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Basic classes

Classes are an important part of character building, and Jeslore does have them. Each class benefits from certain stats and skills, but they also have builds where a class can be taken and turned into something more specific. As the classes are so flexible, with the right combination of stat choices, skills, and weapons, almost any build is possible, especially by multiclassing.  

Warrior

The warrior is a class that relies primarily on strength. They have high health and a number of physical abilities, but tend to either fall into the tank or glass cannon category based on specific builds. A warrior loves to use big weapons, sometimes even multiple at the same time.   Warriors are at their best using large, two handed weapons combined with heavy armour, dealing immense damage at point blank range. They gain skills that are primarily physical, but spells are not too useful to them.  

Rage

The unique skill of a warrior is his rage. Activating rage doubles armour rating (not endurance) and melee damage, and unlocks a second melee attack that uses a bonus action. However, as long as rage is active, the warrior can not use anything that isn't their equipped melee weapon.  

Stats & Skills

Warriors rely mainly on the S stat to boost the damage of their weapon attacks. Picking warrior also inherently raises heavy weapons and ferocity.   Commando - Rage now works with firearms.

Ranger

The ranger is a speed class best suited to archery, fast paced close combat, and hand to hand combat. They are deadly at any range, in spite of a low healthpool and inability to wear anything going over light armour. A ranger comes with the ability to brew potions and they predominately also have a pet.   Rangers balance animal handling, chemistry, archery, and unarmed. They gain moves centered around these 4 skills.  

Pets

Rangers have a pet that they can use to help them in their duties. This can be any animal that ranks lower than 870 on the scale of dhipper. Usual suspects are tigers, dogs, and boars.  

Skills & Stats

Rangers rely on D for almost all of their skills, from throwing potions to drawing a bow. Picking ranger raises animal handling, chemistry, archery, and unarmed.

Druid

A Druid is someone who harnesses the power of the spiritual realm through years of study as a shaman. Much of their magic comes from a particular elemental attunement, as well as a dragon-infused kindred spirit.  

Natural attunement

Druids can take on an animal form and gain a series of ability relating to their attunement (sand, stone, trees, etc). Attunements can be extremely specific, down to just poison, but also very broad such as water.  

Skills & Stats

Druids rely on JDG for their spells and the damage they deal in their animal form. Druid also raises arcana, animal handling, religion, and survival.

Mage

A mage is someone versed in the arcane arts well enough that they can reliably use it in battle. They gained their powers from years of study and dedication. Unlike most other magic classes, mages rely fully on tools to cast powerful magic. Their spellbook lets them cast spells from several different schools and it often serves as a focus, while they need their seeker, anchor, and speaker to cast it. The visor helps many mages, but unnecessary. Losing any of these tools, disable magic use.   The way a mage functions depends heavily on the kind of speaker they choose to equip. Familiarity with magic is second nature to them after years of study.  

Crash course

A mage can consume cantrips to permanently add them to his spellbook.  

Skills & Stats

A mage relies on INT to cast magic and learn new ones. The mage class boosts arcana, religion, and history.

Sorcerer

A sorcerer is someone who has been blessed with the ability to use magic, instead of putting in the time like a mage would. This is due to a magical infusion like a draconic bloodline or a gift from a higher power, which lets them learn magic faster. Sorcerers are defined by their natural ability to cast magic without a speaker, something most mages can only dream of.   A sorcerer has fewer spells than other magic classes, but will be extremely familiar with said spells, and can use their inherent magic to enhance the spells they use. In addition, sorcerers are the only magic class capable of casting spells without any magical equipment.  

Metamagic

A sorcerer gets a number of active skills they can activate to enhance their spells. Using metamagic consumes raw magic, which is restured by eating food and taking long rests.
  • Cast from memory - Cast while silenced.
  • Snipe - Increase spell range.
  • Gemini method - Cast spell twice at the same time.
  • Shout - Impose disadvantage on enemies hit by the spell.
  • Whisper - Impose advantage on allies hit by the spell.
  • Encore - Cast a spell with a bonus action.
  Sorcerers get fewer spell slots, which means they have to be very careful picking out preferred items.

Skills & Stats

Sorcerers rely on W for casting their spells, and also get a bonus to evasion, arcana, religion, and deception.   Greater Haste - Time only moves when the sorcerer does. JDG is used for DEX rolls.

Soldier

The Soldier is the only class fully geared towards the use of firearms. Other classes may use a gun to supplement their skills, or as a backup, but the soldier is fully geared towards the use of them. When stocked up, there is no class more deadly in medium range, and even point blank range if shotgun are used.   Soldier is the only class with equipment restrictions.  

Veteran benefits

Soldiers get a choice of shotgun, assault rifle, and sniper rifle upon starting and receive a 20% discount on ammo if it is in stock. They also get a choice of SMG, pistol, and revolver as a secondary weapon, and a choice of combat knife, taser or riot shield as a backup. Soldiers are unable to get rid of these weapons, and have to equip new weapons into a 4th slot.   Soldiers are also able to give teammates healing potions with a bonus action.

Hot Swap

Soldiers can swap around weapons without taking an action.  

Skills & Stats

Soldiers rely on P which helps them increase range with their firearms. They also get a bonus to ranged weapons, durability, survival, and leadership.

Bard

The bard is a performer. A magic class that uses performance as a means of channeling magic rather than the usual suspects for magic. A bard relies both on charisma, and often a quick magical attack to get out of tight spots.  

For those with ears to hear

Bards can use their performances to cast magic differently, essentially turning regular spells into AoE spells. This is most useful with support spells that affect anyone that can hear it. When a spell is enhanced by performance, it can't be silenced.  

