
Classes & Archetypes
Twenty-one classes across four archetypes — Warriors, Zealots, Rogues, and Arcanists — with shared progression features, spellcaster tier tables, fighting styles, and divine domains.
Overview
Every hero in Grayscale belongs to one of four broad archetypes — Warriors, Zealots, Rogues, and Arcanists — 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.
Level Progression
Every class earns new abilities at the same level cadence. The table below shows when each archetype gains a feature, when the Proficiency Modifier advances, and which Graduating Die size that modifier produces. Rows where every column reads “Perk” mean each character chooses a perk; rows marked — advance only the proficiency modifier.
| LVL | Proficiency Modifier | Graduating Die | Warrior | Zealot | Rogue | Arcanist |
|---|---|---|---|---|---|---|
| 1 | +2 | d6 | Duelist · Styles | Divinity | Ambush · Backstab · Expert · Trickery | Focus |
| 2 | +2 | d6 | Perk | Perk | Perk | Perk |
| 3 | +2 | d6 | Style | Attunement | Reactive | Wards |
| 4 | +2 | d6 | Perk | Perk | Perk | Perk |
| 5 | +3 | d8 | 2 APR | — | — | — |
| 6 | +3 | d8 | Perk | Perk | Perk | Perk |
| 7 | +3 | d8 | Diehard | Embody | Elusive | Wyrd 1 |
| 8 | +3 | d8 | Perk | Perk | Perk | Perk |
| 9 | +4 | d10 | — | — | — | — |
| 10 | +4 | d10 | Perk | Perk | Perk | Perk |
| 11 | +4 | d10 | Style | Exalted | Reactive | Alacrity |
| 12 | +4 | d10 | Perk | Perk | Perk | Perk |
| 13 | +5 | d12 | — | — | — | — |
| 14 | +5 | d12 | Perk | Perk | Perk | Perk |
| 15 | +5 | d12 | 3 APR | Ascension | Reactive | Wyrd 2 |
| 16 | +5 | d12 | Perk | Perk | Perk | Perk |
| 17 | +6 | d12 | — | — | — | — |
| 18 | +6 | d12 | Perk | Perk | Perk | Perk |
| 19 | +6 | d12 | Style | Favored | Reactive | Wyrd 3 |
| 20 | +6 | d12 | Epic | Epic | Epic | Epic |
| 21+ | +6 | d12 | Perk | Perk | Perk | Perk |
Spellcasting Progression
Cells show mana / spells known / maximum spell tier at each level. Beyond 20th, casters keep advancing at the rate listed in the final row.
| LVL | Major | Minor | Dabbler |
|---|---|---|---|
| 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 |
Warriors
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 progression- Bonus [1]
- +1 to Might, Agility, or Endurance.
- Styles [1]
- All warriors learn fighting styles. Each style confers advantages that apply under certain conditions, and stacks when multiple conditions are met (a ranger wielding two daggers benefits from both Brawler and Double).
- Duelist [1]
- While unarmored and unsurprised, a warrior may add their PROF to defense. This stacks with the benefits of a shield.
- Diehard [7]
- Once per full rest, if you sustain damage resulting from an attack roll, you can elect to take no damage.
- APR [5+]
- When taking an attack action, roll for attack and damage twice. At 15th level, roll thrice. You can move between attacks if you wish, up to your maximum speed.
Barbarian
Primal 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).
- Slayer
- Advantage to initiative. Melee critical hits on a 19-20.
- BelligerentReaction
- Gain resistance to a single source of damage, OR force an attack against an ally within 10 feet to target you instead.
- BerserkerBonus Action
- Once per combat, go berserk. Add PROF to damage, soak, and saves. While berserk, you can only move or make melee and throwing attacks. You must use an action to end your rage on any round you are unable or unwilling to move or attack.
Author’s 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
Expert 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.
- Dabbler
- Learn PROF mental sciences and gain their associated cantrip, as a Psion of your level. You cannot learn higher-tier powers.
- Barrier
- Gain 3× your level in temporary health. This pool renews after each full rest.
- Quehn
- At the start of every round, add a GD to one of: initiative, defense, soak, weapon damage, or one type of save. This bonus lasts for the round, and the die MUST be rolled.
