Classes (Ruins & Dragons Setting)

There are 6 classes in R&D:

ClassAttribute
FighterStrength
ScoutDexterity
RobustierConstitution
PriestCharisma
WizardIntelligence
SorcererWisdom

Fighter

Their attribute is strength. The warrior is the class that should preferably be equipped with heavy weapons and armor and shields. Feats: favorite weapon and mana imbuing. Skills: melee weapon, effort and physical endurance.

Arcane Fighter

Warrior initiated in the arcane arts. They can perform basic spells from arcane schools. Attributes: strength and intelligence. Feats: mana imbuing and non-gestural magic. Skills: melee weapon, effort and arcane knowledge.

Dark Knight

An antipaladin. A knight anointed by a maleficent deity, like Veli, Hogali or Malera. They have a warlock's basic magic, mostly related to curses. Attributes: strength and charisma. Feats: mana imbuing and ethereal pact. Skills: effort, melee weapon and intimidation.

Knight

Most common subclass of warrior, with a large number of variations around the world. They are generally loyal and can serve a nobleman. Local variations: Juramentado, Boyar, Baghatur, Youxia, Samurai, Hwarang, Maharlika, Timawa, Kshatriya, Ghazi, Sipahi, Conquistador, Yaoquizqueh. Attributes: strength and dexterity. Feats: mana imbuing and mounted combat. Skills: melee weapon, effort and initiative.

Monk

With great wisdom, they are able to master primal magic and Chi (as mana is called by them). Attributes: strength and wisdom. Feats: unarmed attack, mana imbuing and non-verbal magic. Skills: effort, physical endurance and magical perception.

Paladin

A knight anointed by a benevolent deity. They have great charisma to perform basic miracles of a priest, mainly related to healing. Attributes: strength and charisma. Feats: mana imbuing and ethereal pact. Skills: melee weapon, effort and persuasion.

Warden

They are warriors with a high wisdom. They manage to master primal magic. Attributes: strength and wisdom. Feats: mana imbuing and non-verbal magic. Skills: melee weapon, effort and magic perception.


Robustier

Also called stouters, their attribute is the constitution. They are warriors whose vitality and endurance are the main characteristic. Feats: mana imbuing, natural defense and surge of vigor. Skills: melee weapon, effort and physical endurance.

Barbarian

Wild warriors. In Teudene Kingdoms and Northern Emerya there is a variation: the Vikings. Attributes: constitution and strength. Feats: natural defense, mana imbuing and burst of vigor. Skills: melee weapon, effort and physical endurance.

Witcher

Robustiers that undergo several experiments to improve their constitution and become swordsmen with high wisdom. They manage to master the elements and live hunting monsters and fighting warlocks and witches. Attributes: constitution and wisdom. Feats: mana imbuing, mana recharge and burst of vigor. Skills: melee weapon, physical endurance and magical perception.


Scout

Their attribute is dexterity. They generally use one-handed weapons and bows. Feats: mana imbuing and watch. Skills: melee weapon, reflex and initiative.

Arcane Archer

Archer initiated in the arcane arts. Attributes: dexterity and intelligence. Feats: accurate aim and mana recharge. Skills: aim, initiative and arcane knowledge.

Arcane Rogue

A rogue initiated in the arcane arts. They know basic spells of an arcane mage. Attributes: dexterity and intelligence. Feats: surprise attack and non-verbal magic. Skills: stealth, melee weapon and arcane knowledge.

Arcane Swordsman

A swordsman initiated in the arcane arts. They have the basic magic of an arcane mage. Attributes: dexterity and intelligence. Feats: mana imbuing and non-gestural magic. Skills: reflex, melee weapon and arcane knowledge.

Dimacheer

The dual-wielders. As they are not usually equipped with shields and two-handed weapons, they often use a pair of weapons (swords, daggers or any one-handed weapons). Attribute: dexterity. Feats: mana imbuing and dual-wielding. Skills: melee weapon, initiative and reflex.

Divine Swordsman

Swordsman anointed by a benevolent entity. They have the basic magic of a priest. Attributes: dexterity and charisma. Feats: mana imbuing and non-gestural magic. Skills: reflex, melee weapon and persuasion.

Elemental Archer

An archer with remarkable wisdom. They can cast summoning spells in the form of elemental arrows. Attributes: dexterity and wisdom. Feats: accurate aim and mana recharge. Skills: aim, initiative and magical perception.

Elemental Rogue

They are rogues with a high wisdom. They manage to master the elements. Attributes: dexterity and wisdom. Feats: surprise attack and non-verbal magic. Skills: stealth, melee weapon and magical perception.

Elemental Swordsman

They are swordsmen of high wisdom and are able to master the elements. Attributes: dexterity and wisdom. Feats: mana imbuing and non-gestural magic. Skills: reflex, melee weapon and magic perception.

Ranger

Scout who ventures into the most remote and unknown regions, sharpening his senses and connecting with the magic of shamanic gods. They know basic spells of a priest (shaman). Attributes: dexterity and charisma. Feats: mana imbuing , accurate aim and deal with animals. Skills: aim, initiative and acrobatics.

