Class | Warrior | Zealot | Rogue | Arcanist | |||||
---|---|---|---|---|---|---|---|---|---|
Arms | Martial | Simple | Simple | Simple | |||||
Armor | Medium | Medium | Light | Light | |||||
Saves | Fortitude | Will | Reflex | Will | |||||
Skills | 3 | 2 | 4 | 2 | |||||
Toolsets | 2 | 1 | 2 | 1 | |||||
Level | Warrior | Zealot | Rogue | Arcanist | Stat Boost | Mana [Maj/Min]/ [Dabbler] | Spells [Major] | Spells [Minor] | Spells [Dabbler] |
1 | Duelist, Styles [2] | Divinity | Ambush, Backstab, Expert, Trickery | Focus | none | [8]/[8] | 4 [1st] | 3 [1st] | 3 [1st] |
2 | Perk | Perk | Perk | Perk | +1 | [10]/[8] | 5 [1st] | 4 [1st] | 4 [1st] |
3 | Style | Attunement | Reactive | Wards | none | [15]/[10] | 6 [2nd] | 4 [1st] | 4 [1st] |
4 | Perk | Perk | Perk | Perk | +1 | [18]/[10] | 7 [2nd] | 5 [2nd] | 5 [1st] |
5 | PRO +3 | PRO +3 | PRO +3 | PRO +3 | none | [22]/[15] | 8 [3rd] | 6 [2nd] | 5 [1st] |
6 | Perk | Perk | Perk | Perk | +1 | [27]/[15] | 9 [3rd] | 7 [3rd] | 6 [2nd] |
7 | Extra Attack | Embody | Elusive | Mastery 1 | none | [33]/[18] | 10 [4th] | 7 [3rd] | 6 [2nd] |
8 | Perk | Perk | Perk | Perk | +1 | [39]/[18] | 11 [4th] | 8 [4th] | 7 [2nd] |
9 | PRO +4 | PRO +4 | PRO +4 | PRO +4 | none | [49]/[22] | 12 [5th] | 9 [4th] | 7 [2nd] |
10 | Perk | Perk | Perk | Perk | +1 | [58]/[22] | 13 [5th] | 10 [5th] | 8 [3rd] |
11 | Style | Exalted | Reactive | Alacrity | none | [65]/[27] | 14 [6th] | 10 [5th] | 8 [3rd] |
12 | Perk | Perk | Perk | Perk | +1 | [65]/[27] | 15 [6th] | 11 [6th] | 9 [3rd] |
13 | PRO +5 | PRO +5 | PRO +5 | PRO +5 | none | [78]/[33] | 16 [7th] | 12 [6th] | 9 [3rd] |
14 | Perk | Perk | Perk | Perk | +1 | [78]/[33] | 17 [7th] | 13 [7th] | 10 [4th] |
15 | Extra Attack | Ascension | Reactive | Mastery 2 | none | [87]/[39] | 18 [8th] | 13 [7th] | 10 [4th] |
16 | Perk | Perk | Perk | Perk | +1 | [87]/[39] | 19 [8th] | 14 [8th] | 11 [4th] |
17 | PRO +6 | PRO +6 | PRO +6 | PRO +6 | none | [101]/[49] | 20 [9th] | 15 [8th] | 11 [4th] |
18 | Perk | Perk | Perk | Perk | +1 | [101]/[49] | 21 [9th] | 16 [9th] | 12 [5th] |
19 | Style | Favored | Reactive | Mastery 3 | none | [128]/[58] | 22 [9th] | 16 [9th] | 12 [5th] |
20 | Epic | Epic | Epic | Epic | +1 | [141]/[58] | 23 [9th] | 17 [9th] | 13 [5th] |
21+ | Perk | Perk | Perk | Perk | +1 | +5 | +1 | +1 | +1 |
Warrior
Warriors are martial characters who excel in combat. In battle their role is to fight directly and draw hostile attention away from weaker or more vulnerable characters. There are six core warrior archetypes.
Bonus [1]. +1 to might, agility, or endurance.
Styles [1]. All warriors learn fighting styles. Each style confers advantages that apply under certain conditions. It is possible to gain the benefits of multiple styles by meeting their criteria. For example, a ranger wielding two daggers could benefit from the brawler and double styles simultaneously.
Duelist [1]. While unarmored and unsurprised, a warrior may add their PROF to defense. This stacks with the benefits of a shield.
Extra Attack [7+]. 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
Barbarians are primal warriors defined by feral rage and raw combat prowess. They are fast, brutal, and can withstand tremendous amounts of punishment. Most come from primitive cultures or backgrounds where a lack of civilization forces people to become exceedingly tough. High level barbarians often go on to form their own warbands or join berserker lodges. Characters like Conan the Barbarian, Tarzan King of the Jungle, Fafhrd of Cold Corner, Red Sonja, John Carter of Mars, and Khal Drogo of Westeros are all good examples of this class.
Barbarians gain the following traits.
Hit Dice: d12
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.
Belligerent (Reaction). Gain resistance to a single source of damage, OR force an attack against an ally within 10 feet to target them instead.