Stats & Skills

Bards rely on charisma for their spells, and grant a bonus to leadership, persuasion, willpower, and insight.   Echo locate - Using magic, the bard can play high frequency music that bounces off objects in the environment, letting them map the environment in advance.

Rogue

The rogue is a class that specializes in stealth and dexterity. They know well how to keep a low profile, but still deal significant damage while doing it. While sharing some overlap with the spy, the Rogue trades some of its ability to stay hidden for long in exchange for the ability to use dexterity to stand its ground.  

Agility

A rogue can dash, hide, help, jump, and disengage as a bonus action.  

Spells & Skills

Rogues rely on dexterity for their ability, and benefit from the additional movement. They also grant a bonus to finesse weapons, legerdemain, stealth, and light weapons.   Disarm - When attacked, roll for dexterity, and if successful negate the incoming attack and steal the weapon of the attacker.

Warlock

A warlock is someone who made a pact with a devil. Their patron grants them powerful magic to use in battle as part of a deal, but the Warlock has to obey, as this power can be taken away just as easily.  

Regenerative magic

Warlocks can restore all energy with short rests, and half of it simply by eating food, but have limited spell selections and fewer spell slots.  

Skills & Stats

Warlocks rely primarily on their Charisma stat.   Too big to fail - When defeated, roll for charisma. If successful, the player's patron will revive the player.

Brawler

The brawler is someone physically imposing that prefers to use their fists in a fight. They are as durable as they are strong and fast. A balance between strength, endurance, and dexterity.  

Desperation

Raise endurance and strength as goes lower. Healing is less effective the lower the health goes.  

Skills & Stats

The brawler is a versatile class that does not have a primary class. All skills are powered by specific stats of their own.   Headbutt - Inflict lethargy on yourself but deal heavy damage on the enemy. Powered by Endurance.

Knight

A knight is a person clad in armour, equipped with a one handed weapon and a shield. They are the most durable class, using their shield and armour to hold the attention of their foes.  

Tank

Heavy armour used by the player will decay slower, and while wearing heavy armour, the knight will regenerate a bit of health every turn.  

Skills & Stats

The knight is an endurance class defined by wearing heavy armour. Many skills are only available while wearing a full suit of heavy armour.   Iron fist - Throw a punch that deals extra damage and if critical, instead of bonus damage stun the target.

Cleric

Preachers who draw upon gods or the vanguard for their power. Their power lasts as long as their faith does, and they generally serve best as assistant healers, but are more than capable of keeping everyone healthy in a pinch.  

Divine intervention

Ranged attacks are less likely to take critical damage. Cleric damage potential and armour rating scales with teammate health. If team HP is high, the cleric deals little damage but takes more damage, and vice versa.  

Skills & Stats

The Cleric is an endurance class, relying on armour to protect its low healthpool.   Prayer - Increases crit rate and healing received to nearby allies.

Spy

The spy is an expert at the extraction of information, using stealth and perception to get what they need. They rely on their team to keep enemies distracted so they can swoop behind and deal devastating critical hits. While similar to the Rogue, the spy has fewer options when caught.  

Ghost

Spies are granted greater invisibility (does not run out) when out of enemy line of sight for 1 turn. They can also manually activate lesser invisibility (lasts 3 turns) once every combat encounter. Manual activation imposes a 2 turn cooldown on passive invisibility.

Skills & Stats

Spy is a perception class, needing their senses to avoid getting caught. Spies are weaker when they are detected, but do get some options for escape.   Signal flare - Only useable while invisible. Reveal yourself and grant all allies extended haste.

Paladin

The Paladin is a warrior hero that uses both magic and muscle to clear challenges laid before them. Central tanks, Paladins have aura skills that positively affect teammates, for example the aura of valor that protects allies within the area of effect from damage and applies it to the Paladin instead after armour calculation, but also negative debuffs for the enemy.   Paladins use heavy armour, and generally prefer blunt weapons like maces and warhammers. They always have shields, a paladin is lost without their shield, as it is what they use for their magic.  

Auras

Auras are an area of effect skill unique to the paladin. These area of effects help teammates that enter the aura. It takes one turn to switch off an aura, and then another turn to switch on a different aura.
Aura of Valor
All of the damage dealt to teammates in the aura is transferred to the paladin, and during damage calculation the armour of the paladin i used, not that of the teammate.
Aura of Heroism
Damage dealt to the paladin is converted into healing and divided across nearby allies (not the paladin).
Aura of Smiting
Enemies caught in the aura take damage.
Shield of Justice
A forward facing barriers that blocks incoming projectiles from the front.  

Stats & Skills

Vagabond

The vagabond is a fast moving raider class that relies on vitality.  

Roll with the punches

When a status effect such as poison, fire, or freeze is inflicted on the vagabond, it's effects are delayed by 5 turns, but the vagabond will be able to inflict any status effects it is suffering from with its base melee attacks.  

Skills & Stats

Vagabonds have a low overall base HP stat that can only be marginally improved by levelling and stat upgrades. Instead, they have a base armour rating that increases instead of HP. They rely on their vitality mainly to resist the status effects they suffer from after the pause runs out.   Dropkick - A melee attack that pushes enemies back and stuns them. Next turn will have less movement range.

Hermit

The hermit is a mage class that uses the disease they are infected with to fight enemies and support allies.  

Supercarrier

Unlike other classes, the hermit can be infected with multiple diseases, while only suffering the symptoms of a "primary" disease. Hermits get only limited access to base spells used by other mage classes, instead they get unique spells that revolve around carried ailments.  

Skills & Stats

A vitality class like the vagabond, the hermit relies on vitality to lessen the effects of the primary illness they are afflicted with.   Resentful blast - A ranged blast that targets a single enemy. Damage scales with the severity of active symptoms.

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