Classes Contents

Rule systems

Classes

Packages a character takes on: hit die and casting the rules read, trained saves, features by level, the spell lists they learn from, a starting kit, and subclasses. The SRD's twelve classes to start from.

A class is a package

A class (a playbook, a calling: you name it) is a package of rules a character takes on. It isn't d20 code: any system can have classes, and every part of one is data you can change. A class can say:

  • Numbers the rules read: a fighter's hit die is 10, a wizard casts at their full level, a paladin at half. Your system's formulas read them as @class.hit_die, @class.caster.
  • Formulas it replaces: a wizard's spellcasting modifier is Intelligence, a cleric's Wisdom.
  • What it is trained in: a fighter's Strength and Constitution saves. A roll reads it as @trained.
  • Skills to pick: at creation, two of the fighter's skills among the character's trained picks.
  • Features by level: abilities it grants as the character levels. Always-on ones change numbers (Unarmoured Defence sets Armour Class); others are used like any ability (Rage, Second Wind).
  • What it learns from: the spell lists its picks may take (the wizard list), and how high.
  • What it starts with: its kit, by item name, worn where it says. See Gear.
  • Subclasses: classes of its own, chosen at a level (a fighter becomes a Champion at 3).

A character's people brings its own part beside the class: adjustments, traits, and for some, no magic (a wizard of a people that can't use magic casts nothing). See Peoples under your rules.

A system can also run classless: then the defaults hold (Classic d20: a d8, a full caster's slots, Extra Attack at 5), and a character learns anything the rules allow. Engine

In play

WhenWhat happens
CreationThe creator offers the classes, each with what it gives. The server checks the pick, and the class's skills among the trained picks. The character starts with its features and its kit, worn.
A character with no classTheir sheet offers the classes: pick one and its numbers and features come at once, hit points following the new hit die (the share of health they had is kept). They choose once.
A level comesThe features of that level appear on the sheet, marked as the class's. When a subclass opens, the sheet offers it.
LearningA pick offers only what the class may take: the wizard list, up to the level they can reach.
The storyThe storyteller is told their class and subclass with the rest of the sheet, and plays them as one.
MistakesThe table-talk GM can set a class or subclass the player and it agreed (sheet_class).
The creator's class step: None and the twelve classes as cards, Fighter picked and showing hit die 10, trained Strength and Constitution saves, its skills, its features by level and its starting kit
The creator: each class with a line about it; the one picked says what it gives.
A fighter on dev (level 2, in chain mail with a shield)
Brann takes the Fighter class from his sheet.
Hit points 9 → 18 (a d10 at level 2). Second Wind and Fighting Style: Defence (level 1) and Action Surge (level 2) appear, marked as the class's. Armour Class 19: Chain Mail 16, Shield +2, Fighting Style: Defence +1.
A wizard on dev (level 6)
Tobin takes the Wizard class, then the Evocation subclass it offers.
Hit points on a d6 (28 → 26). Arcane Recovery and Sculpt Spells appear. His spellcasting modifier is his Intelligence; his next pick offers only wizard spells up to 3rd level: Sleep, Misty Step, Shatter, Lightning Bolt.
A barbarian in a fight (dev, level 1)
“Out in the yard a pair of debt-collectors draw clubs on me. I let out a howl and fly into a rage.”
Rage (one of two a rest): Raging for 10 turns, advantage on Strength checks and saves. With no armour her Armour Class is 13 from Unarmoured Defence (10 + Dexterity + Constitution).

Classic d20's classes

The SRD 5.1's twelve classes, each with its subclass: Barbarian (Berserker), Bard (Lore), Cleric (Life), Druid (Land), Fighter (Champion), Monk (Open Hand), Paladin (Devotion), Ranger (Hunter), Rogue (Thief), Sorcerer (Draconic), Warlock (Fiend) and Wizard (Evocation). Each has its hit die, saves, skills, Extra Attack where it has one, its casting (full, half or none) and spell list, a starting kit, and two to five of its features. The spells in the library carry the lists they are on.

The fighter, as rules data (shortened)
{ "id": "fighter", "name": "Fighter",
  "values": { "hit_die": "10", "caster": "0",
              "attacks": "if @level >= 20 then 4 else if @level >= 11 then 3 else if @level >= 5 then 2 else 1" },
  "trained": { "save": ["str", "con"] },
  "skills": { "from": ["acrobatics", "animal_handling", "athletics", "history", "insight", "intimidation", "perception", "survival"], "count": 2 },
  "features": [{ "level": 1, "abilities": ["second_wind", "fighting_style_defence"] },
               { "level": 2, "abilities": ["action_surge"] }],
  "gear": [{ "name": "Chain Mail", "equipped": true }, { "name": "Longsword", "equipped": true },
           { "name": "Shield", "equipped": true }, { "name": "Light crossbow" }] }

{ "id": "champion", "name": "Champion", "parent": "fighter", "atLevel": 3,
  "features": [{ "level": 3, "abilities": ["improved_critical"] }] }

How Classic d20 reads them

  • Hit points: @class.hit_die + @con.mod + (@level - 1) * (floor(@class.hit_die / 2) + 1 + @con.mod).
  • Spell slots: the full caster's table by @class.caster, for anyone who knows a spell.
  • Saving throws add @trained * @proficiency; attacks a turn are @class.attacks.

Building classes

The Studio
Studio › Rules › Classes: the classes with their subclasses, one line each saying what it gives; open one to change any of it. Class settings holds what a class is called, whether one is required, and the defaults when classless.
Hob
“A Hexblade: d8 hit die, half caster with Charisma, trained in Wisdom and Charisma saves, starts with a longsword” writes one. “Make classes required” changes the settings.
Any system
A PbtA world's playbooks are classes: their moves are features, their stat lines are values. A Forged world's playbooks give special abilities and starting gear. A d100 world's careers can train skills and grant talents.

Features change the numbers when they can: Action Surge gives one more Action that turn (its attacks are rolled), Improved Critical makes a 19 on an attack roll a critical, Disciple of Life adds 2 + the slot's level to healing spells, Rage halves cuts, blows and stabs. A feature is any of the pieces an ability has: an extra action (an effect), a wider critical or more healing (an always-on ability's modifiers), resistances (a condition's or a modifier's). See Fights under your rules.