Berserker (Bonus Action). Once per combat, a barbarian can go berserk. This adds their PROF to damage, soak, and saves. While berserk, a barbarian can only move or make melee and throwing attacks. Barbarians must use an action to end their rage on any round they are unable or unwilling to move or attack.
Authors Note. Barbarians are supposed to feel fast, deadly, and uncomplicated. They have a simple and direct play style that revolves around the berserker mechanic, which is self-explanatory. Their unarmored defense bonus stacks with the Duellist ability all warriors possess, offering extra protection for players who wish to play a character thematically similar to Conan or Red Sonja.
Cypher
Cyphers are expert warriors who use psionic power to augment their prowess, projecting a telekinetic field usable for both attack and defense. Most come from cultures where the martial arts mix with esoteric mysticism. Unlike psions the power of their kinetic abilities is a direct expression of their raw physicality, not intellect or spirit.
Hit Dice: d10
Bonuses: +2 to Alertness, Empathy, and Will saves.
Barrier. Gain 3x your level in temporary health. This pool renews after each full rest.
Quehn. At the start of every round, add a graduating die to one of the following: initiative, defense, soak, weapon damage, or one type of save. This bonus lasts for the round. The die MUST be rolled.
Kinesis (Bonus 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
Fighters are disciplined soldiers with a professional understanding of war. In addition to their combat prowess, they are commanders and tacticians who protect their allies from aggression. Most come from armies or cultures with a tradition of military service. Characters like Achilles, Sir Lancelot, Charlamagne, and Eowyn of Rohan are all good examples of this class.
Fighters gain the following traits.
Hit Dice: d10
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.
Counter (Reaction). 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 the attack hits despite this defense bonus, you can immediately counterattack the striker. If the counterattack hits, it deals an additional graduating die of damage.
Officer (Bonus 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 graduating die for the remainder of the combat. The first use does not alter the ally’s initiative in following rounds.
Authors Note. Fighters are supposed to feel savvy, resilient, and tactical. Getting the most out of this class requires good initiative and a firm grasp of the officer ability, which can be used to allow tactics that an unfavorable initiative roll might otherwise make impossible. The counter ability is extremely useful in battle, because wherever it fails to protect allies it dishes out heavy punishment to end fights faster. This gives the fighter a strong "weapon master" feel that is satisfying to play.
Magi
Magi are elite mystical warriors with arcane training. They are commonly called eldritch knights, arcane archers, war mages, and similar. Most come from advanced cultures with a strong tradition of wizardry, or planar realms where military knowledge and magical training go hand in hand. Magi are partially affected by arcane rigor, and roll d8’s for health.
Magi gain the following traits.
Hit Dice: d8
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.
Fade (Move Action). Once per round, teleport up to 20 feet to a spot you can see. This ability is quiet and does not cause a manifestation.
Spellshield (Reaction). Reduce the damage of an effect you can see within 60 feet by half. This cannot mitigate slashing, piercing, crushing, or poison damage. This power reduces the damage sustained by ALL targets of the effect.
Spellstrike (Bonus Action). Charge your weapon with power until it strikes a target or you charge a new weapon. The weapon deals an extra graduating die of fire, lightning, sonic, cold, or acid damage.
Authors Note. Magi are supposed to feel bombastic and cool. Magic is normally a limited resource, but the abilities of a Magi can be used every round. Teleporting around the battlefield, dampening incoming energy damage, and dishing out powerful blows charged with seething energy give the impression of a truly magical fighting style. But players of this class must beware. They cannot mitigate basic melee damage, and their reduced health makes them vulnerable. The fade ability can be used judiciously to get in and out of trouble, but it isn't perfect.
Paladin
Paladins are elite soldiers who combine military training with divine magic. They are also champions who use blessings to empower themselves and destroy otherworldly beings. They must remain faithful to their ethos to regain spells. Failure to do so causes them to fall out of sync with their alignment plane, losing access to divine magic until they atone. Most are trained by religious sects, but they may also be chosen by otherworldly powers or elevated in dream visions. Characters like Sir Galahad, Rostam, Momotaro, and Lemminkainen are all good examples of this class.
Paladins gain the following traits.
Hit Dice: d10
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’ gain advantage on saves against magic.
Cheirotonia (Bonus Action or Reaction). Paladins have a pool of healing energy equal to 5x their class level. They can distribute it by touch in any quantity as a bonus action, or heal themselves as a reaction when taking damage. For 5 pts, they can cure diseases or poisoning. This pool replenishes after a full rest.
Salvation (Reaction). Let one ally within 20 feet reroll a failed save. The target must use the second roll.
Smiting (Bonus Action). Charge your weapon with divine magic until it strikes a target or you charge a new weapon. The weapon deals an extra graduating die of radiant or necrotic damage. Fey, fiends, qlippoth, and undead suffer two graduating die of damage.
Authors Note. Paladins are supposed to feel like bastions of strength. Their ability to wear heavy armor and self-heal as a reaction make them obnoxiously difficult to kill, and they wreck "supernatural evil" beings with extra radiant damage. Although they can heal and bolster quite well, paladins have no damage mitigation mechanic. Every paladin player must choose how much healing energy they wish to dole out to others and how much they want to keep in reserve for personal use to "offset" a potential killing blow in combat.
