifier produces. Rows where every column reads “Perk” mark the regular even-level perk advance; the 21+ row points to the epic-progression rules below; rows marked — advance only the proficiency modifier.
| LVL | PROF | GD | Core progression | ||||
|---|---|---|---|---|---|---|---|
| Warrior | Zealot | Rogue | Arcanist | Esper | |||
| 1 | +2 | d6 | Perk · Breach · Duelist · Styles | Perk · Divinity | Perk · Ambush · Backstab · Expert · Trickery | Perk · Focus | Perk · Sensitive |
| 2 | +2 | d6 | Perk | Perk | Perk | Perk | Perk |
| 3 | +2 | d6 | Style | Attunement | Reactive | Wards | Metacorpus |
| 4 | +2 | d6 | Perk | Perk | Perk | Perk | Perk |
| 5 | +3 | d8 | 2 APR | — | — | — | — |
| 6 | +3 | d8 | Perk | Perk | Perk | Perk | Perk |
| 7 | +3 | d8 | Diehard | Embody | Elusive | Wyrd 1 | Metafocus |
| 8 | +3 | d8 | Perk | Perk | Perk | Perk | Perk |
| 9 | +4 | d10 | — | — | — | — | — |
| 10 | +4 | d10 | Perk | Perk | Perk | Perk | Perk |
| 11 | +4 | d10 | Style | Exalted | Reactive | Alacrity | Multitasking |
| 12 | +4 | d10 | Perk | Perk | Perk | Perk | Perk |
| 13 | +5 | d12 | — | — | — | — | — |
| 14 | +5 | d12 | Perk | Perk | Perk | Perk | Perk |
| 15 | +5 | d12 | 3 APR | Ascension | Reactive | Wyrd 2 | Metafocus + |
| 16 | +5 | d12 | Perk | Perk | Perk | Perk | Perk |
| 17 | +6 | d12 | — | — | — | — | — |
| 18 | +6 | d12 | Perk | Perk | Perk | Perk | Perk |
| 19 | +6 | d12 | Style | Favored | Reactive | Wyrd 3 | Perk |
| 20 | +6 | d12 | Epic | Epic | Epic | Epic | Epic |
| 21+ | +6 | d12 | Epic | Epic | Epic | Epic | Epic |
Cells show mana / spells known / maximum spell tier at each level. Beyond 20th, casters keep advancing at the rate listed in the final row. Spells Known/Prepared are strictly governed by the canonical class progression tables without attribute modifier inflation.
| LVL | major | minor | dabbler | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Mana | Spells | Max Tier | Mana | Spells | Max Tier | Mana | Spells | Max Tier | |
| 1 | 10 | 4 | 1st | 8 | 3 | 1st | 6 | 3 | 1st |
| 2 | 12 | 5 | 1st | 10 | 4 | 1st | 8 | 4 | 1st |
| 3 | 15 | 5 | 2nd | 12 | 4 | 1st | 10 | 4 | 1st |
| 4 | 18 | 7 | 2nd | 15 | 5 | 2nd | 12 | 5 | 1st |
| 5 | 22 | 8 | 3rd | 18 | 6 | 2nd | 15 | 5 | 1st |
| 6 | 27 | 9 | 3rd | 22 | 7 | 3rd | 18 | 6 | 2nd |
| 7 | 33 | 10 | 4th | 27 | 7 | 3rd | 21 | 6 | 2nd |
| 8 | 39 | 11 | 4th | 32 | 8 | 4th | 24 | 7 | 2nd |
| 9 | 49 | 12 | 5th | 37 | 9 | 4th | 27 | 7 | 2nd |
| 10 | 58 | 13 | 5th | 43 | 10 | 5th | 30 | 8 | 3rd |
| 11 | 65 | 14 | 6th | 49 | 10 | 5th | 33 | 8 | 3rd |
| 12 | 65 | 15 | 6th | 49 | 11 | 6th | 33 | 9 | 3rd |
| 13 | 78 | 16 | 7th | 56 | 12 | 6th | 37 | 9 | 3rd |
| 14 | 78 | 17 | 7th | 56 | 13 | 7th | 37 | 10 | 4th |
| 15 | 87 | 18 | 8th | 62 | 13 | 7th | 41 | 10 | 4th |
| 16 | 87 | 19 | 8th | 62 | 14 | 8th | 41 | 11 | 4th |
| 17 | 101 | 20 | 9th | 71 | 15 | 8th | 45 | 11 | 4th |
| 18 | 101 | 21 | 9th | 71 | 16 | 9th | 45 | 12 | 5th |
| 19 | 128 | 22 | 9th | 82 | 16 | 9th | 50 | 12 | 5th |
| 20 | 141 | 23 | 9th | 90 | 17 | 9th | 55 | 13 | 5th |
| 21+ | +5 mana, +1 spell | +3 mana, +1 spell | +2 mana, +1 spell | ||||||
When taking levels in a second class, you gain its core archetype features and level progression benefits, but no second archetype.
