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Classes

The document outlines various character classes for a role-playing game, including Ascetic, Engineer, Face, and Hunter, detailing their features, abilities, proficiencies, and spellcasting options. Each class has unique attributes such as hit points, skills, equipment, and class-specific abilities that enhance gameplay. Additionally, it provides a framework for character progression and customization through subclasses and abilities.

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alex.reynolds1
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0% found this document useful (0 votes)
39 views27 pages

Classes

The document outlines various character classes for a role-playing game, including Ascetic, Engineer, Face, and Hunter, detailing their features, abilities, proficiencies, and spellcasting options. Each class has unique attributes such as hit points, skills, equipment, and class-specific abilities that enhance gameplay. Additionally, it provides a framework for character progression and customization through subclasses and abilities.

Uploaded by

alex.reynolds1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Classes

class (new)
- ascetic (priest, monk, hermit, druid)
- engineer (runesmith, automaton, ironman) (machine spirits)
- face (bard, warlord, charlatan)
- hunter (bounty, beastmaster, outrider/scout)
- magi (scholar/mancer, warlock/wyrd, weaver?)
- rogue (assassin, thief, investigator)
- soldier (veteran, vanguard, brawler)
- warden (paladin, guardian

- class features
--- hp, proficiencies, attribute, recovery dice
- class abilities
- equipment

Ascetic (priest)
Cleric, Willworker, Friar, Monk, Priest, Hermit, Druid

Class Features
As a Cleric, you gain the following class features.

HP 1st Lvl. 10 +brawn HP 2nd+ 5+brawn Rec. Dice d10


Armour Light, medium Weapons Light Melee, Light Ranged

Skills

Tools Saves

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 (or 1d8) + your Constitution modifier per Cleric level after 1st

Proficiencies
Armour: None
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution and Wisdom
Skills: Choose any Three
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base
Level Class Abilities
Proficiency
1 +1 Disciplines, Uses (Prof./rest), (Divine) Domain
2 +1 Divine Domain Feature
3 +2 Disciplines
4 +2 Divine Domain Feature
5 +3 Disciplines
6 +3 Divine Domain Feature
7 +4 ??? (favour of the gods),
8 +4
9 +5 Divine Domain Feature (???)
10 +5 Avatar
Favour of the gods, commune, avatar

Class Abilities
Channel Divinity (Mantras)
-

Divine Domain (Discipline)


-

Commune
-

Favour of The Gods


-

Avatar
-

Divine Domains
-

Druid
- Spellcasting
- animal companion or wild shape
- divine recovery (natural recovery)

- Spellcasting
Your can cast spells
- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

- Natural Connection
- Wild Shape
- animal companion

- Animal Companion

Animal Companion

Str.: 14 Dex.: 14 Con.: 14 Int.: 4 Wis.: 12 Cha.: 6


skills saves

Animal Types:
- Ursine
- Feline
- Canine
- Porcine
- raptor

Hermit
- unarmed combatant
- extra disciplines (+wis mod uses per day)

Priest
- spellcasting
- channel divinity
- divine recovery
- Spellcasting
Your can cast spells
- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

- Divine Calling
sub-sub-class(ish), knowledge, life etc.
-
-

- Divine Recovery
-
-
-

Ascetic Spells and Spell Slots


Cantrips Spells Spell Slots per Level
Level
Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 2 + Wis 3 - - - - - - - -
2 3 4 + Wis 4 2 - - - - - - -
3 3 6 + Wis 4 3 2 - - - - - -
4 4 8 + Wis 4 3 3 2 - - - - -
5 4 10 + Wis 4 3 3 3 2 - - - -
6 4 12 + Wis 4 3 3 3 2 1 - - -
7 4 14 + Wis 4 3 3 3 3 1 1 - -
8 4 16 + Wis 4 3 3 3 3 2 1 1 -
9 4 18 + Wis 4 3 3 3 3 2 2 1 1
10 5 20 + Wis 4 3 3 3 3 2 2 2 1

Ascetic: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Ascetic: Build Examples-


- druid
- hermit
- priest
- suggested heritages and backgrounds
- suggested talents

Engineer
artificer, Smith

Class Features
As an Engineer, you gain the following class features.

