100+ Fantasy Classes
100+ Fantasy Classes
100+ Fantasy Classes
2. Dwarf: Helmet with Headlamp, Can smell precious metals, Pick or Axe (1D6)
3. Piper: Magical Pipe (Controls small mammals and vermin), Striped red clothes.
6. Bard: Lute or Viol (1D6, Fragile), By tradition must be given one night’s shelter and hospitality
in return for a song or story.
7. Berzerker: Twin Hand-Axes (1D6), Bear Coat (Armor 1), may enter a Rage, cannot be
incapacitated or slain by damage until the current fight ends.
8. Yeoman: Suit of Lincoln Green, Longbow (1D6+2), Horn of the Band (When blown, once per
day all your allies who hear it may appear nearby and rush to your aid).
9. Orphan: Oversized Sword (1D6+1, Bulky), handkerchief of lunch on a stick, No-Quit Attitude,
if someone injures you, your attacks deal 2D6 damage to them until the end of the fight.
10. Gravedigger: Shovel (1D6, Bulky), Hooded Lantern, an old but obedient dog.
11. Gallowglass: Bearded Greataxe (1D6+2, Bulky) Chain Mail (Armor 2), Line-breaker, anyone
struck by you must have their armor broken or be flung back 10 feet.
12. Landschneckt: Zwiehander Sword (1D6+2, Bulky), Flamboyant Clothes, if a nearby creature
would be attacked, you may demand that the attacker target you instead if they can see you. You
cannot use armor with this ability.
13. Man-at-arms: Poleaxe (1D6+1, Armor Piercing, Bulky), Plate Armor (Armor 2), Mercygiver
Dagger (1D6, Armor Piercing). if you strike a target, you may force them to trip onto their face
instead of dealing damage.
14. Ember: Iron star medallion, Firestorm Ignition (1D6, Blast, Reload) If you roll a 6 when
attacking with Firestorm, roll 1D6 and add that to your damage, the GM will describe how the
fire grows wildly out of your control. These rolls may trigger additional damage bonuses on a 6.
15. Pickpocket: Slingshot (1D6), pocket full of sand. Face in the Crowd, in a crowd you may pick
any targets pocket without rolling to avoid detection. You may also use this ability on any target
that one of your allies are distracting.
16. Halfling: Walking Stick (1D6, Bulky), lunch-basket, Luck of the small Folk, at the start of a
new session roll 1D20, you may replace any roll you make for the rest of the day with that
number.
17. Templar: Arming Sword (1D6), Kite Shield (Armor 1), Honor: You may ask someone a single
yes or no question. If they lie to you they take 1D6 damage, this damage ignores armor and
always hits. This ability only affects each person once. They cannot lie if they don’t know.
18. Link Warrior: Master Sword (1D6+1, Indestructible), Spherical Bomb (2D6, one use) Hammer
Space: You are never overencumbered by carrying too many bulky weapons.
19. Knave of Hearts: Dagger (1D6, double backstab damage), 1D6 Tarts (+1D6 HP).
20. Gladiator: Short Sword (1D6), Barbed Helmet and Shield (Armor 1), Focused Violence: When
you deal damage with a 1-handed weapon, you may also strike with your shield or make an
unarmed strike for 1D6 damage.
21. Smoke-Walker: Crossbow (1D6+1, Reload), Pipe and Tobacco, You can shape and walk on
smoke as if it were solid. Strong wind or other factors may require a roll to use this ability.
22. Conman: Expensive clothes, Rose-scented soap, Vulture-headed Cane (1D6+1). You can forge
any document with 1 day to work in a safe area and 10 GP in supplies. It will become useless in a
week unless you have examined a similar document previously.
23. Duelist: Rapier (1D6+1), Crosshilt Dagger (1D6), Blade-master, when attacked, you may roll
the damage of an equipped non-bulky weapon and reduce the incoming damage by the result.
24. Beastmaster: Staff (1D6, Bulky), bone whistle. You may calm any non-monstrous creature. If
you give it some food it will befriend you and help you faithfully. You may only befriend one
creature at a time.
25. Storm-Caller: Silver-lined Sword (1d6) Call the Storm (1D6), when you control the weather,
you are surrounded by whirling wind and debris, no ranged attacks may hit you for the rest of
this fight. You may create any weather for a day at the cost of 1D6 Strength.
26. Strongman: Champion’s Belt (+1 Strength), once per day you may lift, carry, push, bend or
break anything.
27. Pirate: Cutlass (1D6), Blunderbuss (1d6,Blast, Reload), Grapple Hook and Rope, saltwater
refuses to drown you and will always bring you ashore.
28. Aqueous Atlantean: Chime-loaded Staff (1D6), Boil Water (1D6), Melt (Destroy metal
object) Porcelain Rebreather (You can only breath water).
29. Questing Knight: Dagger (1D6), Plate Armor (Armor 2), Lance (1D6, Bulky, 2D6 if charging
mounted), War Horse. Sworn to Aid the Helpless, Serve your Lord and always fight honorably.