Ranger
Rangers are elite warriors trained in an ancient druidic tradition emphasizing guerilla warfare and primal magic. They are stealthy hunters with an almost supernatural aptitude for finding and eliminating targets. Most come from cultures near dangerous wilderness, where monsters and fey are common. Much like druids, they must be grandfathered into ancient pacts with nature spirits or chosen directly by such spirits and granted their power in dream visions. Characters like Legolas, Geralt of Rivia, Hiawatha and Orion are all good examples of this class.
Rangers gain the following traits.
Hit Dice: d10
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).
Quarry (Bonus Action). Mark one creature within 60 feet as a quarry until it dies or you mark a new creature. If you kill the target, you may instantly shift the mark to a new target. Add a graduating die to damage rolls against the target, and gain advantage on skill checks to track or influence it.
Authors Note. Rangers are supposed to feel like Batman. The ability to vanish, hunt targets, and burn through individual quarries quickly give them a predator vibe. Players who enjoy stealth but still want to play a warrior will enjoy them. Getting the most out of a ranger requires a firm grasp of primal spells, because rangers have no damage mitigation mechanic. Their abilities favor ambush and overwhelming opponents quickly, so they thrive in parties with good teamwork.
Fighting Styles
Fighting Styles
Fighting styles in GSS represent the specialized techniques and approaches characters use in combat. Whether you prefer the brute force of two-handed weapons, the precision of archery, the finesse of dual-wielding, or the defensive prowess of sword and shield, your chosen fighting style influences your tactics and effectiveness in battle. By mastering a specific fighting style, characters gain unique advantages and bonuses, allowing them to excel in their chosen role as frontline warriors, ranged attackers, or versatile combatants. Understanding and harnessing the nuances of different fighting styles is essential for maximizing your character's potential on the battlefield.
Brawler. While wearing light or no armor and using your bare hands, fist weapons, or daggers you gain the following benefits.
+10 speed
Make one attack as a bonus action.
Your attacks deal d8 damage plus your might or agility modifier.
Cavalier. While mounted, you gain the following benefits.
Your speed becomes equal to your mount's speed.
Melee attacks you make against medium size 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 you instead.
Double. While wielding a weapon in each hand, you gain the following benefits.
+1 defense
Make one attack with either weapon as a bonus action.
If you land a critical hit, you deal extra damage equal to your PROF modifier.
Guardian. You gain the following benefits while fighting within 10 feet of your allies.
You can use a reaction to give one attack made against an ally within 10 feet disadvantage.
You can use a reaction to grant one ally within 10 feet advantage on a saving throw.
You can use a bonus action to instantly trade places with one ally within 10 feet.
Heavy. While wielding a weapon with the heavy or versatile trait in both hands you gain the following benefits.
You deal extra damage equal to your PROF modifier.
If you land a critical hit, you deal extra damage equal to twice your PROF modifier.
Once per round when you kill an opponent with a melee attack you can move up to 10 feet and make another melee attack with the same weapon for free.
Marksman. While wielding a weapon with the shooting trait you gain the following benefits.
+2 initiative
You can 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 the art of seamlessly switching between weapons in combat.
Weapons you carry encumber you half as much.
You may switch weapons between attacks once a round for free. This does not use an action.
If you are carrying a shield on your back but it is not equipped, you can still use a reaction to apply its bonus to your defense score against one incoming attack.
You can attune to one magical weapon without it counting against your attunement maximum.
Pikeman. While wielding weapons with the polearm trait you gain the following benefits.
+1 defense
+5’ additional reach
You can make one attack against a creature moving into your reach as a reaction.
Shieldman. While using a shield you gain the following benefits.
+1 defense
Missile attacks against you have disadvantage.
You can make a shield bash as a bonus action, dealing 1d6+MIGHT/AGILITY (base) plus the defense bonus of the shield.
Damage you take from area effects is reduced by twice your PROF modifier. This replaces (does not stack with) any soak you may already have against the effect.
Spellblade. While using a magical weapon you are attuned to, you gain the following benefits.
You can use INTELLECT, SPIRIT, or CHARISMA in lieu of MIGHT or AGILITY when calculating attack and damage bonuses.
You do not need a free hand to cast spells, instead using your weapon as an arcane focus.
Thrower. When wielding weapons with the thrown trait you gain the following benefits.
+10 foot missile range
Catch one missile thrown at you or a target within 5’ of you as a reaction.
You can make a thrown weapon attacks as a bonus action.
Zealot
Zealots are religious characters who channel divine magic. In battle they can adopt several possible roles, and they are the main providers of enhancement and healing magic. There are four core zealot archetypes.
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, and you must describe the assistance before rolling percentile dice. There is a 50% chance it works. If successful, you cannot try again for 10 days. If it fails, you can try again after a full rest.
Cleric
Clerics are 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. Failure to remain faithful to their ethos causes them to fall out of sync with their alignment plane until they atone. Clerics come from a wide range of backgrounds. Some are educated and ordained in organized religions, while others are privately mentored or even chosen by the gods themselves in dream visions. Their primary magic statistic is Spirit.