Archetype Entry Benefits
Warrior
- d10 Hit Dice.
- Martial/Medium Armor/Shield proficiencies.
- +1 skill proficiency.
- Table progression features (Duelist, Styles, etc.).
Rogue
- d8 Hit Dice.
- +1 skill proficiency.
- Table progression features (Expertise, Backstab, Trickery, etc.).
Zealot
- d8 Hit Dice.
- +1 skill proficiency.
- Minor-track Divine or Primal spellcasting.
Arcanist
- d6 Hit Dice.
- +1 skill proficiency.
- Minor-track Arcane spellcasting.
Spellcasting & Mana Pooling
If both classes cast the same spell type (e.g., Bard and Oracle), combine their mana pools into a single pool. However, spell lists remain separate based on individual class progression (e.g., a Level 10 Bard / Level 4 Oracle gains Level 10 Dabbler and Level 4 Minor spells, but cannot learn higher-tier magic).
Characters can advance beyond 20th level, either by continuing in their original class or by branching into a second one.
Same-Class Levels (21+)
Continue the normal cadence: gain a stat point at odd levels and a perk at every even level, plus standard class spell/mana progression if available.
- The benefit of sticking with a single class for more than 20 levels is continued class and character advancement.
Multiclass Levels
Gain all the standard benefits of the core archetype, but no additional health or mana. Stat points remain on odd levels and perks on even levels, as usual.
- The benefit of dual-classing is gaining the useful abilities of the secondary core archetype.
Martial heroes whose mastery lies in arms, armor, and the battlefield. Some temper their steel with arcane study, divine oath, or psionic discipline.
Warrior — Core
Shared progressionBarbarian
BackPrimal warriors defined by feral rage and raw combat prowess — fast, brutal, and able to withstand tremendous punishment. Conan, Tarzan, Fafhrd, Red Sonja, and Khal Drogo all fit this mold.
Bonuses · +10 speed, +2 to Athletics and Intimidate, +2 Defense while unarmored (stacks with Duelist).
Quickbuild · M-14 A-13 E-14 I-10 S-12 C-10
[Design Note]
Barbarians are supposed to feel fast, deadly, and uncomplicated. Their simple, direct play style revolves around the berserker mechanic. Their unarmored defense bonus stacks with Duelist, offering extra protection for Conan- or Red-Sonja-flavored builds.
Cypher
BackExpert warriors who use psionic power to augment their prowess, projecting a telekinetic field usable for both attack and defense. Unlike psions, their kinetic abilities express raw physicality, not intellect or spirit.
Bonuses · +2 to Alertness, Empathy, and Will saves.
Quickbuild · M-14 A-13 E-13 I-13 S-11 C-10
Fighter
BackDisciplined soldiers with a professional understanding of war — commanders and tacticians who protect their allies from aggression. Achilles, Sir Lancelot, Charlemagne, and Eowyn of Rohan are all examples.