- KinesisBonus Action
- Dash or leap up to half your foot speed in any direction, OR perform a combat maneuver against an opponent up to 20 feet distant using telekinesis. You also know the telekinesis cantrip and can use it subtly.
Fighter
Disciplined 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.
- Fortified
- Proficiency in heavy armor, one bonus fighting style, and one additional save.
- CounterReaction
- Counter a single melee attack against yourself or an ally within reach. The protected individual adds your PROF to their defense against that attack. If it hits despite this bonus, you immediately counterattack — on a hit, deal an extra GD of damage. You may choose to let an attack hit yourself to enable a counterattack.
- OfficerBonus Action
- Allow one ally within 60 feet who has not acted yet to take their initiative immediately after yours, OR boost your initiative by a GD for the remainder of the combat. The first use does not alter the ally’s initiative in following rounds.
Author’s 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
Elite 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.
- Dabbler
- Cast wizard spells using dabbler progression. Learn PROF+1 arcane cantrips. Gain a single focus item (as arcanists do), which must be a weapon.
- FadeMove Action
- Once per round, teleport up to 20 feet to a spot you can see. This ability is quiet and causes no manifestation.
- SpellshieldReaction
- Reduce the damage of an effect you can see within 60 feet by half. This cannot mitigate slashing, piercing, crushing, or poison damage. The reduction applies to ALL targets of the effect.
- SpellstrikeBonus Action
- Charge your weapon with power until it strikes a target or you charge a new weapon. The weapon deals an extra GD of fire, lightning, sonic, cold, or acid damage.
Author’s 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
Elite 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.
- Dabbler
- Cast cleric spells using dabbler progression. Learn PROF+1 divine cantrips.
- Bulwark
- Proficient in heavy armor, and allies within 10 feet gain advantage on saves against magic.
- CheirotoniaBonus Action or Reaction
- Paladins have a pool of healing energy equal to 5× their class level. Distribute it by touch in any quantity as a bonus action, or heal yourself as a reaction when taking damage. For 5 pts, cure diseases or poisoning. The pool replenishes after a full rest.
- SalvationReaction
- Let one ally within 20 feet reroll a failed save. The target must use the second roll.
- SmitingBonus Action
- Charge your weapon with divine magic until it strikes a target or you charge a new weapon. The weapon deals an extra GD of radiant or necrotic damage. Fey, fiends, qlippoth, and undead suffer two GD of damage.
Author’s 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
Elite 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.
- Dabbler
- Cast primal spells using dabbler progression. Learn PROF+1 primal cantrips.
- Predator
- Speak to animals at will, and influence them with the Survival skill. Use stealth without cover by remaining motionless. Hide, dash, disengage, or aim as a bonus action. Make one melee or missile attack against an enemy within 60 feet when they roll a natural 1 on an attack roll (this does not use a reaction).
- QuarryBonus Action
- Mark one creature within 60 feet as quarry until it dies or you mark a new creature. If you kill the target, shift the mark instantly. Add a GD to damage rolls against the target, and gain advantage on skill checks to track or influence it.
Author’s 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.
Zealots
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 progression- Bonus [1]
- +1 to Might, Spirit, or Charisma.
- Divinity [1]
- Once per combat, gain advantage on a save before it is rolled.
- Attunement [3]
- Resistance to one form of damage, determined by faith.
- Embodiment [7]
- Cast divine spells that only target you as a bonus action.
- Exaltation [11]
- Damage resistance granted by Attunement becomes immunity.
- Ascension [15]
- You count as having ALL divine spells prepared. Oracles do not gain this ability; instead, they gain a third domain.
- Favored
- You can call on higher powers for divine intervention. This is an action — describe the assistance before rolling percentile dice. 50% chance it works. On success you cannot try again for 10 days; on failure you can try again after a full rest.
Cleric
Emissaries 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.
- Sacrosanct
- Immune to charm, domination, and spiritual possession.
- Emissary
- Cast divine spells using major progression. Learn PROF+1 divine cantrips. Gain one domain.
- InvocationAction
- Once per minute, use your holy symbol to unleash a blast of power in a 30' radius or 60' cone. Undead, fiends, fey, qlippoth, and spirits take PROF d12's of damage of a type determined by your deity (Will save for half). Alternately, sympathetic allies may receive a comparable amount of healing. Usable PROF times per full rest.
