Thief has 2 tiers to choose from per level, starting at 1st level.
Thief chooses any 1 unique Level-Up Bonuses Abilities at each level (1–9). These reflect stealth, cunning, criminal instincts, and urban survival.
Choose any 1 of Tier 1 Bonuses per level starting at level 1.
Thief Tier 1 Bonuses
Inside Man
In any organization or household, you always know someone on the inside, "you know a guy," a guard who gambles, a servant with debts, a clerk who drinks. Once per location, they'll provide one favor for the right price.
Cat's Landing
You take half damage from falls. Once per day, survive any fall up to 30 feet in height as long as there's something to grab or bounce off on the way down.
Blend In
In crowds or public places, you can vanish from notice or pass as someone ordinary. Once per scene, avoid attention.
Debt Collector
You know how to make people talk through intimidation, not violence. When you explain what could happen to them, they believe you. Target reveals one secret rather than face what you're implying.
Poison Savvy
You can identify and apply poisons safely. +2 to resist poison. You never poison yourself by accident.
Dark Markets
You always know where to buy or sell illegal goods in towns and cities. You can fence loot discreetly. Example 1: Need poison? They know a guy. Example 2: Need to sell those jewels you stole from the duke? Know where to go without getting arrested.
Acrobat's Grace
Balance on ledges, swing from chandeliers, or vault fences without a roll unless under pressure. +2 to agile stunts for Chance Rolls.
Shadow Lore
You know the hidden layouts of cities: smuggler tunnels, thieves' marks, rooftops, etc. Once per month, ask "Where's the hidden way?"
Gut Instinct
Once per day, ask "Is this a trap or setup?" The DN gives a vague but honest feeling: safe, suspicious, or very wrong.
Thief Tier 2 Bonuses
Choose any 1 of Tier 2 Bonuses per level starting at level 1.
Thief chooses any 1 unique Level-Up Bonuses Abilities at each level (1–6). These reflect social
cunning, deception, and performance skills.
Performer's Face
You can disguise yourself as different social classes, ages, or even genders with makeup and clothing. The disguise holds up unless closely inspected by someone who knows what to look for.
Rumor Mill
In any tavern or marketplace, you can plant a rumor that spreads through town within a day, or gather the latest gossip about anyone important. Information is currency.
Fast Friends
After sharing drinks or a meal with someone, they treat you as trustworthy for the next 24 hours. They won't betray you unless given strong reason.
Ear for Music
You can perfectly memorize and reproduce any song, accent, or voice after hearing it once. You know the cultural origin of any music and what emotions it's meant to evoke.
Distraction Artist
You can create a scene that draws everyone's attention for one minute - a fake fight, dropped coins, feigned illness. During this time, your allies can act unnoticed.
Coin & Dice
You never lose at games of chance unless you choose to. You can spot any cheating at cards, dice, or gambling. In any town, you can find the high-stakes game where real money and secrets change hands.
Masters of stealth and subterfuge. Thieves move silently, strike from shadows, slip locks, disarm traps, and navigate the hidden underworld of rumor, disguise, and dark markets. They are limited to padded, leather and studded leather armor, cannot use a shield, and only one-handed weapons, including short bows, hand crossbows, and slings.
Starts with 7 HP and gains +7 HP every level.
Starts off with no gear, just a dagger.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a thief class, your dexterity ability scores must be at least 16.
Thief Default Class Abilities
Underworld Marks
You know the hidden symbols criminals use: scratches on doorframes, chalk marks on walls, arranged stones. Read and leave coded warnings about guards, loot, or danger. Other thieves recognize you as guild-trained.
Backstab
Once per encounter, if the moment arises, a strike from surprise (often from behind or when the foe is distracted) grants +4 to hit and +50% more damage.
Pick Locks
You can attempt to pick locks (other classes see next page). 1st level success starts at 30% success, +5% per level.
Remove Traps
You can attempt to disarm traps safely, not triggering trap (other classes see next page). 1st level success starts at 30% success, +5% per level.
Pick Pockets
You may attempt to filch small items unnoticed. 1st level success starts at 30%, +5% per level.