Bonuses · +2 to Initiative, Athletics, Perception, Tactics, two other skills of choice, and damage with weapons of all sorts.
Quickbuild · M-15 A-11 E-14 I-11 S-11 C-10
[Design Note]
Fighters are supposed to feel savvy, resilient, and tactical. Mastering Officer turns unfavorable initiative rolls into opportunities, while Counter punishes any failed defense — a strong "weapon master" feel.
Magi
BackElite mystical warriors with arcane training — eldritch knights, arcane archers, war mages. Partially affected by arcane rigor, they roll d8s for health.
Bonuses · +2 to Athletics and Arcana.
Quickbuild · M-12 A-14 E-13 I-13 S-12 C-10
[Design Note]
Magi feel bombastic. Their abilities run every round — teleporting, dampening energy damage, and dishing out charged blows. But they cannot mitigate basic melee damage and have reduced health, so Fade must be used judiciously.
Paladin
BackElite soldiers who combine military training with divine magic. They must remain faithful to their ethos to regain spells. Sir Galahad, Rostam, Momotaro, and Lemminkainen are examples.
Bonuses · +2 to Empathy, Theology, and all saving throws.
Quickbuild · M-15 A-10 E-14 I-10 S-13 C-10
[Design Note]
Paladins feel like bastions of strength. Heavy armor and reaction self-healing make them obnoxiously hard to kill, and they wreck supernatural evil. Every paladin must choose how much of their healing pool to share versus keep in reserve.
Ranger
BackElite warriors trained in an ancient druidic tradition of guerrilla warfare and primal magic — stealthy hunters with an almost supernatural aptitude for finding and eliminating targets. Legolas, Geralt, Hiawatha, and Orion are examples.
Bonuses · +10 speed, +2 to Stealth, Survival, and Nature.
Quickbuild · M-12 A-15 E-13 I-10 S-13 C-10
[Design Note]
Rangers are supposed to feel like Batman. Vanish, hunt, and burn quarry quickly. Mastering primal spells matters — rangers have no damage mitigation, so they thrive on ambush, overwhelming opponents, and party teamwork.
Fighting Styles
Fighting styles confer benefits while their conditions are met. A character can benefit from multiple styles at once when conditions overlap — a ranger wielding two daggers might use Brawler and Double simultaneously. Regardless of how many styles you qualify for, you may never make more than one attack using your Bonus Action per turn.
Brawler
While wearing light or no armor and using bare hands, fist weapons, or daggers:
- +10 speed.
- Make one attack as a bonus action.
- Your attacks deal d8 damage plus your Might or Agility modifier.
Cavalier
While mounted:
- Your speed becomes equal to your mount’s speed.
- Melee attacks against medium-sized unmounted enemies have advantage.
- If you charge with a polearm and hit, it is automatically a critical hit.
- You can redirect spells or attacks made against your mount to yourself instead.
Double
While wielding a weapon in each hand:
- +1 defense.
- Make one attack with either weapon as a bonus action.
- On a critical hit, deal extra damage equal to your PROF modifier.
Guardian
While fighting within 10 feet of your allies:
- Reaction: give one attack made against an ally within 10 feet disadvantage.
- Reaction: grant one ally within 10 feet advantage on a saving throw.
- Bonus action: instantly trade places with one ally within 10 feet.
Heavy
While wielding a heavy or versatile weapon in both hands:
- Deal extra damage equal to your PROF modifier.
- On a critical hit, deal extra damage equal to twice your PROF modifier.
- Once per round, when you kill an opponent with a melee attack, move up to 10 feet and make a free melee attack with the same weapon.
Marksman
While wielding a weapon with the shooting trait:
- +2 initiative.
- Your weapon damage die is one size higher, to a maximum of d12.
- Add your PROF modifier to the damage of successful shooting attacks.
Mixed
You have mastered seamlessly switching between weapons in combat.
- Weapons you carry encumber you half as much.
- Switch weapons between attacks once a round for free (no action).