Attribute bonus???
HP 1st Lvl. 10 + Brawn HP 2nd+ 5 + Brawn Rec. Dice d10
Armour Light, medium Weapons Light Melee, Light/med. Ranged

Skills

Tools Saves

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Engineer level after 1st

Proficiencies
Armour: Light armour, Medium Armour
Weapons: All Simple weapons, All Martial weapons
Tools: Land vehicles, Water vehicles, Air vehicles, Mana vehicles, engineers tools
Saving Throws: Constitution and Intelligence
Skills: Choose any Two

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base Invent. Tech.


Level Class Abilities
Prof. Known Known
1 +1 2 - Inventions, Spellcasting, Engineer School, arcane harness
2 +1 3 - A.I. companion, Engineer School Feature
3 +2 3 2 Techniques (body of knowledge??)
4 +2 4 2 Engineer School Feature
5 +3 4 3 (spell increase) (tech increase)
6 +3 5 3 Greater Inventions, Spell Harness upgrade??
7 +4 5 4 (spell increase) (tech increase)
8 +4 6 4 Engineer School Feature
9 +5 6 5 (spell increase) (tech increase)
10 +5 7 5 Engineer School Feature, magnum opus
Engineer School Feature???

(Increase slot amount/uses in line with proficiency instead??? - done below)


Cantrips Spells Spell
Level Spell Slots
Known Known Level
1 2 - - -
2 2 2 1 1
Spells 3 2 4 2 2
Known, 4 3 6 2 2
Spell Levels 5 3 8 3 3
and 6 3 10 3 3
Spell Slots 7 3 11 4 4
8 4 12 4 4
9 4 13 5 5
10 4 14 5 5

Class Abilities
Inventions
- essentially warlock invocations

- tools and equipment to help on the characters adventures


- some inventions redress cantrips
- when reaching lvl 11, can pick from greater inventions. Some of previous inventions will have
greater effects.
-

Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus

Arcane (mana/spell) Harness


- spells in items (later)
- acts as focus
- required to use spellcasting (and some other bits???)

Engineer School
- chemist
- mechanist
- armourer

A.I. Companion
- machine/industry/tech-based spirit helper
- body of knowledge as companion ability???
- maintain concentration for you???

Techniques
As well as the equipment they make due to their invention, engineers also learn various techniques.
They use these techniques to help them during work and on their adventures.
- 2nd lvl (maybe start from lvl 3)
- known like spells
- 2 @ 5, 3 @ 9, 4 @ 13, 5 @ 17
- body of knowledge as one of the techniques???

Greater Inventions
- 6th level

Improved Arcane Harness


- 6th level

Magnum Opus
- 10th level

------------------------------------------------------------------------------------------

Expertise
- become expert in two skills with which they are already proficient

Body of Knowledge
-

Engineer Schools
-

Runesmith (???)
- base class turned up to 11
-

Chemist (???)
- potions
- mutagens

Mechanic (automaton)
- construct

Battlesmith (armourer/ironman)
- equipment based
- extra attack

Engineer: Quick Guide-


- In combat
- Out of combat
- Downtime / travelling / exploring

Engineer: Build Examples-


- runesmith
- battlesmith
- mechanic
- suggested heritages and backgrounds
- suggested talents

Face (bard)
Class Features
As a Bard, you gain the following class features.
(bard with eloquence and mastermind core abilities)
HP 1st Lvl. HP 2nd+ Rec. Dice d6
Armour Light Weapons Light Melee, Light Ranged
4 points to spend on any skills the character chooses.
Skills

Tools Saves

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Bard level after 1st

Proficiencies
Armour: Light armour
Weapons: All Simple weapons, Hand Crossbow, Longswords, Rapiers, Shortswords
Tools: Three musical instruments of your choice
Saving Throws: Dexterity and Charisma
Skills: Choose any Three

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or

Base
Level Class Abilities
Proficiency
1 +1 Bardic Inspiration (d6), Bard College
2 +1 Song of Rest, Expertise
3 +2 Bard College, Bardic Inspiration (d8)
4 +2 Font of Inspiration
5 +3 Bard College Feature, Bardic Inspiration (d10)
6 +3 Magical Secrets (1/day), Expertise
7 +4 Bard College Feature, (bardic inspiration improvement?),
8 +4 Magical Secrets (2/day)
9 +5 Bard College Feature, Bardic Inspiration (2d6)???
10 +5 Legendary Storyteller, Magical Secrets (3/day)
Class Abilities
Bardic Inspiration
- uses equal to charisma mod
- increasing dice size with level
- bonus action to use, 60ft range
- lasts 10 minutes