Druid
Shamans 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.
- Shaman
- Cast primal spells using minor progression. Learn PROF+1 primal cantrips.
- Vitality
- Proficiency in all saves. Immunity to poison. You do not physically age unless you choose, but you die normally at the end of your natural lifespan. During your last year, you can feel it approaching.
- ShapeshifterBonus Action
- Transform into beast shapes ranging from tiny to large. Your gear merges into your new form and returns when you revert. You can speak in any form, but only cast spells in humanoid form. In beast shape, you gain the physical statistics of the beast, but your health and mental statistics remain the same. You cannot assume animal forms of a higher tier than your PROF modifier.
Inquisitor
Zealous 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.
- Minor Divine
- Cast divine spells using minor progression. Learn PROF+1 divine cantrips. Gain 1 domain. If your domain influences invocation, gain +2 to a single statistic instead.
- Seeker
- Gain 1 bonus skill. If you land a weapon or spell attack that meets the criteria for a backstab, it deals an extra die of radiant or necrotic damage.
- PurgeReaction
- Roll the arete to counter a spell you witness being cast within 60 feet. Your difficulty is the base DC to resist the target’s magic.
- BaneBonus Action
- Mark a creature within 60 feet for destruction until it dies or you mark a new creature. If you kill the target, shift the mark instantly. Add a GD of radiant or necrotic damage to attack and spell damage rolls against the target.
Oracle
Individuals 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.
- Demiurgic
- Cast divine and primal spells using minor progression. Learn PROF+2 cantrips from the divine and primal lists.
- Portfolio
- Gain two divine domains. If your domain influences invocation, gain +2 to a single statistic instead. At 15th level, instead of the Ascension ability, you gain a third domain.
Author’s 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
Rare individuals whose souls are permanently merged with a potent spiritual entity called an eidolon. The two serve as twin aspects of the same being. Primary magic statistic is Spirit or Charisma.
Bonuses · +2 to Occult, Perception, Wrangling, and one skill of choice.
- Dabbler
- Cast divine and primal spells using dabbler progression. Learn PROF+2 cantrips from the divine and primal lists.
- Symbiosis
- One fighting style, one bonus skill, and one additional save.
- Eidolon
- A small or medium non-humanoid creature accompanies you. It cannot have opposable thumbs or perform advanced tool use. It does not require sustenance or air. Statistics: Defense 10+Arete, Health (Arete×LVL)+10, Speed (PROF×10)+10, Attack +Arete, Damage 2 GD +Arete. Attacks per round = ½ PROF (max 3). It gains PROF+2 traits, shares your knowledge / mental stats / skills / saves / initiative / resistances / immunities, and uses your arete for athletics. You communicate telepathically across any distance and can perceive through it like a familiar. As an action you can touch the eidolon and cause it to discorporate into a tattoo on your body — it must spend at least 6 consecutive hours of every 24 this way. While in tattoo form, you may use a bonus action to assume its form (as Shapeshifter) or revert. Spells and tool use require your birth form. Traits can be reshuffled on a long rest.
Author’s Note ·Summoners are janky but fun. The synergy between summoner and eidolon delivers the class’s fundamental power: the eidolon has combat ability, and with the right traits a great deal of that power is shared with the summoner.
Eidolon Traits
A summoner’s eidolon gains PROF+2 traits, reshuffled on a long rest while discorporated.
- Aquatic
- Eidolon gains swim speed equal to its base speed in mph. Summoner can breathe water.
- Armored
- Eidolon gains soak equal to PROF+1. Summoner shares this within 10’ of the eidolon.
- Aware
- Eidolon and summoner roll arete for perception. Used to calculate alertness before modifiers.
- Blast
- Eidolon’s attacks gain a range of 60 feet.
- Bounder
- Eidolon gains +10 speed and can perform a running jump PROF×10 feet.
- Brachiate
- Eidolon and summoner roll arete for acrobatics.
- Celerity
- Eidolon and summoner roll arete for initiative.
- Charger
- If the eidolon charges and hits with its first attack, it is a critical hit.
- Defender
- Attacks against the summoner have disadvantage if the eidolon is within 10’.