Clerics gain the following traits.
Hit Dice: d8
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.
Invocation (Action). Once per minute, use your holy symbol to unleash a blast of power in a 30’ radius or a 60’ cone. Undead, fiends, fey, qlippoth, and spirits take PROF d12’s of damage of a type determined by the cleric’s deity (will save for half). Alternately, allies sympathetic to the clerics’ deity may receive a comparable amount of healing. Clerics may use this power PROF times per full rest.
Druid
Druids are shamans empowered by a primordial covenant with ancient nature spirits dwelling in the ethereal plane. This covenant grants them formidable mystic powers and shapeshifting abilities in exchange for their agreement to prevent substantial (not minor) imbalances to the natural order. Apart from their obligation to uphold this covenant, and maintain a neutral element in their moral alignment, druids are free to use their powers as they choose. Some are grandfathered into their spiritual pacts by old hierophants, while others are chosen by nature spirits and offered this covenant in dream visions. Their primary magic statistic is Spirit.
Druids gain the following traits.
Hit Dice: d8
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.
Shapeshifter (Bonus Action). Transform into beast shapes ranging from tiny to large. Your gear merges into your new form, reappearing when you revert to your birth form. You can speak in any form, but only cast spells in humanoid form. In beast shape, you gain the physical statistics of whatever beast you emulate, but your health and mental statistics remain the same. You cannot assume animal forms of a higher tier than your PROF modifier.
Inquisitor
Inquisitors are zealous hunters, devoted to the task of rooting out and destroying enemies of their faith using espionage and divine magic. Most inquisitors belong to organized religions or secret societies, joining adventuring parties for the chance to persecute enemies of their faith. Because an inquisitor is devoted to hunting supernatural heresy, they have the special ability to counter enemy magic they witness being cast.
Hit Dice: d8
Bonuses: +2 to Investigate, Intimidate, Empathy, Stealth, and Will saves.
Dabbler. 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.
Purge (Reaction). Roll arete to counter a spell you witness being cast within 60 feet. Your difficulty is the base DC to resist the target’s magic.
Bane (Bonus Action). Mark a creature within 60 feet for destruction until it dies or you mark a new creature. If you kill the target, you may instantly shift the mark to a new target. Add a graduating die of radiant or necrotic damage to attack and spell damage rolls against the target.
Oracle
Oracles are individuals who are 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. Most oracles are imbued with divine power at birth, descended from a deity, or born in the shadow of destiny under rare or prophesied conditions. The divine power that suffuses an oracle makes them charismatic and attuned to the feelings of others, though this does not always manifest in an obvious fashion. Their primary magic statistic is Spirit or Charisma.
Clerics gain the following traits.
Hit Dice: d8
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 instead of the Ascension ability, you gain a third domain.
Authors Note. Oracles are supposed to feel a bit janky because they are people who have had divine power thrust upon them. More than any other class, Oracle players must be deliberate about their domain and spell selection. Having access to both the divine and primal lists is great, but the number of spells they can prepare is limited. Two domains provide a lot of special abilities, some of which synergize very well. But you must read carefully.
Summoner
Summoners are rare individuals whose souls are merged with a potent spiritual entity called an eidolon. This merger is permanent and causes both parties to become one. They share the same goals and values, serving as twin aspects of the same being (though this does not always manifest in the same way). Some summoners develop a homogenized personality, experience no change at all, go insane, experience dramatic alignment shifts, or develop multiple-personality syndrome. This process can be graceful or violent, depending on the player’s wishes. Their primary magic statistic is Spirit or Charisma.
Summoners gain the following traits.
Hit Dice: d8
Bonuses: +2 to Occult, Perception, Wrangling, and one skill of choice.
Ethernaut. 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. The eidolon is a small or medium non-humanoid creature that accompanies and serves the summoner. It cannot possess opposable thumbs and is incapable of advanced tool use. Most eidolons resemble plant, animal, or chimeric creatures of some sort. The eidolon is capable of eating and drinking, but does not require sustenance or air to survive. The eidolon and summoner share the following traits:
The eidolon has the summoner’s knowledge, mental statistics, skills, saves, initiative, resistances, and immunities. If it must roll an athletics check, it uses the summoner’s arete.
Both parties can communicate telepathically across any distance. The summoner can speak, deliver touch spells, and perceive the world through the eidolon as if it were the summoner’s familiar.
As an action, you can touch the eidolon and cause it to discorporate and become a tattoo or symbol somewhere on your body. It must spend at least 6 of every 24 hours this way, and these hours must be consecutive. You can cause the eidolon to emerge from your body as a standard action. While the eidolon is in tattoo form, you can use a bonus action to assume its form (as the druidic shapeshifter ability) or revert to your native form. You can only cast spells and utilize tools in your birth form, however. NOTE: Some summoners rarely manifest their eidolons, instead choosing to assume the creature’s form and embrace existence as a unique shapeshifter. This is particularly common in summoners who suffer physical disabilities.