- song of talent: can be added to skill test


- second wind (dX + ½ no. hit dice + charisma)
(- other possible benefits with level)
- song of valour: +1 to hit while has dice/inspiration. Can spend dice on their turn to gain + to hit
equal to base proficiency until end of turn. Last 1 minute, instead of 10.
- song of heroism: temp hp

Bard College
- Veteran
- Vanguard
- Commander

(Master of Tactics-esque)
- free action help
- help at range
-

(Gift of the Gab)


- better at talking
-
-

Song of Rest
- extra dice on short rest recovery
- reduce exhaustion level by one.

Expertise
- become expert in two skills with which they are already proficient

Font of Inspiration
-

Magical Secrets
-

Legendary Storyteller
- bardic inspiration improvement?),
--- Superior Inspiration???
--- inspiring inspiration,
--- superior inspiration
--- song of wonder (inspiration option)

Face Colleges
-

Warlord/commander
- Favoured weapon
- veteran techniques

Charlatan
- thieves cant
- Jack of All Trades
--- count as initiated proficiency with skills in which you don’t already have any tier of proficiency

Bard
- spellcasting face sub-class
- Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus
- Countercharm
-

Cantrips Spells Spell Slots per Level


Level
Known Known 1st 2nd 3rd 4th 5th
1 2 4 2 - - - -
2 2 6 3 - - - -
3 2 8 4 2 - - -
4 3 10 4 3 - - -
5 3 12 4 3 2 - -
6 3 15 4 3 3 - -
7 4 17 4 3 3 2 -
8 4 20 4 3 3 3 -
9 4 22 4 3 3 3 2
10 5 25 4 3 3 3 3

Face: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Face: Build Examples


- Charlatan
- Warlord
- Bard
- suggested heritages and backgrounds
- suggested talents

Hunter
ranger/scout/outrider

Class Features
As a Hunter, you gain the following class features.

HP 1st Lvl. 10 +brawn HP 2nd+ 5+brawn Rec. Dice d10


Armour Light, medium Weapons Light Melee, Light Ranged

Skills

Tools Saves

Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 6 (or 1d10) + your Constitution modifier per Hunter level after 1st

Proficiencies
Armour: Light armour, Medium armour, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose any Three
Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base Quarry
Level Class Abilities
Proficiency Damage
1 +1 - Fighting Style, Pathfinder (natural explorer), Archetype
2 +1 1d6 Quarry, Hunters Mark
3 +2 1d6 Archetype
4 +2 1d6 quarry and pathfinder improve (2)
5 +3 2d6 Archetype (2), landstride
6 +3 2d6 ???, primeval aware, Extra Attack,
7 +4 2d6 Archetype (4)
8 +4 3d6 Quarry and pathfinder improve (3)
9 +5 3d6 ???, Feral senses, vanish, Archetype (5)
10 +5 3d6 Archetype (3), Foe slayer, Extra attack (2)
pathfinder improve, hide plain sight

Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon

Pathfinder
- 1, 6, 11, 15

Quarry
- 2, 6, 15
Hunters Mark
-

Archetype Martial Disciple


- 3, 7, 10, 14, 18
- Veteran
- Vanguard
- Commander

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
-

Martial Disciplines
-

Bounty Hunter
- Favoured weapon
- veteran techniques

Beastmaster
-

Outrider/Scout
-

Hunter: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Hunter: Build Starters


- suggested heritages and backgrounds
--- these provides some guidance, ideas and inspiration for players making choices for their hunter
character. It also provides some tables for characters to roll on of they are generating their hunters
heritage and backgrounds randomly.
- suggested talents
--- these provides some guidance, ideas and inspiration for players making choices for their hunter
character. It also provides some tables for characters to roll on of they are generating their hunters
(starting) talents randomly.
- Beastmaster example
- Bounty Hunter example
- Outrider/Scout example

Magi
sorcerer/wizard

Class Features
As a Magi, you gain the following class features.