Move Silently
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Hide in Shadows
You can sneak where others cannot. 1st level success start at 25%, +5% per level.
Climb Walls
You can scale sheer surfaces (castle walls, cliffs, dungeon shafts). 1st level success start at 40%, +5% per level.
What if Other Classes Try?
Untrained Thievery
Thieves are specialists. Certain abilities belong only to them, just as arcane magic spells belong only to wizards. However, in desperate moments, any adventurer might attempt a few thief-like skills.
Exclusive to Thieves
Backstab - Only thieves may strike from surprise for +4 to hit and double damage.
Pick Locks / Remove Traps - Only thieves may attempt these tasks, unless magic or the DN rules otherwise.
Tasks Anyone May Attempt (Untrained):
Non-thieves may try the following at a flat chance. Unlike thieves, their chance does not improve with level.
Pick Pockets - 10%
Move Silently - 15%
Hide in Shadows - 15%
Climb Walls - 20% (requires rope, hooks, or similar gear)
Modifiers: The DN may grant a +5% bonus for good tools or plenty of time, or impose a -10% penalty for poor conditions, heavy armor, or bad circumstances.
Note: if your class has a particular ability that caters to any of the thief skills, give character +20% success on top of the untrained value.
For example: Fighter has Wall Mule - you have a 40% chance to climb walls (no progression), limited to heights of 60 feet.
See Core Guide “Spell Attack and Defense” for spell mechanics.
Wizard unlocks all spells of spell level equal to class level e.g. a level 1 wizard gets access to use all 1st-level spells, at level 2, wizard gets access to all 2nd-level spells, and so on.
See Wizard Spellbook for all wizard spells.
Each spell can be cast 1 time per day.
A day for spell usage resets at 6am.
Wizard must study 30 minutes each morning by 10am to reset spells they can cast again.
If a wizard does not study, they can still cast any of the spells they know at each spell level. However, spells they have already cast remain expended, cannot be regained until they complete their study.
How many spells can a cleric cast?
A wizard may cast spells up to their level.
5 spells per day for each levels 1 - 2
4 spells per day for each levels 3 - 7
2 spell per day for each levels 8 - 9
Example: A 3rd-level wizard can cast 5 Level 1 spells, 5 Level 2 spells, and 4 Level 3 spells each day.
Choose any 1 per level starting at level 1.
Wizard chooses any 1 unique Level-Up Bonuses Abilities at each level (1–9). These show arcane mastery, weird insight, and subtle magical tricks.
Ghost Eye
Once per day, you may open your sight to the unseen. For 1 minute you perceive invisible or ethereal beings. Your pupils glow faintly when this power is active, betraying your altered vision.
Witchmarks
You can sense and recognize fellow spellcasters by subtle marks in their aura, mannerisms, or bearing. This is not infallible, but you gain instinctive insight whenever such beings are within sight.
Mnemonic Focus
Once per day, you may recall with supernatural clarity something you have witnessed, read, or heard, even if it was in a language unknown to you. You can repeat it word-for-word or recreate it exactly, up to 20 seconds of content. At 6th level 1 minute of content.
Wizard's Whim
Once per day, you may conjure harmless alterations to your surroundings - smoke puffs, glowing eyes, a voice that echoes, a shift in robe color, a change in food flavor, the scent of incense or rot, sparks, floating quills, self-turning pages, candles that light or snuff, drifting shadow-shapes, or the sound of distant chimes. These illusions last 1 minute and cannot cause harm. And once per day, you can concentrate to manipulate small objects at a distance, up to 30 feet away, as if using an invisible hand. You can push, pull, open, or carry up to 2 pounds. Actions must be simple and visible to you, and the DN may require a roll for delicate or risky work. Lasts up to 1 minute.
Ley Step
Once per day, you can shift your position a short distance by stepping through ambient magic. Instantly teleport up to 10 feet to an unoccupied space you can see. This counts as your action for the turn. At 4th level you can teleport 30 feet. At 8th level you can teleport 60 feet.