The eidolon’s statistics are: Defense (10+Arete), Health (Arete x LVL)+10, Speed (PROF x 10)+10, Attack Bonus (Arete), Damage (2 Graduating Die + Arete). The eidolon gets a number of attacks equal to half your PROF rounded down (max 3). The eidolon gains bonus traits equal to PROF+2.
You can change the eidolon’s traits during a long rest while it is discorporated. Unless the trait enacts a change in the creature’s body (tail, wings, etc.), its base appearance does not change.
Traits
Aquatic. The eidolon gains swim speed equal to its base speed in mph. The summoner can breathe water.
Armored. The eidolon gains soak equal to PROF+1. The summoner shares this within 10’ of the eidolon.
Aware. Eidolon and summoner roll arete for perception. It is used to calculate alertness before modifiers.
Blast. The eidolon's attacks gain a range of 60 feet.
Bounder. The eidolon gains +10 speed can can perform a running jump PROF x 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. The eidolon’s attacks deal one type of elemental, radiant, or necrotic damage.
Flying. The eidolon gains a flying speed equal to its base speed in mph.
Hunter. Eidolon and summoner roll arete for survival.
Large. The eidolon is the size of a large horse.
Luminous. The eidolon can radiate light of any color out to a range of 60 feet at will.
Mount. The eidolon is a mount, and its rider gains the cavalry fighting style. It must be large.*
Regeneration. The eidolon regains 1 health every 10 minutes (6/hour). It is legal to siphon health from an eidolon with this ability to heal the summoner.
Roar. Eidolon and summoner roll arete for intimidation.
Robust. The summoner can roll Arete for athletics.
Scent. The eidolon has the olfactory powers of a wolf.
Spikes. Melee attacks striking the eidolon deal a graduating die of damage to the attacker.
Stealthy. Eidolon and summoner roll arete for stealth.
Tail. The eidolon can make an extra attack as a bonus action.
Tiny. The eidolon is the size of a housecat.
Vessel. The eidolon increases the summoner’s mana capacity by PROF*5.
Warded. The eidolon gains resistance to one additional type of damage.
Authors Note. Summoners are janky, but fun to play. The synergy between the summoner and the eidolon delivers the fundamental power of this class. The eidolon has combat ability, and with the correct traits, a great deal of its power is shared with the summoner.
Divine Domains
Divine Domains
In GSS, domains represent the divine powers and spheres of influence granted to clerics and oracles. Each domain embodies a specific aspect of the divine, and grants unique spells, abilities, and blessings. Your chosen domain shapes your character's role within the party and their relationship with their deity. By aligning with a domain, clerics dedicate themselves to serving their god's will and spreading their influence.
Death
Your invocation can charm undead for 1 hour on a failed save instead of dealing damage.
Gain necrotic resistance and add a graduating die 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 graduating die to empathy, investigate, and intimidate rolls.
Cast aurasight and command at will.
Knowledge
Gain proficiency in one intellect skill. You may change this skill after each full rest.
Learn 2 bonus spells from the arcane list. You can 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 graduating die 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 graduating die to radiant damage you deal with spells.
Empower one weapon within 60’ as a bonus action. Attacks with this weapon deal an extra graduating die 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.
As a 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. You backstab deals d6’s of damage.
Add a graduating die 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.
Rogue
Rogues are agile skill-oriented heroes who emphasize precision over brute force when solving problems. In battle their role is to exploit opportunities to deal burst damage while avoiding direct attack. Outside of battle they rely on trickery and mundane skills to contribute, particularly in matters of stealth. All possess the following core abilities.
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
Assassins are killers who use stealth and subterfuge to defeat their enemies with great precision. Most are trained by an order of some sort: crime syndicates, dark cults, government or military agencies, etc. Occasionally an assassin will use their skills for adventuring activities.
Assassins gain the following traits.
Hit Dice: d8
Bonuses: +10 speed, +2 to Alertness, Initiative, Stealth, and Subterfuge.
Quietus. Backstab deals d12’s. Resistant to poison. Proficient with all weapons that have the finesse and/or missile traits. Learn 1 warrior fighting style. Attack as a bonus action.
Reflexes (Reaction). Share a reflex save you have just rolled with a willing target within 10 feet. Alternately, share your elusive ability with a willing target within 10 feet that is also suffering damage from the same effect.
Vanish (Bonus 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 roll, you can immediately move up to half your speed without provoking attacks of opportunity. If this is done on a surprise round and the move takes you behind cover or obscurement, you can try to hide as part of that action. If successful, the targets don’t realize where you went.
Authors Note. Assassins are supposed to feel invisible and deadly. Their mechanics are satisfyingly simple, centering around the use of vanish to hide and quietus to dish out lots of backstab damage. They benefit from teamwork in situations where allies can distract their targets and take attention away from them. They are also vulnerable, so they must be selective in their actions. Assassins with multiple reactions a round have nothing to use them on but the elusive ability, and this is intentional. Given their violent skillset, they will need it.
Bard
Bards are charismatic rogues with social skills and magical training, grounded in the ancient words of power used to sing the universe into being at the dawn of time. Some come from bardic colleges, while others are trained in dream visions by spiritual entities called “muses” or “lillendi” who choose them via divination. Their primary magic statistic is Charisma.