- Energy
- Eidolon’s attacks deal one type of elemental, radiant, or necrotic damage.
- Flying
- Eidolon gains a flying speed equal to its base speed in mph.
- Hunter
- Eidolon and summoner roll arete for survival.
- Large
- Eidolon is the size of a large horse.
- Luminous
- Eidolon can radiate light of any color out to 60 feet at will.
- Mount
- Eidolon is a mount; rider gains the cavalry fighting style. Must be Large.
- Regeneration
- Eidolon regains 1 health every 10 minutes (6/hour). It is legal to siphon health from the eidolon to heal the summoner.
- Roar
- Eidolon and summoner roll arete for intimidation.
- Robust
- Summoner can roll arete for athletics.
- Scent
- Eidolon has the olfactory powers of a wolf.
- Spikes
- Melee attacks striking the eidolon deal a GD of damage to the attacker.
- Stealthy
- Eidolon and summoner roll arete for stealth.
- Tail
- Eidolon can make an extra attack as a bonus action.
- Tiny
- Eidolon is the size of a housecat.
- Vessel
- Eidolon increases the summoner’s mana capacity by PROF×5.
- Warded
- Eidolon gains resistance to one additional type of damage.
Rogues
Skirmishers, infiltrators, and silver-tongued adventurers who win by guile, speed, and finesse.
Rogue — Core
Shared progression- Bonus [1]
- +1 to Agility, Intellect, or Charisma.
- Trickery [1]
- Dash, disengage, hide, aim, or use an item as a bonus action.
- Expert [1]
- +2 to two skills. At 7th level, you gain +2 to two more skills.
- Backstab [1]
- Once per round, an attack made with advantage or against a threatened target deals PROF d8's bonus damage.
- Ambush [1]
- Attacks by surprise score a critical hit on an 18+.
- Reactive [3]
- You can take 2 reactions a round. This increases by 1 at the 11th, 15th, and 19th levels.
- Elusive [7]
- Gain resistance to a single source of damage as a reaction.
Assassin
Killers 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.
- Quietus
- Backstab deals d12's. Resistant to poison. Proficient with weapons that have the finesse or missile traits. Learn 1 fighting style. Attack as a bonus action.
- ReflexesReaction
- Share a reflex save you have just rolled with a willing target within 10 feet. Alternatively, share your elusive ability with a willing target within 10 feet that is also suffering damage from the same effect.
- VanishBonus Action
- Use stealth to hide by breaking the line of sight in combat. Creatures attempting to locate you never count as being on high alert. On a successful pickpocket or backstab, immediately move up to half your speed without provoking attacks of opportunity. If done on a surprise round and the move takes you behind cover or obscuration, you can try to hide as part of that action — if successful, targets don't realize where you went.
Author’s 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
Charismatic 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.
- Dabbler
- Cast arcane, divine, and primal spells using dabbler progression. Learn PROF+2 cantrips from these lists.
- Ambassador
- Learn PROF bonus languages. With 10 minutes of effort, you can communicate concepts to any creature that has an intelligence of 8 or higher.
- MuseReaction
- Grant one ally within 60 feet a bonus GD on a failed attack, save, or non-intellect skill check. If this roll allows an ally to meet the DC, the roll is a success. Usable once a round during combat and once per scene outside combat.
Author’s 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
Practitioners 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.
- Tranquil
- Attacks against a monk suffer disadvantage if the monk has not yet attacked that round.
- Techniques
- Learn PROF techniques from the technique list (below).
- Wuxia
- Attack twice as a bonus action. While unarmored and unsurprised, add PROF+3 to defense. Attacks deal standard or a GD of damage, whichever is higher. Backstab does not require advantage, or for an ally to threaten your target.
Author’s 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
Flashy 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.
- Swordplay
- Proficient with all weapons that have the light or finesse traits. Backstab does not require advantage or for an ally to threaten your target. Gain the extra attack ability at 6th level, as a warrior.
- RiposteReaction
- Increase your defense against a single melee attack by PROF+1. If the attack misses, you can move up to 10 feet without provoking attacks of opportunity OR make a melee attack against the opponent who just missed you.
Thief
Outlaws 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.
- Looter
- Attune to one extra magic item. Carry 10 extra points of load before being encumbered. Always correctly appraise the value of items. Advantage on stealth in dim light or light obscuration.