HP 1st Lvl. 10 + Brawn HP 2nd+ 4 + Brawn Rec. Dice d6


Armour None Weapons Light Melee, Light Ranged

Skills

Tools Saves

Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st level: 6 + your Constitution modifier
Hit Points at Higher Levels: 4 (or 1d6) + your Constitution modifier per Magi level after 1st

Proficiencies
Armour: None
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence and Charisma
Skills: Choose any Three

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base Sorcery
Level Class Abilities
Proficiency Points
1 +1 - Spellcasting, Arcane Tradition (subclass (sorc + wiz))
2 +1 3 Font of Magic, Metamagic
3 +2 6 Arcane Recovery (slots or points)
4 +2 8 Arcane Tradition Feature
5 +3 10 Metamagic
6 +3 12 Arcane Tradition Feature
7 +4 14 Metamagic
8 +4 16 Arcane Tradition Feature
9 +5 18 Spell mastery
10 +5 20 Signature Spell, Metamagic

Cantrips Spells Spell Slots per Level


Level
Known Known 1 st
2 nd
3 rd
4th 5th 6th 7th 8th 9th
1 4 4 3 - - - - - - - -
2 4 6 4 2 - - - - - - -
3 4 8 4 3 2 - - - - - -
4 5 10 4 3 3 2 - - - - -
5 5 12 4 3 3 3 2 - - - -
6 5 14 4 3 3 3 2 1 - - -
7 5 16 4 3 3 3 3 1 1 - -
8 5 18 4 3 3 3 3 2 1 1 -
9 5 20 4 3 3 3 3 2 2 1 1
10 6 22 4 3 3 3 3 2 2 2 1

Class Abilities
Spellcasting
Your can cast spells

- Cantrips
- Spell slots
- Spells known
- spellcasting ability
- ritual casting
- spellcasting focus
Arcane Tradition
- scholar (spellbook extra spells, spell type focus)
-
- Wyrd (warlock pact, hex ability)

Font of Magic
- have sorcery points to spend on metamagic
- other options as well (as standard???)

Metamagic
- Veteran
- Vanguard
- Commander

Arcane Recovery
-

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Spell Mastery
-

Signature Spell
-

Arcane Tradition
-

Schooled
- wizard

Blooded
- sorcerer

Magus
- magical warrior

Magi: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Magi: Build Starters


-
-
-
- suggested heritages and backgrounds
- suggested talents

Rogue
Thief, scoundrel, spy, operative, Charlatan

Class Features
As a Scoundrel, you gain the following class features.

HP 1st Lvl. 10 + Brawn HP 2nd+ 5 + Brawn Rec. Dice d6


Armour Weapons

Skills

Tools Saves

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 (or 1d8) + your Constitution modifier per Scoundrel level after 1st

Proficiencies
Armour: Light armour, Medium armour, Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Dexterity and Intelligence
Skills: Choose any Three

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base Sneak
Level Class Abilities
Proficiency Attack
1 +1 1d6 Thieves’ Cant, Sneak Attack, Expertise, Scoundrel Arch
2 +1 2d6 Cunning Action
3 +2 3d6 Scoundrel Arch
4 +2 4d6 Uncanny dodge, evasion, expertise
5 +3 5d6 Scoundrel Arch feature
6 +3 6d6 Reliable talent, blindsight, Slippery mind
7 +4 7d6 Scoundrel Arch feature
8 +4 8d6 Elusive
9 +5 9d6 Scoundrel Arch feature
10 +5 10d6 Stroke of luck

Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- two weapon

Second Wind
-
Action Surge
-

Martial Disciple
- Veteran
- Vanguard
- Commander

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
-

Martial Disciplines
-

Mastermind
- Favoured weapon
- veteran techniques

Thief
-

Charlatan
-

Thug
- sneak attack any non-heavy weapon

Rogue: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Rogue: Build Starters


-
-
-
- suggested heritages and backgrounds
- suggested talents

Soldier
fighter/barbarian/soldier/warrior

Class Features
As a Warrior, you gain the following class features.