Bards gain the following traits.
Hit Dice: d8
Bonuses: +2 to Diplomacy, History, Performance, Subterfuge, and Will saves.
Dabbler. Cast arcane, divine, and primal spells using dabbler progression. Learn PROF+1 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.
Muse (Reaction). Grant one ally within 60 feet a bonus graduating die 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. This ability can be used once a round during combat and once per scene outside combat.
Authors Note. Bards are supremely versatile. They get a handful of spells from any class, bolster allies, have the backstab ability, and are good in social situations. As long as they are built correctly, bards can do anything passably. Playing a satisfying bard requires a firm grasp of spells and an opportunistic mindset. They rarely win the day, but everyone benefits from their presence.
Monk
Monks practice a monastic tradition of unarmed combat emphasizing trickery and quickness. They cultivate a form of inner spiritual power (which has many names) that can be tapped to perform magical feats of martial arts prowess. Most come from remote monasteries, assassin orders, gangs, families, or villages with a long history of martial arts practice.
Monks gain the following traits.
Hit Dice: d8
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 list below.
Wuxia. Attack twice as a bonus action. While unarmored and unsurprised, add PROF+3 to defense. Attacks deal standard or a graduating die of damage, whichever is higher. Backstab does not require advantage, or for an ally to threaten your target.
Techniques
All monk techniques require reactions to implement. This is done DURING the action.
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.
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).
Authors Note. Monks are great fun to play, but their abilities require reactions to use. Because they are rogues, this means every round they must decide whether to forego potential damage mitigation or trickery actions to get extra attacks or perform pseudo-magical feats. Monks have the backstab ability, but it is simply a bonus they can add to one attack they make each round. Combined with flurry, they can potentially dish out three attacks on their turn. Their tranquil ability is there to help them avoid trouble and act with precision.
Swashbuckler
Swashbucklers are flashy duelists who wield finesse weapons and use wit, precision, and mobility to overcome enemies. This martial philosophy often complements a dashing and adventurous lifestyle, and many swashbucklers are renowned for gallantry.
Hit Dice: d10
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 7th level.
Riposte (Reaction). Increase your defense against a single attack by PROF+1. If the attack misses, you can move up to 10 feet without provoking attacks of opportunity. Alternately, make a melee attack against an opponent who has just missed you with a melee attack.
Thief
Thieves are outlaws blessed with an auspicious mix of talent and dumb luck. They apply themselves to the time-honored pursuits of treasure hunting, espionage, exploration, and crime. Many become adventurers to seek fortune, or keep one step ahead of the law.
Hit Dice: d8
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 obscurement.
Setup (Reaction). Give an ally within 10 feet advantage on an attack roll. If the attack hits, add your backstab damage to the attack. If the bonus damage kills the target, this ability counts as your use of backstab for the round.
Legerdemain (Bonus Action). Use the thievery skill to steal, disarm basic traps, or open mundane locks. You can also use thievery to 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.
Arcanist
Arcanists are mystics who channel arcane magic. In battle their role is to unleash spells that cause devastation or tip the tide in their ally’s favor while avoiding direct attack. Outside of battle they have a wide variety of utility spells and knowledge skills they use to contribute. All arcanists develop the following abilities as they level up.
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 to a new magic item when you level up. This requires 1 month and costs a variable amount of silver (game master’s discretion).
Wards [3]. You extend the duration of one level 1-2 self-affecting spell until it discharges or you take a full rest.
Mastery [7]. During each full rest, choose one 1st-level spell that you can cast at will. At the 15th level, this spell can be 2nd level. At the 19th level, it can be 3rd level.
Alacrity [11]. You can cast any cantrip as a bonus action, including attack cantrips.
Artificer
Artificers are inventors who dabble in the mystic arts. They are also renaissance-people with a natural talent for engineering, alchemy, and various academic and pseudo-scientific disciplines. Such people often use their inventions for adventuring, or to obtain money or special materials to finance their creations. Their primary power statistic is intellect.
Hit Dice: d8
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 they malfunction if you take a full rest while an invention is not in your possession (for maintenance). Permanent inventions that can be used by anyone follow the process of magical item creation.
Inventions
Ascender. This device resembles a gun or crossbow. As a standard action, it fires a grapnel with a 100-foot reel. As a bonus action, the reel can be activated to haul the user and one medium creature to the anchor point at up to 30 km/hr. If this would cause a collision en route, falling damage is taken normally.
Auspex. This device resembles goggles or a helmet. As a reaction, the user can 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. These bombs can be thrown up to 60 feet as a standard action, and deal PROF graduating dice of force damage in a 10’ radius (Reflex save for half). If additional grenades are crafted beyond this limit, the older ones become inert.
Cutter. This device looks like a drill, chainsaw, or similar. You can use it to make arete-based melee attacks. It deals a graduating die of damage plus arete, and ignores PROF points of soak.
