NOTICE:
Please be aware that this is a homebrew system, so some things will be different than official D&D rules. Thank you!
Like a D&D Character, your DTV will have a class. Your character’s starting HP (Hit Points), and the potential HP they can get through leveling up are affected by your class’s hit dice!
Different classes also rely on different abilities in your stat block to perform certain actions (listed as "Primary Ability" and "Spellcasting Ability"), or to roll saving throws when trying to avoid special attacks (listed as "Saves").
Hit Dice? Saving Throws? What Are Those???
Hit Dice: - You roll these when you level up, to determine how many extra points go into your maximum HP. (Example: A bard’s hit dice is a d8. You would roll 1d8 each time you level up and your result from the 1d8 will be the amount of hit-points you add to your current max.)
Primary Ability: - This is the stat(s) your class mainly relies on and what they use to make attacks with by default, unless there's a condition, trait, or weapon you are using that deems otherwise.
Spellcasting Ability: - This is the stat(s) your class mainly relies on and what they use to cast their spells default, unless the description states otherwise.
Saves: - The primary stats used when rolling for Saving Throws (explained below).
Saving Throws: - These represent an attempt to resist a threat when your character is potentially in danger. (ie. resisting a spell, being poisoned, falling into a trap, etc) The person leading your RP session might ask you to roll these from time to time.
Below you'll find a list of all the classes we allow, a brief description about them, and information like the starting HP, Primary Ability, and Saving Throws.
The classes are your usual D&D styled classes, and have been placed under three categories, when your character reaches higher levels, the category their class falls under will determine what extra perks they'll receive as they progress.
Caster Classes
Bard, Cleric, Druid,
Sorcerer, Warlock, Wizard
Classes that rely more heavily on magic to do damage, help allies or inflict effects on enemies during combat or use magic to affect the world and people around them outside of combat.
Martial Classes
Barbarians - Fighters - Monks
These are classes whose primary action in combat is to deal damage, tank damage or be in the front lines in general, they rely more on their physical strength and ability.
Half-Caster Classes
Artificer, Blood Hunter, Paladin,
Ranger, Rogue
More along the lines of, Jack of All Trades, master of none, they are more versatile on what they can do, they get to choose a bit of both worlds, be it, to support from the backlines with spells or range, or build themselves to join their comrades at the front. Same thing outside of combat. They offer more flexibility, but do not specialize on either!
Multiclassing is currently not available, as we want to give everyone a chance (including us) to work out the system we have in place and tweak things before adding more complexity into the mix. There'll be an announcement once multiclassing is enabled and how it will work, but for now, please focus on your main class!
Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. The magic of artificers is tied to their tools and their talents.
A fierce warrior of primitive background who can enter a battle rage. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience.
An inspiring magician whose power echoes the music of creation. The bard is a master of song, speech, and the magic they contain.
A fanatical slayer that embraces dark knowledge to destroy evil. Armed with the rites of forbidden blood magic and a willingness to sacrifice their own vitality and humanity for the cause, they protect the realms from the shadows, ever vigilant to avoid becoming the same monsters they choose to hunt.
A priestly champion who wields divine magic in service of a higher power. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes.
A priest of Old Faith, wielding the powers of nature and adopting animal forms. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.
A master of martial combat, skilled with a variety of weapons and armour. Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill.
A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
A holy warrior bound to a sacred oath. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work.
A warrior who combats threats on the edges of civilization. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.
A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation.
A spellcaster who draws on inherent magic from a gift or bloodline. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer.
A wielder of magic that is derived from a bargain with an extraplanar entity. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
A scholarly magic user capable of manipulating the structures of reality. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.