- SetupReaction
- Give an ally within 10 feet advantage on an attack roll. If the attack hits, add your backstab damage. If the bonus damage kills the target, this counts as your use of backstab for the round.
- LegerdemainBonus Action
- Use the Thievery skill to steal, disarm basic traps, or open mundane locks. You can also steal a weapon from a distracted or surprised target. If you succeed by more than 5 points, the target does not immediately notice the loss.
Monk Techniques
All monk techniques require reactions to implement. The reactions are expended while taking other actions.
- Bolt
- Melee attacks gain a range of 60 for the round and deal force damage.
- Charge
- Gain an additional +10 speed for the round.
- Deflect
- Negate one missile attack (of manageable size) against a creature within 5 feet.
- Flurry
- When taking the attack action, make one separate attack against every opponent within reach. Any round you use this, you cannot also use Wuxia to attack twice as a bonus action.
- Infuse
- Unarmed attacks deal +1d6 radiant or necrotic damage for the round.
- Leap
- Leap PROF×10 feet as a move action and land on non-damaging surfaces safely.
- Resist
- Gain advantage on one saving throw before rolling it.
- Stun
- Force a target to make a fortitude save or be stunned for 1 round (DC = 8 + Arete).
Arcanists
Wielders of arcane and psionic magic — by study, by birthright, or by pact.
Arcanist — Core
Shared progression- Bonus [1]
- +1 to Agility, Intellect, or Charisma.
- Focus [1]
- You have a magical item that only works for you. It doesn't count against your attunement max, and cannot be higher tier than your PROF. You can switch focus when you level up (1 month, variable silver). Psionicists gain an extra perk in place of this ability.
- Wards [3]
- You extend the duration of one level 1-2 spell cast upon yourself with a duration of 1 minute or longer. This spell runs until it discharges or you take a full rest. Psionicists gain an extra perk in place of this ability.
- Wyrd [7]
- During each full rest, choose one 1st-level spell that you can cast at will. At 15th level this can be 2nd level; at 19th, 3rd level. Psionicists gain an extra perk in place of this ability.
- Alacrity [11]
- You can cast any cantrip as a bonus action, including attack cantrips.
Artificer
Inventors 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.
- Dabbler
- Cast arcane spells using dabbler progression. Learn PROF+1 arcane cantrips.
- Engineer
- Proficient in medium armor, three extra toolsets, all firearms, and one extra save. Attacks with inventions use a standard or bonus action.
- Inventions
- Gain PROF+1 inventions from the list below. They may be used by others, but malfunction if you take a full rest while not in your possession (for maintenance). Permanent inventions usable by anyone follow the magical item creation process.
Psionicist
Ascetics 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 to Alertness and 2 intellect skills.
- Psychic
- Learn PROF mental sciences and gain their associated cantrip. Learn 3+LVL powers, chosen from the sciences you practice. Your powers cannot be higher-tier than your PROF. Gain an energy pool equal to a major caster of your level.
- Note
- Psionicists replace the Arcanist Focus, Wards, and Wyrd abilities with extra perks.
Author’s Note ·Psychic powers go from Tier 1–6. There are two cantrips per science, and every new science adds its cantrips. These baseline powers are versatile and can be spammed at no cost — the mainstay of a psionicist’s utility. A high-level psychic with many of them is extremely potent.
Sorcerer
Individuals 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.
- Sorcery
- Cast arcane, divine, and primal spells using minor progression. Learn PROF+2 cantrips from these lists.
- Bloodline
- Select one bloodline (below) and gain its associated powers.
- Metamagic
- Gain PROF Metamagic talents from the list below. You may use them PROF+1 times. These uses recharge after a full rest.
Warlock
Mystics 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.
- Arcanum
- Cast arcane spells using minor progression. Learn PROF+1 cantrips from this list.
- Investments
- Gain PROF+1 investments from your patron(s) — see list below.
Wizard
Intellectuals 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.
- Wizardry
- Cast arcane spells using major progression. Learn PROF+2 cantrips from the arcane list.
- Grimoire
- To prepare new spells, you must study a grimoire of arcane formulae. Transcribing a spell takes 2 days and 100 silver per level. Each formula must be personalized and practiced using noetic techniques. While the grimoire remains in your possession, you can cast any spell written in it once for free. This ability recharges after a full rest.
