Class Overview

Every adventurer begins with a purse of 150 gold pieces to outfit themselves for their first journey. This is the coin they will spend on armor, weapons, tools, and the basic gear of travel - from cloaks and boots to rations and backpacks. You’ve trained, saved, and prepared for this moment.

Fighter

Masters of arms and armor. Fighters may wield any weapon, from dagger to greatsword, and wear any armor, from leather to full plate.

The fighter begins with 12 Hit Points, gaining +12 HP per level thereafter. They start with no equipment and receive 150 gold pieces to purchase weapons, armor, and other starting gear.

Cleric

Devoted to the divine. Clerics may wear all types of armor but are limited to a maximum DR of chainmail. They are bound to blunt weapons - maces, hammers, flails, staves, and the like - never blades. If there is any doubt, consult with your DN.

The cleric begins with 8 Hit Points, gaining +8 HP per level thereafter. They start with no equipment except for a holy symbol of their chosen deity. They also receive 150 gold pieces to purchase weapons, armor, and other starting gear.

Wizard

Scholars of magic. Wizards are limited to simple arms - dagger, staff, sling, dart, and similar weapons. They may not wear armor, except for padded armor, as heavier protection interferes with spellcasting. If you have questions about weapon choices, consult with your DN.

The wizard begins with 5 Hit Points, gaining +5 HP per level thereafter. They start with no equipment except a spellbook and receive 150 gold pieces to purchase starting gear, weapons, and armor.

Thief

Quick and cunning. Thieves favor light weapons - daggers, shortswords, slings, bows, and similar arms - and light armor that does not hinder agility, such as padded, leather, and studded leather. Heavy armor and large shields are off limits.

The thief begins with 7 Hit Points, gaining +7 HP per level thereafter. They start with no equipment and receive 150 gold pieces to purchase weapons, armor, and other starting gear.