HP 1st Lvl. 15 + Brawn HP 2nd+ 6 + Brawn Rec. Dice d10


Armour Weapons

Skills

Tools Saves

Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Bard level after 1st

Proficiencies
Armour: All Armour, All Shields
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose any Three

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:

or
or
or
or
-
-
-
-

Base Sorcery
Level Class Abilities
Proficiency Points
1 +1 Fighting Style, Second Wind, Martial Discipline
2 +1 Action Surge, Weapon Specialisation
3 +2 Martial Discipline Feature
4 +2 Indomitable (1), Fighting Style Improvement
5 +3 Martial Discipline Feature
6 +3 Extra Attack, Indomitable (2), Weapon Specialisation
7 +4 Martial Discipline Feature
8 +4 Action Surge (2), Indomitable (3),
9 +5 Fighting Style Improve. Martial Discipline Feature,
10 +5
Extra Attack (2), Extra Attack (3)

fighting style improvements???


- 1, 9, 17
(- two handed)
(- two weapon)
(- ranged/thrown)
(- duelist)
(- polearm)
(- shield master)
(- protection)

weapon specialisation (become expert)???


- 13

Class Abilities
Fighting Style
Your have a fighting style
- ranged
- two-handed
- one-handed
- defensive

Second Wind
- free use (no focus spend) of second wind once per short rest.
- when you do spend focus, gain one additional dice recovery (+1 extra dice at higher lvl???)
Action Surge
- gain an additional action this turn
- 1 per short rest (2 at higher lvl)
- (spend focus to use again???)

Weapon Specialisation
- expert proficiency in specific weapon type
- additional choice at 6th lvl

Martial Disciple
- Veteran
- Vanguard
- Commander

Core Character Improvement


-

Extra Attacks
-

Indomitable
-

Martial Disciplines
-

Veteran
-
- veteran techniques (master technique at 18)
- 2nd fighting style

Vanguard
-

Commander
-

Martial Artist???
- 3: martial arts
- 3: unarmoured defence
- 7: body points
- 10: form weapon
- 15:
- 18:

Soldier: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Soldier: Build Staters


-
- Vanguard
- Veteran
- suggested heritages and backgrounds
- suggested talents

Warden
paladin/champion/sentinel/inquisitor/guardian
- put some spells as class/arche features

Class Features
As a Warden, you gain the following class features.

HP 1st Lvl. 15 + Brawn HP 2nd+ 6 + Brawn Rec. Dice d10


Armour All Armour, All Shields Weapons All Weapons

Skills

Tools Saves

Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warden level after 1st

Proficiencies
Armour: Light armour, Medium armour, Heavy armour, Shields
Weapons: Simple weapons, Martial Weapons
Tools: None
Saving Throws: Strength and Wisdom
Skills: Choose any Three

Equipment
You start with the following equipment, in addition to the equipment that you receive from your
background:
or
or
or
or
-
-
-
-

Base Smite
Level Class Abilities
Proficiency Damage
1 +1 - Taunting Mark, fighting style, Archetype (r + p)
2 +1 2d6 smite, lay on hands
3 +2 2d6 Archetype (r + p)
4 +2 3d6 aura courage, (fighting style) div sense/prim aware, divine health
5 +3 3d6 Archetype (2)
6 +3 4d6 aura protection, Extra Attack
7 +4 4d6 - (Archetype?) (improve taunt?)
8 +4 5d6 Commune (Feral senses), aura improve
9 +5 5d6 -- (fighting style) (ARCHETYPE?)
Foe slayer, archetype (4), Judgement (improve divine smite) (improve
10 +5 6d6
taunt?)
Improved taunt (Enemy improve, vanish, cleansing touch), additional aura

Class Abilities

Taunting Mark
-

Fighting Style
-

Punishing Smite
-

Lay on Hands
-

Warden’s Station
- Veteran
- Huntmaster
- Sentinel

Core Character Improvement


- Acquire Feat (4)
- A.S.I (2)
- upgrade to expert (2)
- upgrade to proficient (1)
- become initiated (1)
- proficiency (proficient) with language, tool or weapon (1)

Extra Attacks
- 5th

Aura Protection
- 6th

Divine Sense
- 9th

Divine Health
- 9th

Aura of Courage
- 10th

Judgement
- 11th

Aura of Coolness???
- 15th

Commune
- 18th

Martial Disciplines
-

?????
- Favoured weapon
- veteran techniques

Huntmaster
- animal companion

Sentinel/guardian
- free prot fighting style
Champion
- paladin
- spellcasting

Warden: Quick Guide


- In combat
- Out of combat
- Downtime / travelling / exploring

Warden: Build Starters


-
-
-
- suggested heritages and backgrounds
- suggested talents

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