Rogue

They can become murderers, pirates and thieves. They are generally equipped with light and medium armor and one-handed cutting weapons. Local variations: in Xipan there is a variation of this subclass - the ninja. Attribute: dexterity. Feats: mana imbuing and surprise attack. Skills: stealth, melee weapon and reflex.

Swordsman

Also known as fencers. They are usually equipped with light and medium armor and cutting weapons. Variations by location: Hussar, Ryajput, Kaskaramaster. Attribute: dexterity and strength. Feats: mana imbuing and precise attack. Skills: melee weapon, initiative and reflex.

Witch-Rogue

A rogue who made a pact with a maleficent entity. They have the basic magic of a warlock. Attributes: dexterity and charisma. Feats: surprise attack and non-verbal magic. Skills: stealth, melee weapon and deception.

Priest

Also known as divine mages, their attribute is charisma. Priests are servants of the gods and other ethereal entities, having their powers originated from them. Feats: blessing and guidance. Skills: magic weapon, acting and persuasion.

Bard

Priests of Doremi, the god who created music. Their charisma and powers are linked to their inspiration in this art. Feats: acting and persuasion. Skills: magic weapon, acting and persuasion.

Cleric

They worship the god Helo alongside paladins and divine swordsmen. They mainly have healing, protection and stunning spells, but they are also knowledgeable about offensive spells. Feats: blessing and guidance. Skills: magic weapon, performance and historical knowledge.

Shaman

Priests who worship the countless spirits of nature or the gods of their people. In addition to healing spells, they often know spells involving the forces of nature. Fairies have many priests of the goddess Modera, while the other feerian sub-races have druids who worship lesser gods linked to the forces of nature. Local variations: Druids, Volkhvy, Dukun, Kannagi, Dervish, Nganga, Sangoma, Pajés. Talents: ethereal pact and dealing with animals. Skills: magic weapon, performance and natural knowledge.

Warlock

Priests of maleficent spirits and deities, such as Hogali, Veli and Malera. They have a large arsenal of corrupt spells and curses. Feats: curse and ethereal pact. Skills: magic weapon, intimidation and historical knowledge.

Wizard

Also known as feiticers or arcane mages, their attribute is Intelligence. They are scholars of arcaneism, a type of magic taught long ago to the lucian races by the fallen god Awtara. They are divided into six arcane magic schools. Feats: arcane mage or mana recharge. Skills: magic weapon, arcane knowledge and historical knowledge.

Alchemist

They have intimate knowledge of the subject and how to modify it. Feats: arcane mage and alchemical knowledge. Skills: magic weapon, arcane knowledge and natural knowledge. Archetypes: poisonist.

Animancer

Connoisseurs of magic about life and death. Animants who specialize in magic on the living, such as healing spells, are called zonomancer, while those who specialize in magic on the dead are known as necromancers. Feats: arcane mage and animancer knowledge. Skills: magic weapon, arcane knowledge and natural knowledge. Archetypes: zonomancer, necromancer, plague doctor, enhancer.

Conjurer

Connoisseurs of spells that involve the disturbance of space, such as teleportation, portals and conjurations. They can seal summoning contracts with creatures on the material or ethereal plane. Feats: arcane mage and ethereal pact. Skills: magic weapon, arcane knowledge and natural knowledge. Archetypes: beasts master, elementals master.

Diviner

The most esoteric of the magic schools, divination studies basically everything. Diviner look for patterns in astronomical and natural events, in the flow of mana, in political and historical events. Based on the patterns studied, they are able to make predictions about what is happening somewhere or what may happen. The main spells used by them are related to the enhancement of their own cognitive and perceptual skills, in order to make more accurate predictions. In addition to psychic spells to read the minds of targets. Feat: arcane mage and epiphany. Skills: magic weapon, arcane knowledge and watch.

Enchanter

They have vast knowledge about complex spells, capable of momentarily or permanently altering the nature and function of objects and living beings. There are several trends within this school of magic, the main ones are: Abjurers - specialists in protection spells. Artificers- experts in creating magical items. Charmers - experts in spells that control the minds of creatures and other beings. Feats: arcane mage and mana recharge. Skills: magic weapon, arcane knowledge and historical knowledge. Archetypes: abjurer, artificer, charmer.

Illusionist

Masters of illusion spells. Feats: arcane mage and good trick. Skills: magic weapon, arcane knowledge and deception.


Sorcerer

Also known as primal mages or sorciers, their attribute is wisdom. They are able to manipulate the wild primal magic. There are three main trends among sorcerers: Elemental mages - control some of the mundane elements. Psionics - have psychic abilities. Ethereal mages- control some of the ethereal elements. Feats : elemental wizard and mana recharge. Skills: magic weapon, natural knowledge and magical perception.

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gollark: It is, unfortunately, hard (for practical and ethical reasons) to really field-test them, but you can do simulations of some things.
gollark: It's reasonable and good to think abstractly about the pros and cons of different social/political/economic systems so we can consider which ones might be better in various ways.
gollark: What are you meant to do, just go "hmm, yes, let's just hope it all works out magically".
gollark: You can totally somewhat advance plan political stuff.
gollark: I mean, they centrally plan some stuff, but the majority of resource allocation is marketized.
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