Fusilier. This device looks like a mechanized two-handed gun, crossbow, or similar. You can use it to make arete-based ranged attacks. It deals 1d12 plus arete, and has the missile (100/400), trigger, and storm (10’ radius) properties. Firing this weapon for 1 round costs 2 points of mana.
Homunculus. An alchemical gremlin or clockwork creature serves you faithfully, using the combat statistics of a warlock familiar.
Injector. This device looks like a mounted syringe. You can use it to inject potions or medicines. Any potion or poison injected this way has its duration doubled, and numeric effects (such as damage or healing) are increased by a graduating die.
Laser. This device looks like a cylinder fitted with tempered lenses. You can use it to make one arete-based spell attack a round as a standard action. It deals PROF graduating dice of fire damage and has the missile (200/800) trait. Firing this weapon for 1 round costs 2 points of mana.
Luminator. This device looks like a steampunk flashlight. It can emit light in a 5’ beam or a 120’ cone. Brightness is variable, and can be made ultraviolet if desired (to expose blood or similar). If used to blind enemies, all targets in the beam must make a Perception check against the artificer's spell DC or be blinded for 1 round. Using this tool to blind enemies for 1 round costs 2 points of mana.
Multitool. This device looks like a big steampunk Swiss-Army knife. You can use it instead of toolsets requiring purely metal implements (woodwork, metalwork, lockpicks, etc.). Toolset rolls made using this device gain an additional +2 bonus.
Projector. This device looks like a big squirt gun. You can use it to spray liquid in a 60’ stream or cone (by waving the stream). Firing this weapon for one round consumes 1 flask or pint of a substance (acid, napalm, sacred water, etc.). If the substance is harmful, it deals PROF d8’s of damage (Reflex save for half) to all viable targets in that area. The substance is mixed with a “special solution” that amplifies its potency while causing it to burn off and disintegrate after 1 round.
Techsuit. This device looks like a suit of mechanized armor with a chassis and extendable metal arms. It increases reach to 10 feet and grants two extra arms for holding tools. It also increases might, defense, and soak by PROF. Only you can wear this armor.
Vehicle. This device looks like a steampunk vehicle. It is self-propelling and has twice the load, speed, and durability of a vehicle of its type. Other inventions can be mounted to the vehicle if desired. If this is done, passengers may use them freely.
Psionicist
Psionicists are aseetics who have attained a special form of mental awakening. This enlightenment gives them the ability to cultivate and shape their own mental energies for supernatural purposes. Psionic power is NOT the same as magical power: both are forms of energy, but like gravity and electricity, they operate differently. While zealots and arcanists manipulate cosmic force, a psychic mind is like a mighty reactor that slowly generates and stores power on its own. Despite this difference, psionicists also suffer the effects of arcane rigor. Their primary power statistic is Intellect or Spirit.
Psionicists gain the following traits.
Hit Dice: d6
Bonuses: +2 to Alertness and two intellect-based skills.
Psychic. Learn PROF of the 8 mental sciences and gain their associated cantrip. Learn one power per level (beginning with just 1 at the first level), selected from one of the sciences you practice. Your powers cannot be of a higher tier than your PROF. Gain an energy pool equal to a major caster of your level.
Author’s Note: Unlike spells, psychic powers only go from Tier 1 to Tier 6. There is only one “cantrip” for each science, and every time a psychic learns a new science, they gain its associated cantrip. This is because the baseline psychic ‘powers’ are extremely versatile, and can be spammed at no cost. They are meant to be the mainstay of a psionicist’s utility, and a high-level psychic who has a lot of them is extremely potent. Read the psychic powers carefully to understand the dynamics of this class.
Sorcerer
Sorcerers are individuals naturally gifted with arcane powers. Each one is a walking nexus connected directly to the astral sea, making them innately charismatic and afflicting them with arcane rigor. They are figures of awe and envy, often joining adventuring parties to fulfill their destinies. Their primary magic statistic is Intellect or Charisma.
Sorcerers gain the following traits.
Hit Dice: d6
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.
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
Bolster. Increase spell damage by 2x PROF modifier.
Empower. Increase save DC by 1/2 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
Warlocks forge pacts with otherworldly beings for power. They are shamans, genie-binders, infernalists, occultists, and more. Some warlocks extort their patrons for power using goetia, bribery, or sacrifice. Once a pact is made, the warlock’s soul is permanently endowed with investments, supplementing their arcane dabbling with unnatural powers. Unlike sorcerers and wizards, they do not suffer the full effects of arcane rigor. Their primary magic statistic can be Intellect, Spirit, or Charisma.
Warlocks gain the following traits.
Hit Dice: d8
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 of investments from your patron(s).
Servitor. Gain the service of an otherworldly minion. This servitor is resummoned at full strength after each full rest, even if destroyed.
Investments
Armor. Your defense score is never less than 10+ Arete, and their soak is never less than PROF.
Blast. You can shoot blasts of energy up to 100 feet as an action and/or a bonus action, using Arete for the attack roll. These bolts take whatever appearance you choose, and deal 1d10+Arete force damage. Note: Because this is not a spell, it is possible to cast a spell with an action and use a bonus action to fire a blast in the same round. It is also legal to use a standard action and a bonus action to fire two blasts a round.