Arcane Veil
Once per day, when you are struck by an attack, you may instantly shroud yourself in a veil of flickering wards. All damage is reduced by half, and you become blurred for 1 minute. While blurred, attacks against you suffer -2 to hit. At 4th level, you may use this power twice per day, and attacks against you suffer -3 to hit while blurred.
Exile Ward
Once per day, when a creature moves within 15 feet of you, you may instantly banish them to another spot. Roll 3d20 to determine the distance (3-60 feet). The creature is teleported to a random unoccupied space at that distance, or the nearest unoccupied space if the rolled destination is blocked. No Save Roll if less than 80 Hit Points, otherwise, the creature may attempt a Tough Save Roll not to be affected. At 6th level, you may use Exile Ward twice per day. At 8th level, you may target up to two creatures at once when they enter range.
Familiar
Once per day, you can target a small, low-intelligence animal (squirrel, raven, cat, rat, lizard, etc.) within 30 feet and forge a temporary magical bond. The animal does not make a Save Roll and becomes your familiar for 3 hours. While bonded, it understands your simple commands and shares basic emotions with you through an empathic link. The familiar can perform simple tasks but retains its natural instincts and limitations. If frightened you will feel it, and the bond immediately breaks. When the effect ends, the animal returns to its normal behavior with no memory of the bonding. At 4th level, the duration increases to 4 hours. At 8th level, the duration increases to 6 hours.
Scholars of magic. Wizards are limited to simple arms - dagger, staff, sling, dart, etc. They may not wear armor, except for padded armor or a robe, as it interferes with spellcasting. If you have any questions about weapons, consult with your DN.
Starts with 5 HP and gains +5 HP every level.
Starts off with no gear, just a spell book.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a wizard class, your intelligence ability scores must be at least 16.
Wizard Default Class Abilities
Arcane Focus
You must keep your spellbook; it is your lifeline. Losing it means you cannot prepare new spells. You know how to protect it: encase and seal it in waxed leather, wrap it in oiled canvas, or keep it within a metal-bound case. Lock and chain it, perhaps even to your belt. Hide it in secret compartments - false bottoms in satchels or concealed pouches. Disguise it as a farmer's ledger or a holy book. Some wizards even carry decoy tomes to mislead the careless and the curious.
Ritual Casting - Codex Work
Wizards do not only cast spells; they study, record, and preserve them. A ritual is not a spell but a deliberate act of scholarship and magical craft. A ritual requires ten uninterrupted hours of intense study, ink-stained fingers, and unwavering concentration. It is not a quick trick or flourish of power, but a grueling act of scholarship that drains the mind and tests the will. Through this exhaustive process, a wizard can copy spells from scrolls, fragments, or another wizard's notes into their spellbook, stabilize fragile magical texts so they do not fade or crumble, encrypt or disguise their own writings so only they can read them, or expand their spellbook with diagrams, formulae, and protective wards. Rituals never expend spell slots - they are the wizard's true craft, earned through patience and endurance. Each successful ritual is a victory of discipline over fatigue, and through them the spellbook grows, survives, and becomes a true grimoire.
Arcane Overload
Once per day, a wizard may unleash an Arcane Overload within 60 feet in sight, dealing 1d6 damage per caster level to a single target with no Save Roll allowed. The wizard also suffers 1 point of damage per caster level used, which cannot be reduced, making this desperate power costly and dangerous.
Arcane Sense
Once per week, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
At Level 4
Arcane Sensing
Once per day, the wizard may concentrate for 1 minute to sense the presence of nearby magic within 30 feet - faint glimmers, whispers, or tingling auras that others cannot perceive.
Scholar's Insight
The wizard gains +2 on any Chance Rolls involving ancient texts, magical symbols, or runes. They read, decipher, and interpret arcane writing faster than anyone else.
Spell Sigil
The wizard can inscribe a simple magical mark once per day - a glowing rune, invisible ward, or symbol. It lasts until the next dawn and reveals who passed by, tampered with it, or disturbed the area.
Focused Mind
Once per long rest, the wizard may reroll a failed Mind save against a magical effect, representing their intense training and focus against hostile sorcery.
See Core Guide “Spell Attack and Defense” for spell mechanics.