- Thesis
- You have a single field of specialized study (see thesis list below). Within your specialization, you gain additional special abilities.
Author’s 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.
Artificer Inventions
Artificers gain PROF+1 inventions. Inventions can be used by others, but malfunction if the artificer takes a full rest while away from them.
- Ascender
- Gun/crossbow-like device. As a standard action, fires a grapnel with a 100-foot reel. As a bonus action, the reel hauls the user and one medium creature to the anchor point at up to 30 km/hr. Collisions inflict normal falling damage.
- Auspex
- Goggles or helmet. As a reaction, switch between darkvision, infravision, ultravision, and binocular vision to a maximum range of 90 feet.
- Bombs
- Use alchemy tools to produce PROF+1 grenade-like weapons during a full rest. Thrown up to 60 feet as a standard action; deal PROF GDs of force damage in a 10’ radius (Reflex save for half). Extra grenades beyond the limit make older ones inert.
- Cutter
- Drill, chainsaw, or similar. Make arete-based melee attacks dealing a GD plus arete; ignores PROF points of soak.
- Fusilier
- Mechanized two-handed gun/crossbow. Arete-based ranged attacks; 1d12+arete; missile (100/400), trigger, storm (10’ radius). 2 mana per round of firing.
- Homunculus
- An alchemical gremlin or clockwork creature serves you faithfully, using the combat statistics of a warlock familiar.
- Injector
- Mounted syringe. Inject potions or medicines; injected substances have doubled duration and numeric effects (damage or healing) increase by a GD.
- Laser
- Lensed cylinder. Once a round as a standard action, make one arete-based spell attack; PROF GDs of fire damage; missile (200/800). 2 mana per round of firing.
- Luminator
- Steampunk flashlight. 5’ beam or 120’ cone, variable brightness, UV-capable. To blind enemies, all targets in beam make a Perception check vs your spell DC or be blinded 1 round. 2 mana per round.
- Multitool
- Steampunk Swiss-Army knife. Substitutes for toolsets requiring purely metal implements (woodwork, metalwork, lockpicks, etc.). Toolset rolls gain +2.
- Projector
- Big squirt gun. 60’ stream or cone (waving). 1 flask/pint per round of any substance (acid, napalm, sacred water, etc.). If harmful: PROF d8’s of damage (Reflex save for half) in area. Substance burns off after 1 round.
- Techsuit
- Mechanized armor with chassis and extendable metal arms. Reach 10 feet, two extra arms for tools, +PROF to Might, defense, and soak. Only you can wear it.
- Vehicle
- Self-propelling steampunk vehicle with 2× load, speed, and durability for its type. Other inventions can be mounted; passengers may use them freely.
Sorcerer Bloodlines
- Aberration
- +1 to Intellect, telepathy to 60 feet, acid & psychic resistance.
- Celestial
- +1 to Spirit, the heal spell, fire & radiant resistance.
- Chaos
- +1 to one statistic, +1 spell known, and advantage on magic saves.
- Djinn
- +1 to Spirit, resistance to one element, +1d6 to damage with that element.
- Dragon
- +1 Endurance, immune to one element, soak equal to PROF.
- Fated
- +1 to one statistic, +1 spell known, and three rerolls per day.
- Fiendish
- +1 to Spirit, fire & necrotic & poison resistance.
- Titan
- +1 Endurance and proficiency in all saves.
Metamagic Talents
Sorcerers know PROF talents and may apply them PROF+1 times per full rest.
- Bolster
- Increase spell damage by 2× PROF modifier.
- Empower
- Increase save DC by ½ PROF modifier.
- Fork
- The spell affects a second target.
- Project
- Double the range or area of the spell.
- Prolong
- Double the duration of the spell.
- Quicken
- Cast the spell as a bonus action.
- Substitute
- Change damage to fire, lightning, cold, acid, thunder, radiant, or necrotic.
- Subtle
- The spell requires no reagents (worth less than 5 silver) and has no manifestation.
Warlock Investments
- Armor
- Your defense score is never less than 10 + Arete, and your soak is never less than PROF.