Council. Once per full rest, you can meditate to solicit advice from spirits in service to their patron for 10 minutes.
Enhancement. The warlock gains 2 points to distribute to their statistics. This investment cannot raise any statistic above 22. This investment can be taken multiple times.
Flight. The warlock gains a fly speed equal to their foot speed while lightly encumbered or less. Flying causes a manifestation of supernatural power.
Militancy. The warlock gains proficiency in martial weapons, medium armor, shields, the spellblade fighting style, and one extra attack at 7th level (as a warrior).
Relic. The warlock gains a second focus. If this focus is a weapon, the warlock gains proficiency with it and the ability to attack with the weapon as a bonus action.
Sorcery. The warlock gains knowledge of two spells of a level they can cast from any class's spell list. This investment can be taken multiple times.
Sight. The warlock gains darkvision, infravision, and the ability to cast aurasight at will.
Thorns. Creatures striking the warlock in melee take piercing damage equal to the warlock’s PROF.
Tongues. The warlock gains the ability to speak the language of any creature in their immediate presence. This fluency fades if no such target is available.
Servitors
Servitors use the warlock’s initiative, skills, and saves. They cannot take bonus actions. A servitor’s base stats are given below, but each type has additional traits. Very small servitors also use these stats: they are deceptively potent for their size.
*Health = 7xLVL. Defense = 13+PROF. Soak = 0 Speed = 30. Attack = d20+Arete. Damage = d8+Arete.
Artifact. Your primary focus becomes sentient and helpful.
Djinn. A medium humanoid that can use equipment and attune 3 magic items.
Elemental. A tiny, or small, elemental with mutable form. It can manipulate or reshape matter of its type in a 5’ cube as an action.
Familiar. A tiny or fine flying creature that can cast your level 1-2 spells using your mana pool.
Hound. A medium quadruped with scent, elemental resistance (all), and a 60’ ranged attack.
Steed. A large mount that grants the cavalier fighting style while mounted. It has 3 soak, never tires, and its saddlebags act as a bag of holding.
Thug. A medium humanoid with exotic arms and armor, martial proficiency, +3 defense, and 3 soak. It gains the extra attack ability (as a warrior) when its master hits 7th level.
Wizard
Wizards learn magic academically after many long years of frustrating study. They are intellectuals who steep themselves in arcane lore, seeking out ancient grimoires and libraries to improve their knowledge. They pay the price for this power in the form of arcane rigor. Many take up adventuring to sharpen their skills and acquire the funds needed to fuel their research. Their primary magic statistic is Intellect.
Wizards gain the following traits.
Hit Dice: d6
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 into this grimoire takes 2 days and 100 silver per level. No formula is completely uniform: the process of each must be personalized and practiced using noetic techniques before it can be used. Because of this, copying spells is a lengthy research process. While it remains in your possession, you can cast any spell written in their grimoire once for free. This ability recharges after a full rest.
Thesis. You have a single field of specialized study known as a thesis. Within your specialization, you gain additional special abilities listed below.
Thesis
Abjurer
Cast magemail at will.
Gain resistance to one form of damage, changeable after a full rest.
Gain a pool of temporary health equal to 3x your level. This pool refreshes after a full rest.
Conjurer
Cast blink at will.
As a standard action, create one non-magical object worth <=100 silver. It cannot be made of special materials or weigh more than 5x your level in lbs. If you create a new object, the last one vanishes.
Diviner
Cast aurasight at will.
As a standard action, remotely tap into the senses of any creature under the effects of a spell you have cast. While doing this, your body’s senses are suppressed.
As a reaction, add or subtract 1d4 from a single attack, save, or skill check made by a creature they can see within 60 feet.
Enchanter
Cast command at will.
Gain telepathy to a range of 100 feet and +3 to will saves.
Give one charm spell you cast an indefinite duration. If you prolong a new charm spell, the last one ends.
Evoker
Cast fusillade at will.
Change the damage of any spell you cast to fire, cold, lightning, acid, or thunder.
Add +1d6 to all elemental spell damage.
Grant other creatures total immunity to any spell you cast that deals elemental damage.
Illusionist
Cast phantasm at will.
Your spells have the Subtle Metamagic quality. You do not need to speak or gesture to cast spells, and they have no manifestation. Spells with visible effects or a point of origin still appear to originate from you.
Necromancer
Cast ruin at will.
Gain necrotic resistance and add +1d6 to necrotic spell damage.
During a full rest, animate PROF undead servitors (max Tier PROF-1). If you relinquish control, they are destroyed. You can exert control over them to a range of 1 kilometer.
Tier 1-2 undead you have personally created using the undeath spell do not reduce your mana pool.
Transmuter
Alter your features, gender, height, and weight (up to 50%) during a full rest. Your stats do not change.
Produce three potions of Tier 1-2 during a full rest. They denature if you take a full rest or they leave your possession, though you can use a bonus action to administer them to others.
Authors Note. There’s no such thing as a “lousy” or “mediocre” thesis. A wizard’s thesis is meant to provide serious, tangible benefits that define how they play and differentiate them from other wizards.