Test Page 4
Test Page 4
Adventuring Classes
Adventuring Classes
Class | Description | Source |
Adept |
A living weapon that hones their control over body and mind |
Adventurer's Guide |
Artificer |
An arcano-scientific spellcaster who makes wondrous devices. |
Gate Pass Gazette |
Bard |
A charismatic performer who uses music to wield magic |
Adventurer's Guide |
Berserker |
A warrior that harnesses their inner rage on the battlefield |
Adventurer's Guide |
Cleric |
A holy guardian that channels the divine power to heal and harm |
Adventurer's Guide |
Druid |
A secretive sage who shuns civilization and harnesses natural magic |
Adventurer's Guide |
Fighter |
A master of martial techniques with expertise in a wide variety of weapons and combat maneuvers |
Adventurer's Guide |
Herald |
An oathbound warrior driven by an inner strength to champion their cause |
Adventurer's Guide |
Marshal | A natural leader and master of the art of strategic warfare | Adventurer's Guide |
Ranger |
A wilderness and exploration expert who has honed their skills of survival and combat |
Adventurer's Guide |
Rogue |
A master of stealth and subterfuge, reliant on trickery, keen reflexes, and quick fingers |
Adventurer's Guide |
Savant |
A genius who relies on ingenuity, planning, and keen deductions. |
Adventures in ZEITGEST |
Sorcerer |
A magic-wielder whose power springs forth from an innate element of their blood |
Adventurer's Guide |
Warlock |
A spellslinger who obtained arcane powers through an eldritch bargain with an otherworldly entity |
Adventurer's Guide |
Wizard |
A spellcaster who has mastered the arcane arts |
Adventurer's Guide |
Voidrunner Classes
Voidrunners are the adventurers of the spacefaring age: mercenaries, smugglers, and problem solvers with a spaceship. The universe can be a dangerous place so why not hire a crew to go brave the unknown? Presented in this section are new character classes designed for spacefaring journeys, exciting planetary exploration, and conflicts on a cosmic scale!

Class | Description | Source |
Psion |
Uses the power of the mind to manipulate energy and matter, or to telepathically communicate with others. |
Voidrunner's Codex |
Psyknight |
A stoic warrior trained in psionic and martial arts. |
Voidrunner's Codex |
Scientist |
A skill-focused expert in various disciplines. |
Voidrunner's Codex |
Scout |
An adroit specialist and cunning fighter. |
Voidrunner's Codex |
Trooper |
A weapon specialist who obliterates everything in their way. |
Voidrunner's Codex |
Expertise Die
Expertise Die
Redirects to Advantage, Disadvantage, and Expertise
Wood Elf
Wood Elf
In vast, foreboding forests and jungles filled with monsters and magic, the villages of wood elves are a rare and wondrous sight. These unique settlements are known for their harmony with nature—typical dwellings are tree houses with the mightiest branches forming living walkways, walls, and alcoves. The grandest of these wood elf villages have many houses in a single tree and elegant walkways connecting each home.
In lieu of gardening, wood elves treat their home as a vast orchard. They cull and manage animal populations and use controlled fire rituals to tend to the forest, all while honoring the role of death in life.
Wood elf communities are often fairly isolated. They raise their own food, train their own warriors, and produce their own crafts. Plenty of these villages are insular and xenophobic, but many more are hospitable and generous to travelers—with some guests even invited to stay permanently. Their social orientation is communalistic and egalitarian. Although wood elf laws and hierarchy do exist, they prefer to resolve conflicts through consensus. For complex conflicts they use large circle meetings where anyone can speak.
Other important cultural values for wood elves are curiosity and exploration. Isolated though wood elf villages may be, it is not uncommon to see a wood elf troubadour, craftmaker, or sightseer on a quest to learn something new.
Characters raised in the wood elf culture share a variety of traits in common with one another.
Fleet of Foot. Your base Speed increases by 5 feet.
Nature's Ally. You can cast animal friendship without material components once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).
Nature's Touch. Choose one of the following.
Way with Animals: You gain proficiency in Animal Handling and with land vehicles.
Way with Plants: You gain proficiency in Nature and with herbalism kits.
Treeborne Scout. You gain a climb speed equal to your base Speed.
Wood Elf Weapon Training. You are proficient with longbows and shortswords.
Languages. You can speak, read, write, and sign Common and Elvish.
Wildling
Wildling
Remote groups isolated by vast oceans, high mountains, or thick vegetation live at the mercy of nature. They learn to be part of the wilderness’ unending cycles, living in small communities which have little or no contact with the so-called “civilized” peoples of the world. Most frequently, wildlings can be found in secluded villages; sometimes, a wildling lives alone, their only company the beasts with which they share the wilderness. With their intimate understanding of and relationship with nature wildlings make excellent adventurers.
Characters raised in the wildling culture share a variety of traits in common with one another.
Enhanced Vision. You gain proficiency in Perception. Choose one of the following.
Nightwalker: You gain an expertise die on Investigation and Perception checks made in moonlight or starlight.
Sunseeing: You gain an expertise die on Investigation and Perception checks made in daylight.
Expert Forager. Once per long rest , you can spend 4 hours of time to locate Supply for yourself and one other creature, or magical reagents worth up to 5 gold.
Internal Clock. By observing the environment when on your home plane, you can estimate the time of year down to within a week of the actual date. When you are outdoors, you know the time of day.
Living Off The Land. Sustaining yourself on nature’s grace means you have mastered a unique set of skills. You gain proficiency in Nature, and can always choose to use Wisdom when making a Nature check. Choose one of the following:
Agriculturalist: You gain an expertise die on Persuasion checks made against farmers, horticulturalists, and those who cultivate for a living, and when making an ability check to use a land vehicle.
Beastwarden: When you have a hunting animal such as a falcon or hunting dog assisting you, you gain an expertise die on checks made to hunt or track. In addition, you gain an expertise die on Animal Handling checks.
Land Hunter: You gain an expertise die on Intimidation and Stealth checks. Additionally, you can march up to 12 hours before you need to save against fatigue.
Water Drifter: You gain an expertise die when making an ability check to use a water vehicle. In addition, you gain an expertise die on Athletics checks, and you can hold your breath for up to 15 minutes by using an action to prepare to do so.
Weather Sense. Pick a terrain type. After observing the area for 1 minute, you can predict the weather in this terrain within the next 24 hours. You cannot foresee magical changes, but you can use an action to make an Insight or Perception check to notice them. When you have successfully predicted the weather, you gain an expertise die on saving throws made against its effects.
Languages. You can speak, read, write, and sign Common and one other language.