30. Beggar: Club (1D6), tin cup and ragged blanket. You can always get a day’s wages in a
settlement by begging.
31. March Warden: Warbow (1d6+1, Bulky), inherited sword (1D6), Elvish Cloak. You can see in
complete darkness and can always start a small fire anywhere except underwater.
32. Gnome: Hammer (1D6), Tinker’s tools, Welding-wand, Once per day may craft a smoke-
bomb, Grease-pot or Grenade (1D6, Blast) for 1Gp worth of supplies.
33. Wizard of the Exchange: Golden Mask, Silver Scale Armor (Armor 1), may always demand an
audience with important people. Once per day turn any nonliving thing you touch into either
gold or brittle clay.
34. Bounty Hunter: Hand Crossbow (1D6), Rope and Grapple Hook. Wanted Poster: Once per
session, you may announce that a creature you can see is wanted dead of alive at the nearest
settlement. The GM will tell you how much money you can get for them.
35. Sewer Salvager: Muck-rake (1D6, Bulky), You may dig through rubbish for an hour each day to
find a small, valuable item like a ring, cup or knife.
36. Eastern Prince: Scimitar (1D6), Lyre, Flying Carpet/All seeing Telescope/Pouch of infinite
copper coins. Parkour, you can move across difficult terrain at full speed.
37. Brackish Mariner: Jack-Knife (1D6), Bottle of Rum, Pipe and Tobacco. Hunted: A menacing
foe has followed you for many years. At any time choose an enemy, that target is killed or
frightened away by your nemesis, who becomes the new threat.
38. Jester: Wooden Scepter (1D6), Spring-heeled boots, disguise bag. Once per day a group of
entertainers will appear for an hour to help you with any non-violent task.
39. Outlander: Stone Spear (1D6+1, Bulky), Slingshot (1D6), you can track anything you have seen
40. Shadow-Walker: Large Sack, Vial of Sleeping Powder (Str save or fall asleep). Once per night
you may teleport from any shadow to another shadow that can hold you.
41. Tree-Speaker: Sturdy Staff (1D6, Bulky), you may ask the forest any question as long as you
tell it a secret, only works in moonlight or sunlight.
42. Monster Slayer: Oversized Sword (1D6+2), Bear Trap (1D6, Str to escape).
43. Stage Magician: Cape, concealed dagger (1D6) You can take an hour to change a room. Add a
trapdoor, false panel, concealing curtains and/or flimsy stage furniture.
44. Raider: Twin hand-axes (1D6), painted shield (Armor 1). You can loudly break down any door.
45. Noble: Fine Sword (1D6+1) HP +2. Somewhere, there is a kingdom waiting for you to return.
46. Crow Speaker: Hunting Bow (1D6, Bulky), skull mask. Once per day you may vanish in a
cloud of feathers and appear somewhere high and dry or send a crow to scout the land.
47. Threadbare: Needle Sword (1D6), large spool of Red Yarn, small cat, candle and matches.
Once per day you may glide on patchwork wings or tangle anything in yarn (Str check to escape).
48. Apothecary: Syringe (1D3), Empty bottles. Once per day may create a
Fortifying Elixir (Heal +1D6 Str/HP), Glue Flask, Sleeping Drought or Poison for 1GP.
49. Beetle Knight: Nail Sword (1D6+1), Carapace (Armor 2), Small Wings (Can glide).
50. Elf: Recurve Bow (1D6, Bulky), sleep very lightly. Your arrows and bladed weapons are
enchanted, either glowing with soft light, or burning hot to the touch.
51. Warlord: You can attract the service of mercenaries in any town, they will fight for you as long
as you pay them 1 coin per day. You always have a banner-bearer and musician at hand.
52. Highlander: You do not age and can only be permanently killed by decapitation. Once per
session you may announce that a NPC is actually a Highlander. You duel them and the winner
increases a stat by +1 or Dodge +3 permanently.
53. Sleepwalker: Handgun (1D6+2, Reload), Nightcap and gown, Umbrella. If slain they instead
awaken at the last place they slept, once per session.
54. Shape-shifter: Staff (1d6, Bulky), choose an animal your character has seen, you can change
into it at any time and change back when struck by moonlight. Animals of the same type ignore
you, animals that hunt that animal type go berzerk and try to attack you.
55. Barsoomian Commando: Sword (1D6+1), Radium Rifle (1D6+2, Bulky, Reload). You are green
and have 4 arms, allowing you to dual wield paired bulky weapons. Generally regarded as ugly.
56. Rogue: Hooded Lantern, Coil of Rope, Throwing Knives (1D6). May roll Dex in a settlement
to find a criminal contact.
57. Wanderer: Scimitar (1D6), Recurve Bow (1D6+1, Bulky). When you roll maximum damage,
choose whether your target is Hobbled or Disarmed.
58. Hoplite: Aspis Shield (Armor+1, Bulky), Bronze Breastplate (Armor 1), Spear (1D6+1, Bulky).
If standing besides an ally, all ranged attacks against either of you are Impaired.
