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Archetypes



Just as your character’s ancestry plays a key role in expressing their identity and worldview, their class indicates the training they have and will improve upon as an adventurer. Choosing your character’s class is perhaps the most important decision you will make for them. The rules within each class allow you to bring a wealth of character concepts to life. The choices you make for your character within their class—such as a cleric’s choice of deity, a fighter’s choice of weapon, or a sorcerer’s bloodline—bring these visions to life within the context of the rules and the world.

Each class entry contains the information you need to play a character of that class, as well as to advance them from their humble beginnings to the dizzying heights of power. In addition to the class entries, you might need to reference the following sections, which detail additional character options and how to advance your character in level.

  • Leveling Up tells you how to make your character stronger when you get enough Experience Points to reach a new level.
  • Animal Companions and Familiars provides rules to create an animal companion or a familiar to share your adventures with. You must have a class feature or feat that grants you a companion or familiar to use these rules.
  • Archetypes gives you thematic options that allow you to further customize your character’s abilities.


Reading Class Entries

Every class entry includes information about typical members of the class, plus suggestions for roleplaying characters of that class and playing these characters in the game’s various modes. Each class provides your character with an ability boost to a key ability score; a number of Hit Points they receive at each level; proficiency ranks for various abilities, equipment, and skills; special abilities from their class features; and more. Your character’s class entry also provides the information needed when they gain levels, so it will be a vital reference throughout the course of your campaign.

Playing the Class

The first section of each class describes the interests and tendencies typical of that class, as well as information on how others view them. This can help inspire you as you determine your character’s actions and define their personality, but you aren’t obligated to play your character as this section describes.

Key Ability

This is the ability score that a member of your class cares about the most. Many of your most useful and powerful abilities are tied to this ability in some way.

For instance, this is the ability score you’ll use to determine the Difficulty Class (DC) associated with your character’s class features and feats. This is called your class DC. If your character is a member of a spellcasting class, this key ability is used to calculate spell DCs and similar values.

Most classes are associated with one key ability score, but some allow you to choose from two options. For instance, if you’re a fighter, you can choose either Strength or Dexterity as your key ability. A fighter who chooses Strength will excel in hand-to-hand combat, while those who choose Dexterity prefer ranged or finesse weapons.

Additionally, when you choose your character’s class, they gain an ability boost to their key ability score, increasing that ability score by 2.

Hit Points

This section tells you how many Hit Points your character gains from their class at each level. To determine your character’s starting Hit Points, add together the Hit Points they got when you chose their ancestry and the amount listed in this entry, which equals your Constitution modifier plus a fixed number. Classes that intend for characters to rush into battle with weapons bared gain a higher number of Hit Points each level, while those for characters who cast spells or engage in trickery gain fewer.

Each time your character gains a level, they increase their maximum Hit Points by the amount listed in this entry.

Initial Proficiencies

When you choose your character's class, they gain a set of initial proficiencies. Proficiencies measure your character's ability to perform tasks, use abilities, and succeed at checks. Proficiency ranks range from trained to legendary.

Each class entry specifies your character's initial proficiency rank in Perception, saving throws, attacks, defenses, and either spells or class DC. You gain the trained proficiency rank in several skills—the exact number depends on your class, and some classes specify certain additional skills that you're trained in. If your class would make you trained in a skill you're already trained in (typically due to your background), you can select another skill to become trained in.

A proficiency rank can unlock various feats and class features, and it also helps determine the modifier for any check you roll or DC you calculate related to that statistic. If your character is trained in Perception, a saving throw, or another statistic, they gain a proficiency bonus equal to their level + 2, while if they have expert proficiency, they gain a proficiency bonus equal to their level + 4.

Spellcasting classes grant a proficiency rank for spell attacks and DCs, which are further detailed in each class's entry.

If something isn't listed in your character's class entry, their proficiency rank in that statistic is untrained unless they gain training from another source. If your character is untrained in something, you add a proficiency bonus of +0 when attempting a check or calculating a DC related to that statistic.

Advancement Table

This table summarizes the feats, skill increases, ability boosts, and other benefits your character gains as they advance in level. The first column of the class table indicates a level, and the second column lists each feature your character receives when they reach that level.

Class Features

This section presents all the abilities the class grants your character. An ability gained at a higher level lists the required level next to the ability’s name. All classes include the class features detailed below, and each class also gets special class features specific to it. Many class features require you to choose between options. Unless the specific ability states otherwise, such decisions can’t be changed without retraining.

Class Feats

This section specifies the levels at which your character gains class feats—special feats that only members of that class can access. Class feats are granted beginning at 1st or 2nd level, depending on the class. Specific class feats are detailed at the end of each class entry.

Skill Feats

This section specifies the levels at which your character gains feats with the skill trait, called skill feats. Skill feats can be found here. At 2nd level and every 2 levels thereafter, most classes gain a skill feat, though rogues gain them earlier and more often. Your character must be trained in the corresponding skill to take a skill feat.

General Feats

This section specifies the levels at which your character gains general feats. Most classes grant a general feat at 3rd level and every 4 levels thereafter. At each of these levels, you can select any general feat (including skill feats) as long as your character qualifies for it.

Skill Increases

This section specifies the levels at which your character can increase their proficiency rank in a skill. At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use a skill increase to either become trained in one skill in which they’re untrained or become an expert in one skill in which they’re already trained.

If your character is at least 7th level, they can use a skill increase to become a master of a skill in which they’re already an expert. If they’re at least 15th level, they can use an increase to become legendary in a skill of which they’re already a master.

Devastating Attacks

At 4th level, your weapon and unarmed Strikes deal two damage dice instead of one. This increases to three at 12th level and to four at 19th level.

Ability Boosts

At 5th level and every 5 levels thereafter, your character boosts four different ability scores. Your character can use these ability boosts to increase their ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats

This section serves as a reminder of the ancestry feats your character gains at 5th, 9th, 13th, and 17th levels. Ancestry feats are detailed in each ancestry entry.

Saving Throw Potency

At 8th level, you gain a +1 potency bonus to saves, increasing to +2 at level 14 and +3 at level 20.

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