The Adventurer’s Classes
The realm is full of great evils. Most of the men and women of Inazria’s great cities and villages are the subject of great calamity. Powers and chaos out of their control will bring destruction and ruin to the land.
Unless you can stop it.
The life of an adventurer is exceptionally difficult. They are the ones tasked to go where few have dared to venture before. They are here to fight the good fight even when none else shall stand against it.
Your character’s class is a big part of your character’s life. In Inazria, it’s less like a vocation and more like a calling - it reflects a deeper worldview, shaped by your bloodline and your environmental upbringing. And like a calling, it is often not chosen by ourselves but is laid out before us.
There are two kinds of class archetypes your hero may choose to practice:
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The primal archetype represents a deeply-rooted, cultural and often biological class of origin in Inazria. It represents more than a set of skills and attributes, instead telling a greater story about the lives and values of entire clans or even people groups. A hero may or may not belong to a primal class, but may only belong to one primal class throughout their lives. A typical adventurer would start the game with knowledge of their primal abilities, but it is not unheard of for a primal heritage to be uncovered later in life.
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The civil archetype represents classes of learned skill, talent or vocation not inherently bound to a particular place or people. These classes often represent a professional livelihood with suitable skills for adventuring. In Inazria, many of the world’s peoples have migrated to the urbanized, intercultural world seeking opportunity and better lives. It is very common to abandon their primal heritage and customs (if they even know they have it) in favor of universally recognized and acceptable civil adventuring skills. Players may choose to improve their skills by taking levels across various civil classes upon improving in level.
The world’s most powerful heroes and villains usually fall into the following 8 class identities. Each one represents a framework for growth and development, as a person and as a combatant, including unique spells, feats or skills. Further, each class contains contextualizations, which are more specific choices that fully develop your character. Each character must choose one contextualization, which should be treated as that character’s primary role. As you advance in level, your class and contextualization will provide you with unique bonuses and abilities.
Different parts of Inazria and the surrounding nations express different contextualizations of a similar class. One tribe of Berserker warriors originally hails from the Zavu plains of Azelliot — having nothing in common with branded Orashkan pack-hunters of the Bisengal badlands! Thilidani Paladins might invoke divine magic while Marram warriors call upon the great mountain-lurking beast for power. A White elf spellcaster, calling upon the deep aurora-filled tundra sky, will have different customs, skills, and abilities than one Hyzalian thaumaturge from Marlis.
Below you will find brief explanations of the 8 available classes alongside the major options available in Inazria.
Primal Archetypes
| Class | Description | Hit Die | Primary Abilities | Saving Throw Proficiencies | Armor and Weapon proficiencies | Skills | Major Contexts |
|---|---|---|---|---|---|---|---|
| Berserker | A primal warrior, bound to his kin by the brand of an evil being, is empowered in combat by intense emotions - at the cost of his own consciousness. | 1d12 per Berserker level | Strength, Constitution, Dexterity | Strength & Constitution | Light and medium armor, shields, simple and martial weapons | 2x Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival | Damiir, Bashani, Asurani, Orashkans |
| Druid | A servant of the wild wonders of Azergad, channeling the mysterious power of nature itself. | 1d8 per Druid level | Wisdom Intelligence, Constitution | Wisdom, Intelligence | Light and medium armor, shields, simple and martial weapons | 2x Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival | Channeler (Magi of Old), Spiritcaller, Beastmaster, Astralist |
| Invoker | Through the ancestral blessing of powerful beasts, these tribal wisemen are cunning combatants who leave their Progenitor’s Imprint on the battlefield. | 1d8 per Invoker level | Charisma, Constitution, Strength | Charisma, Constitution | Light armor, shields, simple weapons | 2x Arcana, Insight, Nature, Perception, Persuasion, and Religion | Rekupuledo, Duendekoko, Xolturasus, Sammaelon |
| Ascetic | An austere, reclusive individual devoted to the art of human perfection and enlightenment. | 1d8 per Ascetic level | Wisdom, Dexterity, Intelligence | Dexterity & Strength | Light armor, simple weapons | 2x Acrobatics, Athletics, History, Insight, Religion, and Stealth | Acolytes of Tammuzia, Nityamar Monks, Nehushtani, Khalseth |
Civil Archetypes
| Class | Description | Hit Die | Primary Abilities | Saving Throw Proficiencies | Armor and Weapon proficiencies | Skills | Major Contexts |
|---|---|---|---|---|---|---|---|
| Fighter | A fighting expert, unmatched across various forms of martial combat - any time, any place, any weapon. | 1d10 per Fighter level | Strength, Constitution, Dexterity | Constitution, Strength | All armor, shields, simple and martial weapons | 2x Acrobatics, Animal Handling, Athletics, History, Intimidation, Perception, Medicine and Survival | Champion, Paladin, Varnic Knight, Tarvanin |
| Vagabond | Clever and conniving rogues who rely on their many tricks and skills to defeat enemies and overcome unbelievable odds. | 1d8 per Vagabond level | Dexterity, Intelligence, Charisma | Dexterity, Intelligence | Light armor, simple weapons | 4x Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth | Slayer, Cusgarn, Silakar, Purple Mage |
| Savant | Professionals of rare talent who Focus confidence and craft into medicine, duels, scholarship, or exploration. | 1d8 per Savant level | Charisma, Strength, Dexterity, Intelligence, Constitution | Wisdom, Charisma | Light armor, shields, simple weapons | 3x Any | Koboda, Hari-Yudha, Loremaster, Ranger |
| Magi | Devoted scholars of magecraft, who prepare the widest and most powerful array of spells in the world. | 1d6 per Magi level | Intelligence, Constitution, Wisdom | Wisdom, Intelligence | Simple weapons | 2x Arcana, History, Insight, Investigation, Medicine, and Religion | Wizard, Alchemist, Nafazi, Bek’Tan |