- Blast
- Shoot blasts of energy up to 100 feet as an action and/or a bonus action, using Arete for the attack roll. Whatever appearance you choose; 1d10+Arete force damage. May fire a blast in the same round as casting a spell.
- Council
- Once per full rest, meditate to solicit advice from spirits in service to your patron for 10 minutes.
- Enhancement
- 2 points to distribute to your statistics (cannot raise any above 22). May be taken multiple times.
- Flight
- Fly speed equal to your foot speed while lightly encumbered or less. Flying causes a manifestation of supernatural power.
- Militancy
- Proficiency in martial weapons, medium armor, shields, the spellblade fighting style, and one extra attack at 7th level (as a warrior).
- Relic
- Gain a second focus. If this focus is a weapon, gain proficiency with it and the ability to attack with it as a bonus action.
- Servitor
- Gain a servitor (see list below). Resummoned at full strength after each full rest, even if destroyed.
- Sorcery
- Knowledge of two spells of a level you can cast from any class’s spell list. May be taken multiple times.
- Sight
- Gain darkvision, infravision, and the ability to cast aurasight at will.
- Thorns
- Creatures striking you in melee take piercing damage equal to your PROF.
- Tongues
- Speak the language of any creature in your immediate presence. This fluency fades if no such target is available.
Warlock Servitors
Servitors use the warlock’s initiative, skills, and saves. They cannot take bonus actions. Base stats: Health = 7×LVL, Defense = 13+PROF, Soak = 0, Speed 30, Attack d20+Arete, Damage d8+Arete. Very small servitors use the same statline.
- Artifact
- Your primary focus becomes sentient and helpful. No combat statistics; it is a magical item.
- Djinn
- Medium humanoid that can use equipment and attune 3 magic items.
- Elemental
- Tiny or small elemental with mutable form. Manipulate or reshape matter of its type in a 5’ cube as an action.
- Familiar
- Tiny or fine flying creature that can cast level 1–2 spells you have prepared using your mana.
- Hound
- Medium quadruped with scent, elemental resistance (all), and a 60’ ranged attack.
- Steed
- Large mount with 60 foot speed. Grants the cavalier fighting style while mounted. 3 soak, never tires, saddlebags act as a bag of holding.
- Thug
- Medium humanoid with exotic arms and armor, martial proficiency, +3 defense, 3 soak. Gains extra attack (as a warrior) at master’s 7th level.
Wizard Theses
- Abjurer
- Cast magemail at will. Gain resistance to one form of damage, changeable after a full rest. Pool of temporary health equal to 3× your level, refreshes on full rest.
- Conjurer
- Cast blink at will. As a standard action, create one non-magical object worth ≤100 silver (no special materials, max 5× level lbs). Creating a new one dissolves the last.
- Diviner
- Cast aurasight at will. Standard action: remotely tap the senses of any creature under a spell you cast (your body’s senses suppressed). Reaction: add or subtract 1d4 from one attack, save, or skill check within 60 feet.
- Enchanter
- Cast command at will. Telepathy to 100 feet and +3 to Will saves. Give one charm spell you cast an indefinite duration (a new prolonged charm ends the previous one).
- Evoker
- Cast fusillade at will. Change the damage of any spell to fire, cold, lightning, acid, or thunder. Add +1d6 to all elemental spell damage. Grant other creatures total immunity to any elemental spell you cast.
- Illusionist
- Cast phantasm at will. Your spells gain the Subtle metamagic quality — no speech, gesture, or manifestation. Spells with visible effects still appear to originate from you.
- Necromancer
- Cast ruin at will. Necrotic resistance and +1d6 necrotic spell damage. On full rest, animate PROF undead servitors (max Tier PROF−1); destroyed if relinquished; control to 1 km. Tier 1–2 undead you personally create with the undeath spell do not reduce your mana pool.
- Transmuter
- On full rest, alter your features, gender, height, and weight (up to 50%) — stats unchanged. Produce three Tier 1–2 potions on full rest (denature on rest or if they leave your possession; administer to others as a bonus action).
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.
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.
- Make one shooting attack as a bonus action.
- Your weapon damage dice is one size higher, to a maximum of d12.
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 and damage bonuses.
- 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.
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 +1 to defense and soak. Your defense is never less than Arete + 8.
- 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.