Cleric unlocks all spells of spell level equal to class level e.g. a level 1 cleric gets access to use all 1st-level spells, at level 2, cleric gets access to all 2nd-level spells, and so on.
See Cleric Spellbook for all cleric spells.
Each spell can be cast 1 time per day.
A day for spell usage resets at 6am.
Cleric must mediate (pray) 30 minutes each morning by 10am to reset spells they can cast again.
If a cleric does not meditate (pray), they can still cast any of the spells they know at each spell level. However, spells they have already cast remain expended and cannot be regained until they complete their meditation.
How many spells can a cleric cast?
A cleric may cast spells up to their level.
4 spells per day for each levels 1 - 3
3 spells per day for each levels 4 - 6
2 spells per day for each levels 7 - 9
Example: A 3rd-level cleric can cast 4 Level 1 spells, 4 Level 2 spells, and 4 Level 3 spells each day.
Choose any 1 per level starting at level 1.
Cleric chooses any 1 unique Level-Up Bonus Abilities at each level (1–9). These reflect sacred rites, divine wisdom, and spiritual awareness.
Sanctified Step
Twice per day, you can walk unharmed across dangerous ground such as fire, acid, spikes, or unstable rubble for up to 30 feet. No cool down required. This protection ends the moment you stop moving.
Anoint the Faithful
Once per day, you can instantly bless food, drink, or people during rest, from 10 feet. Blessed meals or drink remove fatigue and exhaustion. Blessing the wounded restores 25% of their Hit Points, at 5th level 50% of their HP. Blessing someone in combat grants +2 to a Save Roll.
Mystic Sense
You feel when something within 30 feet nearby is undead, possessed or desecrated. Not what or where, but nearby. At 4th level 60 feet nearby.
Healer's Insight
Twice per day, you can instantly assess a creature's physical condition. You learn its approximate health, any obvious injuries, and whether it suffers from poison, disease, or exhaustion.
Sacred Authority
Once per day, speak a command in your deity's name that any creature find nearly impossible to disobey - "Kneel," "Flee," "Silence," "Confess," or similar single-word imperatives but cannot compel self-harm. Your voice carries divine weight, duration lasting 1 minute per level. Affected single target with an intelligence 3 or greater, but does not affect creature with Hit Points greater than you, within 30 feet can Save Roll, Wis Mind at a Target Number of 15, with no bonus, against Sacred Authority. At level 4 target within 60 feet and at Level 6 TN raised to 17.
Sanctuary Keeper
Once per day, you may speak a single divine command in your deity's name that creatures find nearly impossible to disobey. Your voice carries divine weight.
Effect: Choose one creature within 30 feet that has Intelligence 3 or higher and can understand you. It must make a Mind Save (Wis) against TN 15 (no bonuses apply). On a failed save, the target obeys the command for 1 round, or until it can reasonably comply.
Scaling: At 4th level, range increases to 60 feet. At 6th level, the Target Number rises to 17.
Does not affect creature with Hit Points greater than you.
Valid Commands
The command must be a single word, immediate, and possible. Common examples include:
Kneel - drop to knees and stop moving.
Drop - release what is being held.
Flee - retreat directly away from you.
Silence - stop speaking or chanting.
Confess - blurt out a truth or guilt.
Approach - move directly toward you.
Halt - stop moving.
Sleep - collapse into drowsiness for a moment.
Bow - show submission.
Stop - end the current action.
Surrender - cease fighting, lower weapon.
Listen - pause to hear your words.
Commands that would cause instant death, ongoing service, transformation, or other
impossible actions (e.g., “Die,” “Serve,” “Transform”) automatically fail.
Sacred Vendetta
You declare one type of creature, group, etc. as your sworn enemy chosen when you gain this. The choice reflects your deity's will and your sworn mission, and cannot be changed once chosen.
Examples of creatures that you could choose to be a sworn enemy: Undead, Demons, Devils, Witches, Cultists, Necromancers, Lycanthropes, Dragons, Giants, Fae, Aberrations, Serpents, Elementals, etc. Consult with your DN.
You can feel the presence of your chosen enemy within 100 feet, though not their exact location or number. And at 5th level within 300 feet.