- If you are carrying a shield on your back but not equipped, you can still use a reaction to apply its defense bonus against an attack.
- Attune to one magical weapon without it counting against your attunement maximum.
Pikeman
While wielding weapons with the polearm trait:
- +1 defense.
- +5 ft additional reach.
- Make one attack against a creature moving into your reach as a reaction.
Shieldman
While using a shield:
- +1 defense.
- Missile attacks against you have disadvantage.
- Make a shield bash as a bonus action, dealing 1d6 + Might/Agility plus the defense bonus of the shield.
- Damage from area effects is reduced by twice your PROF modifier. Replaces (does not stack with) any soak you may already have.
Spellblade
While using a magical weapon you are attuned to:
- Use Intellect, Spirit, or Charisma in lieu of Might or Agility for attack rolls only. Weapon damage rolls and physical maneuver DCs still use Might or Agility.
- Mental-stat substitution does not change equipment requirements: heavy weapons and heavy armor retain their minimum Might requirements.
- You do not need a free hand to cast spells; your weapon acts as an arcane focus.
Thrower
When wielding weapons with the thrown trait:
- +10 foot missile range.
- Catch one missile thrown at you or a target within 5’ of you as a reaction.
- Make a thrown weapon attack as a bonus action.
Channelers of divine and primal power — bound to a deity, covenant, or higher truth. The main providers of healing and enhancement magic.
Zealot — Core
Shared progressionCleric
BackEmissaries of a deity's power in the mortal world. Their covenant infuses them with a piece of their god's vast soul, allowing them to draw magic directly from the outer planes. Primary magic statistic is Spirit.
Bonuses · +2 to Theology and one intellect skill.
Quickbuild · M-12 A-12 E-12 I-12 S-14 C-12
Druid
BackShamans empowered by a primordial covenant with ancient nature spirits dwelling in the ethereal plane. They must uphold this covenant and maintain a neutral element in their moral alignment. Primary magic statistic is Spirit.
Bonuses · +2 to Nature and Survival.
Quickbuild · M-11 A-12 E-14 I-12 S-14 C-10
Inquisitor
BackZealous hunters devoted to rooting out and destroying enemies of their faith using espionage and divine magic. They have the special ability to counter enemy magic they witness being cast.
Bonuses · +2 to Investigate, Intimidate, Empathy, Stealth, and Will saves.
Quickbuild · M-11 A-14 E-13 I-11 S-13 C-12
Oracle
BackIndividuals born, cursed, or infused with innate divine power. Because their magic comes from within, they do not lose access to it if they commit ethos violations. Primary magic statistic is Spirit or Charisma.
Bonuses · +2 to Diplomacy and Empathy.
Quickbuild · M-10 A-12 E-12 I-11 S-14 C-14
[Design Note]
Oracles are supposed to feel a bit janky — people who have had divine power thrust upon them. Domain and spell selection matters more here than for any other class. Both divine and primal lists are available, but spell preparation is limited; two domains provide many synergies if read carefully.
Summoner
BackRare individuals attended by a choir of incorporeal spirits bound to their soul, which they direct to guard allies, deliver magic, and harry foes. Primary magic statistic is Spirit or Charisma.
Bonuses · +2 to Occult, Perception, Wrangling, and one skill of choice.
Quickbuild · M-10 A-12 E-12 I-13 S-14 C-13
Spirit Tricks
A summoner’s spirits know PROF+1 tricks that allow them to manifest and act under the summoner’s direction. Tricks marked [assignment] require the spirit to be assigned to a willing creature.
[Design Note]
Summoners are janky but fun. Their power is flexibility: spirits can armor allies, deliver touch spells at range, or swarm a target with Kill — but every trick competes for the same small pool of spirits, and non-assignment tricks demand at least one spirit be held in reserve.
Divine Domains
Domains represent the divine spheres of influence available to clerics, inquisitors, and oracles. Each grants unique spells and abilities that shape a character’s role and relationship with their deity.
Death
- Your invocation can charm undead for 1 hour on a failed save instead of dealing damage.
