Chapter 2 of 6 · 4 min read
Classes
The four foundation classes, requirements, Hit Points, resting and money.
A character's class defines their role in the game: what they are trained to do in combat, how they advance in power, and what unique abilities they gain. A class is not a hobby, career or trade - it is a structured path of growth, such as Fighter, Wizard, Cleric, or Thief, that shapes how the character survives and contributes to the party.
Fighter - The warrior.
You're good at hitting things with weapons and not dying when things hit you back. High hit points, best armor, expertise with all weapons. Whether you're a sword-and-board tank, a two-handed weapon bruiser, or an archer picking off targets, you're the party's damage dealer and meat shield.
Wizard - The arcane spellcaster.
You've studied magic through books and practice, giving you the biggest spell list and most versatile magic. Low hit points and limited armor, but you can solve problems with the right spell - fireballs for damage, charm person for social encounters, detect magic for mysteries. You're the party's problemsolver and crowd control.
Cleric - The divine spellcaster.
You channel the power of gods to heal allies, smite enemies, and work miracles. You get healing spells, can turn undead, and have decent combat ability with simple weapons and medium armor. You're the party's primary healer and support, but you can hold your own in a fight.
Thief - The skill expert.
You excel at stealth, lockpicking, trap detection, and generally doing things others can't. Backstab damage when you catch enemies off-guard, ability to climb walls and move silently. You're the party's scout, infiltrator, and the one who keeps everyone from walking into deadly traps.
These four classes form the foundation of any adventuring party, but they're flexible enough to cover way more character concepts than you might think.
More Classes?#
If you want to play a Paladin, build a Fighter and let your Dungeon Narrator know your character is sworn to law and honor. If you'd rather be a Druid, build a Cleric and declare your devotion to plants and animals. The same goes for countless other archetypes/subclasses you may know - rangers, sorcerers, warlocks, monks.
With just Cleric, Fighter, Wizard, and Thief as your foundation, you can shape nearly any hero you imagine. Consult with your DN for further guidance.
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 limited to max DR chainmail. Clerics are bound to blunt weapons - maces, hammers, flails, staves, etc. - never blades. If in 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, etc. They may not wear armor, except for padded and robe armor, as it interferes with spellcasting. If you have any questions about weapons, 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, bow, etc. - and light armor that does not hinder agility, such as padded, leather and studded leather. Heavy armor and 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.
Experience and Leveling#
- Level 1 = 0 XP
- Level 2 = 2,000 XP
- Level 3 = 4,000 XP
- Every level after level 3 is another 2,000 more XP, each, up to level 10. See Core Guide page 6 for details about leveling and experience.
Class Requirements and Hit Points#
Classes have 1 primary ability that must be met, and have default Hit Points (HP) per level.
| Class | Requirement | Hit Points per level |
|---|---|---|
| Fighter | Minimum Strength 16 | 12 |
| Cleric | Minimum Wisdom 16 | 8 |
| Wizard | Minimum Intelligence 16 | 5 |
| Thief | Minimum Dexterity 16 | 7 |
A Note on Class Restrictions#
Each class has its limits for a reason. If a cleric raises a sword, if a wizard straps on heavy armor or hefts a forbidden weapon, or if a thief clanks into battle in plate - the attempt simply fails. The blow glances as though untrained, the spell fizzles beneath the weight of armor, the thief stumbles and loses their edge. Your Dungeon Narrator (DN) may also rule divine powers or class features are withheld when you step outside your bounds.
Stay within your class's path, and your abilities will serve you well.
Resting - Hit Point Recovery#
Hit Point recovery occurs organically with a full night's rest of 6 or more hours.
The amount recovered depends on the conditions of rest:
Unsafe Rest (cavern, dungeon, camp, etc.)
Recover 25% of your maximum HP after a full night.
Safe Rest (inn, stronghold, etc.)
Recover 25% of your maximum HP + (your Constitution Bonus x character level) after a full night.
Downtime (one full week without adventuring)
Recover all lost HP.
Money#
OD uses a four-tier currency system. Copper Pieces (CP) are the lowest denomination. Then Silver Pieces, Gold Pieces and Platinum Pieces.
Order of value: 10 CP = 1 SP, 10 SP = 1 GP, 10 GP = 1 PP