You gain +2 to attack rolls and deal +2 damage against your chosen enemy.
At 5th level, this bonus increases to +3 attack and +3 damage.
Last Testament
Once per day, when you touch a corpse, you can experience their final minute of life through their eyes. See what killed them, hear their last words, know their last emotion. Witness their vision, sound and emotions.
At 4th level you can awaken the corpse to answer 1 question. The reply is simple and truthful, though limited by the creature's knowledge in life.
At 7th level you can ask 3 questions.
Devoted to the divine and stewards of faith, clerics may wear all types of armor but no greater than chainmail. Clerics are bound by tradition to blunt weapons - maces, hammers, flails, staves, and similar arms - never blades. If in doubt, consult with your DN.
A cleric starts with 8 HP and gains +8 HP every level. They begin with no gear, carrying only a religious symbol, and receive 150 gold pieces to purchase weapons, armor, and other equipment.
Requirement: to be a cleric class, your Wisdom ability score must be at least 16.
Cleric Default Class Abilities
Divine Ward
Once per day, call upon faith to shield yourself or an ally within sight. Gain +DR 2 against one attack. At 3rd level this becomes +DR 3. At 5th level, you may shield yourself or an ally within sight with +DR 5.
Blessing
Once per day, grant +1 to a roll (attack, save, or chance) for yourself or an ally. At 4th level this becomes +2 to a roll. At 7th level this becomes +3 to a roll.
Sacred Oath
You may wield holy symbols as a focus. Certain items may empower your spells or grant unique abilities at the DN’s discretion.
Divine Call
Once per month, you may call for divine intervention when you are near death or in grave danger. There is a 10% chance your deity will appear personally, and a 25% chance they will send a messenger. These chances increase by 1% per level. Intervention ensures you survive the moment, and may secure your safety.
Sanctify
Once per day, create a 10-foot aura around you for 1 minute. Allies within the aura gain +1 to saves, while enemies suffer -1 to saves. At 4th level, allies gain +2 to saves and enemies suffer -2 to saves, and the aura expands to 20 feet. At 6th level, you may center the aura on a point you can see, up to 100 feet away.
Turn Undead
Casting Time: Turn
Range: 30 feet radius
Duration: 2d6 rounds or destroyed
Save Roll: Wis Mind
Effect: Channel divine power that affects a Cleric’s pool of undead HP. Undead turned or destroyed from line of sight.
Turning Pool
Pool = 20 × Cleric Level.
You may choose to target specific undead instead of going lowest HP first, until your HP pool either runs out or too low to be effective.
Undead whose HP exceeds your remaining pool are completely unaffected - no save, no partial effect.
Saves by Undead
Undead with HP ≤25: No Save Roll.
Undead with HP ≥26: Wis Mind save to resist.
Outcomes
Turned: The undead flees for 2d6 rounds. If unable to escape, it becomes clumsy in combat, suffering -4 to attack rolls until the effect ends.
Destroyed: If undead’s HP ≤ 10 × Cleric Level, they are dusted instead of turned.
Progression:
Level 1 Cleric = 1 cast/day, Pool 20 HP, Destroy monsters with ≤ 10 HP
Level 4 Cleric = 2 castings/day, Pool 80 HP, Destroy monsters with ≤ 40 HP
Level 6 Cleric = 3 castings/day, Pool 120 HP, Destroy monsters with ≤ 60 HP
Level 7 Cleric = 3 castings/day, Pool 140 HP, Destroy monsters with ≤ 70 HP
Level 9 Cleric = 3 castings/day, Pool 180 HP, Destroy monsters with ≤ 90 HP
Notes
HP Pool is restored if you’ve meditated that morning, else spent HP Pool doesn't replenish. Mind effects ignore DR.
Intelligent undead that successfully save are unaffected and don’t consume pool.
Consult with DN to determine which monsters are “undead” or “intelligent undead”.

Choose any 2 per level starting at level 1.
Fighter chooses any 2 unique Level-Up Bonus Abilities at each level (1–9). These represent physical mastery, battlefield instinct, and trained toughness.