- Gain necrotic resistance and add a GD to necrotic damage you deal with spells.
- Undead are neutral toward you unless antagonized.
- Cast decompose and ruin at will.
Justice
- Creatures must make a Will save to answer a question you ask with a lie.
- Add a GD to Empathy, Investigate, and Intimidate rolls.
- Cast aurasight and command at will.
Knowledge
- Gain proficiency in one intellect skill. Changeable after each full rest.
- Learn 2 bonus spells from the arcane list. Change them once every 10 days.
- Cast guidance and identify at will.
Life
- Cast healing spells as a bonus action. Such spells have a minimum range of 30 feet.
- Add a GD to Medicine rolls and health you restore with spells.
- Gain immunity to poisons and diseases.
- Cast triage and diagnosis at will.
Light
- Gain +1 use of invocation. Your invocations create true sunlight for 1 round.
- Gain radiant resistance and a GD to radiant damage you deal with spells.
- Empower one weapon within 60’ as a bonus action: attacks deal an extra GD of radiant damage until your next turn.
- Cast light and smite at will.
Protection
- Gain a +1 bonus to Defense and Soak. Your Defense is never less than 8 + Arete.
- Reaction: grant one creature within 30 feet resistance to a single source of damage.
- Cast deflection and apotropaism at will.
Trickery
- Gain the backstab ability of a rogue your level. Your backstab deals d6’s of damage.
- Add a GD to Stealth and Subterfuge rolls.
- Cast beguile and disguise at will.
War
- Your invocation can harm any creature you wish.
- Attack as a bonus action.
- Gain proficiency in all weapons, armor, and shields. You ignore the might requirements for these items, and their load is 0 while equipped.
- Cast scythe and courage at will.
Skirmishers, infiltrators, and silver-tongued adventurers who win by guile, speed, and finesse.
Rogue — Core
Shared progressionAssassin
BackKillers who use stealth and subterfuge to defeat their enemies with great precision. Most are trained by syndicates, cults, government or military agencies.
Bonuses · +10 speed, +2 to Alertness, Initiative, Stealth, and Subterfuge.
Quickbuild · M-12 A-15 E-13 I-12 S-11 C-10
[Design Note]
Assassins are supposed to feel invisible and deadly. Their combat mechanics center on Vanish and Quietus. They benefit from teamwork where allies distract targets and take attention away from them. They are also vulnerable, so they must be selective. Multiple reactions per round have little to use them on except Elusive, which is intentional.
Bard
BackCharismatic rogues with social skills and magical training grounded in the ancient words of power used to sing the universe into being. Primary magic statistic is Charisma.
Bonuses · +2 to Diplomacy, History, Performance, Subterfuge, and Will saves.
Quickbuild · M-10 A-14 E-12 I-12 S-11 C-14
[Design Note]
Bards are versatile. They can prepare a handful of spells from any class list, bolster allies, backstab enemies, and excel in social situations. Built correctly, bards can do anything passably. Playing one satisfyingly requires a firm grasp of spells and an opportunistic mindset.
Monk
BackPractitioners of a monastic tradition of unarmed combat emphasizing trickery and quickness. They cultivate inner spiritual power (many names) for magical feats of martial-arts prowess.
Bonuses · +10 speed, +3 to Acrobatics, Athletics, and Perception.
Quickbuild · M-12 A-15 E-13 I-11 S-11 C-11
Monk Techniques
Monk techniques customize your martial style. Reactive techniques consume a Reaction; utility techniques modify your Movement or Bonus Action.
[Design Note]
Monks are great fun, but their abilities require reactions to use. Each round they must decide whether to forego damage mitigation or trickery for extra attacks or pseudo-magical feats. Backstab is simply a bonus added to one attack each round; combined with Flurry, three attacks on their turn are possible.
Swashbuckler
BackFlashy duelists who wield finesse weapons and use wit, precision, and mobility to overcome enemies. Many are renowned for gallantry.
