Classes

A class is a character's profession, the role which they fill, and the set of skills which they have gained from their training. Classes have different areas of expertise, strengths, and weaknesses.

Class Groups
Each class is part of a class group, which determines some of the general characteristics of the classes within the group, and serves as the restrictions for dual-classing.
 * Warrior Group - Experts with arms and armor; includes fighters, paladins, and rangers. Hit Die: d10.
 * Priest Group - Users of divine magic; includes clerics, druids, and monks. Hit Die: d8.
 * Rogue Group - Specialists in supporting roles; includes thieves, bards, and assassins. Hit Die: d6.
 * Wizard Group - Wielders of arcane magic; includes mages and specialists. Hit Die: d4.

Primary Classes
These classes are the most common for adventurers, since the requirements and restrictions (as far as ability scores and race are concerned) are less rigid. Any character meeting the requirements for one of these classes may choose it.
 * Fighter - Basic warrior; capable in melee or ranged combat, and skilled with armor.
 * Cleric - Basic priest; can hold one's own in combat, but mainly uses theurgy.
 * Thief - Basic rogue; not skilled in open combat, but capable of stealth and infiltration.
 * Mage - Basic wizard; poorly suited to combat, but wields powerful thaumaturgy.

Secondary Classes
These classes are more specialized versions of the primary classes. The requirements for ability scores are more strict, but this is compensated for by additional abilities or skills. Any character meeting the requirements may choose one of these classes, subject to DM approval.
 * Paladin - A warrior for the forces of goodness and law; capable of great deeds, but might fall from grace with unwise acts.
 * Ranger - A solitary warrior, fighting for the rights of sentient creatures everywhere; more at home in nature than in civilization.
 * Druid - A priest of nature, fighting for balance and the spirit of the wilderness; can become powerful and wise, but must serve truly impartially.
 * Bard - A jack-of-all-trades, combining roguish talents with fighting and arcane ability; uses poetry and song to inspire others.
 * Illusionist - An arcane trickster, manipulating perception rather than reality; limited in scope of spells, but a master of the chosen school.
 * Other Specialist Wizards - Specialists in other arcane schools than Illusion/Phantasm.

Optional Classes
These classes are rare, and may potentially upset the tone of the setting or cooperation between players; the DM may 'veto' any or all of these classes, and the player must choose a different one.
 * Assassin - An infiltrator and master of murder; uses rogue skills to take out specific targets.
 * Monk - A warrior-priest, trained in unarmed combat; endowed with miraculous powers.
 * Necromancer - A wizard who uses their powers to slay the living and command the dead.