Wall Mule
You can climb while carrying up to twice your body weight in gear or passengers. Armor, packs, even another person slung over your shoulder - you just keep climbing. You never need help with ropes or ladders, and others can climb faster if you’re hauling them. You have a 40% chance to climb walls, limited to heights of 60 feet.
Weapon Lore
By handling a weapon, you know its type, quality, and cultural origin. You can tell if it’s masterwork, ceremonial, or built for a monster.
Athletic Feats
You can leap across 10-foot gaps, lift portcullises, break doors, or throw heavy objects farther than most. Gain +2 Chances to such feats of strength or speed.
Tactical Eye
After a moment of study, ask the DN one: “Where’s the danger?”, “What’s the best escape?”, or “Who’s the biggest threat?”
Weapon Stunt
On turn, you can use your weapon for a non-damage feat - hook a shield (pull shield from them), sweep a leg, knock a helmet off, flip a lever, snag a keyring, etc.
Pack Mule
You can carry twice the normal weight with no penalties. You’re also great at loading gear and balancing packs.
Marching Discipline
When you lead, your group travels 25% farther without fatigue. You know when to rest and when to push.
Battle Roar
Once per combat encounter, unleash a roar or battle cry that rallies allies and shakes foes. Allies within earshot gain +1 to their next attack roll.
Weapon Tinker
You can modify or adapt weapons in the field. With simple tools, you can shorten a spear for close quarters, sharpen a broken blade into a dagger, or improvise a weapon from scrap on the spot (DN decides the weapon type and damage stats).
Blood for Blood
When an enemy hits you in melee, you can choose to take an extra 1d4
damage to immediately counter-attack them, interrupting their action. Pain fuels you.
Veteran’s Eye
You can accurately assess any combatant’s skill level, remaining HP (roughly), and armor quality at a glance. Know who’s dangerous and who’s fodder.
Weapon Break
Once per combat encounter, deliberately destroy your weapon on impact to deal triple damage. Better to win with a broken sword than die with a whole one.
First Strike
You always act first in the first round of combat, regardless of initiative. You’ve trained to react instantly to violence.
Combat Reading
After fighting someone for 2 rounds, you learn their combat style. Gain +2 to hit them for the rest of the fight, on your 3rd turn.
Adrenaline Surge
When you kill an enemy, only your next attack in this combat encounter will automatically hit. The rush of victory guides your blade.
Combat Momentum
When you move at least 10 feet before attacking, add +2 to damage. You’ve learned to put your whole body into strikes.
Battlefield Medicine
You can patch wounds mid-fight. Spend one round to restore 1d4 HP to yourself or an adjacent ally using bandages and pressure. +1 HP per level. Practical trauma care.
Unstoppable
Once per day, for the next 2 rounds you can act normally regardless of conditions - paralyzed, stunned, webbed, held, etc. You just keep coming through sheer bloody determination.
Fighters will grow while leveling up, not just organically, but through magic weapons that will help with health, attack, defense via treasures.
Masters of arms and armor. Fighters may wield any weapon, from dagger to greatsword, and wear any
armor, from leather to full plate.
Starts with 12 HP and gains +12 HP every level.
Starts off with no gear, just bare knuckles.
Starts off with 150 gold pieces to buy everything from gear to weapons to armor.
Requirement: to be a fighter class, your strength ability scores must be at least 16.
Fighter Default Class Abilities
Weapon Supremacy
Choose a weapon type at 1st level (sword, axe, spear,
etc.). You gain +1 to hit when using it. At level 5 +2 to hit with it. This stacks with magic
and/or magical weapon that is of the same. At level 5 select a second weapon.
Second Wind
Once per day, regain 1d6 HP mid-battle through sheer grit. At level 4 1d6+6 HP mid-battle.
At level 7 3d6+6 - once per day can be used any time.
Mighty Heave
You can attempt feats of sheer strength: lifting gates, breaking shackles, bending bars. Success
chance = 35% at 1st level, +5% per level thereafter.
Combat Focus
Once per day, you may re-roll one missed attack roll. At 5th level twice per day.
Fearless
Immune to fear effects from foes with HP equal to or lower than your current level max Hit
Points.