Bonuses · +2 to Initiative, Acrobatics, Diplomacy, and Defense while unarmored and not using a shield.
Quickbuild · M-12 A-15 E-13 I-11 S-11 C-11
[Design Note]
As the swashbuckler grows in level, the additional reactions of the rogue archetype may be used to mitigate damage with the elusive ability or make riposte attacks.
Nightblade
BackRogues who supplement their trickery with arcane magic. Primary magic statistic is Intellect.
Bonuses · +2 to Arcana, Perception, and Stealth.
Quickbuild · M-10 A-15 E-12 I-14 S-11 C-10
[Design Note]
This class appears minimalist because a rogue with this level of arcane ability is already a potent class.
Thief
BackOutlaws blessed with an auspicious mix of talent and dumb luck. They apply themselves to treasure hunting, espionage, exploration, and crime.
Bonuses · +10 speed, +2 to Alertness, Initiative, Stealth, Thievery, and Reflex saves.
Quickbuild · M-11 A-15 E-12 I-12 S-12 C-11
Wielders of arcane magic — by study, by birthright, or by pact.
Arcanist — Core
Shared progressionArtificer
BackInventors who dabble in the mystic arts. Renaissance people with a natural talent for engineering, alchemy, and various academic and pseudo-scientific disciplines. Primary power statistic is Intellect.
Bonuses · +2 to toolset rolls and damage with firearms.
Quickbuild · M-10 A-13 E-13 I-14 S-12 C-12
Artificer Inventions
Artificers gain PROF+1 inventions. They can maintain a total number of active Inventions at one time equal to their PROF + 2. If they create or activate a new Invention beyond this limit, their oldest active Invention immediately breaks down or loses its magical effect. Inventions can be used by others, but malfunction if the artificer takes a full rest while away from them. All saving throws forced by their Inventions use their standard Arcanist Spell DC (8 + Arete).
Sorcerer
BackIndividuals naturally gifted with arcane powers. Each is a walking nexus connected directly to the astral sea, making them innately charismatic and afflicting them with arcane rigor. Primary magic statistic is Intellect or Charisma.
Bonuses · +2 to Arcana and Diplomacy.
Quickbuild · M-10 A-13 E-12 I-12 S-13 C-14
Sorcerer Bloodlines
Metamagic Talents
Sorcerers know PROF talents and may apply them PROF+1 times per full rest. They may only apply one Metamagic modification to a single spell casting and cannot stack multiple Metamagic effects on the same spell.
Warlock
BackMystics who forge pacts with otherworldly beings for power. Once a pact is made, the soul is permanently endowed with investments. Unlike sorcerers and wizards, they do not suffer the full effects of arcane rigor. Primary magic statistic is Intellect, Spirit, or Charisma.
Bonuses · +2 to Occult, Theology, and one save of choice.
Quickbuild · M-10 A-12 E-13 I-14 S-12 C-13
Warlock Investments
Wizard
BackIntellectuals who learn magic academically through long years of frustrating study, paying for that power in arcane rigor. Primary magic statistic is Intellect.
Bonuses · +2 to Arcana, History, Occult, and Will saves.
Quickbuild · M-10 A-13 E-12 I-15 S-12 C-11
Wizard Theses
At-will spells cast at base Tier 1.
[Design Note]
There’s no such thing as a lousy or mediocre thesis. A wizard’s thesis provides serious, tangible benefits that define how they play and differentiate them from other wizards.
Espers are psychics who owe their powers to a strange form of mental energy that originated in distant Lovecraftian dimensions.
Esper — Core
Shared progressionPsionicist
BackAscetics who have attained a special form of mental awakening. Psionic power is not the same as magic: a psychic mind is a mighty reactor that slowly generates and stores power on its own. Despite this, psionicists still suffer arcane rigor. Primary power statistic is Intellect or Spirit.
Bonuses · +2 Alertness and two Intellect skills.
Quickbuild · M-10 A-13 E-11 I-15 S-12 C-12