59. Prizefighter: Fists (1D6), Glowing star-gem, cloth satchel. When you roll maximum damage
with your fists, the GM will tell you what bone you just broke. +1 to your attack roll for every
enemy within range of your fists.
60. Tomb Robber: Pickaxe (1D6, Bulky), oil lantern, pitons and rope. Once per day you may call
up a dozen unskilled laborers to move up to a ton of dirt, stone, sand, or break down a door or
wall.
61. Myrmidon: Chitin Plate (Armor 1), Gladius (1D6). You take -1 damage from all sources.
62. Cossack: Saber (1D6), Pistol (1D6+1, Reload), Fermented milk. You and your companions may
travel twice as quickly as long as you are all riding a living steed.
63. Barber: Shaving kit, Bonesaw (1D6), jar of liquid soap. When a creature dies, you may test
Dex or Will once to bring them back with 1 Str. Swap two of their stat’s maximum values
permanently.
64. Bodyguard: Mail armor concealed beneath a cloak (Armor 1), Longsword (D6+1). If an
adjacent ally would take damage, you may leap in the way and take it instead.
65. Plague Doctor: Cane (1D6), Crow Mask stuffed with Herbs (You are immune to airborne
toxins and noxious fumes.) Bag of Herbs. Once per day you may save someone who just died with
your treatments. They will still die in 1D20 Hours.
66. Gambler: Leather Jack (Armor 1), Knife (D6), Dice, Pack of Dice. When you cheat at games of
chance, you may automatically win. Roll, on a 1 you are caught red-handed. If someone else is
cheating, you both know who is, but neither of you can win.
67. Footpad: Bludgeon (D6, stuns on a 6), Lantern, Tent, 50’ Rope. Once per scene, when
attempting something risky but not impossible, you may declare that you have a 50/50 chance
and roll for it.
68. Lamplighter: Wick on a Pole (D6, Bulky), Packet of Safety Matches, Lantern, Handgun
(1D6+2, Reload, AP). You can always light something flammable by expertly flicking a match.
69. Watchman: Ironshod Club (D6, on a 6 roll again and add together), Bright lantern, Alarm
Whistle. When you shout at a creature, they must either tell you their name or flee.
70. Mountaineer: Pickaxe (1D6), 100’ Rope, Pitons, Oil Flask, Portable stove, sack of Beans.
71. Professional Chef: Knives (D6), Pot and Pan, Jar of Spices. Your meals are especially
nourishing, restoring 1D3 HP/Str. You never miss with knives and they are Armor-Piercing.
72. Rat-Catcher: Machete (1D6), Lantern, Bundle of rat-traps, Round of Cheese, Gloves.
73. Glass-Shaper Mage: Crystal Dagger (D6, AP), Darkened Goggles. Mirror Walk, move
between two reflective surfaces you can see. Slag, beam turns sand or stone to molten glass.
74. Artificer: Hammer (D6), Pen, ink and paper, Weathered Satchel. You can build a Siege
Engine, Primitive Flying Machine (one use), or Blasting Charge (2D6 Blast) for 100 GP in one
week.
75. Apothecary: Firefly Lantern, Gardening Rake (D6, Bulky). Can craft a dose of Healing Herbs
(+1D3 HP/STR), Poison (1D6 AP + Deprived) or Blue Dye each evening if herbs were gathered
76. Assassin: Curved Knife (D6+1), Bag of Disguises. When you attack a target for the first time,
you do +1D6 if they believe you are their ally and +1D6 if you are unobserved.
77. Geologist: Surveying Stick (D6), Astrolab, Telescope. When you dig samples from the
ground, roll 1D6. On a 6, an earthquake, volcanic eruption etc. is imminent, describe when and
where it will occur. On a 1 the GM chooses what will happen, when and where. On anything else,
this area is geologically stable.
78. Tinker: Staff-Sling (1D6, Bulky), tool bag, Leather Apron, Wheelbarrow. You may spend an
hour to mend broken items, they gain the Fragile trait (When attacking, breaks on a 1).
79. Executioner: Two-Handed Axe (1D6+2, Bulky), Black Hood. When you roll a 6 with a melee
weapon against a living target, you chop off their head unless they pass a Dexterity Check.
80. Inquisitor: Sabre (1D6+1), Brace of Pistols (D6+1, Reload), Sweeping Cloak, funny hat. You
may send a letter asking one question about an NPC, you will receive a yes or no answer by the
end of the week.
81. Acrobat: Balanced Staff (1D6, Bulky), Striped Stockings, juggling balls. You can walk across a
tight rope, breath fire, juggle, cartwheel and other suitably entertaining things. Expert Climber.
82. Cataphract: Lance (1D6+1, +3 when mounted, Bulky), Flanged Mace (1D6, AP), Scale Armor
(Armor 2).
83. Alchemist: Greek Fire Thrower (1D6, Blast, AP). With a day of work and 1 GP worth of
supplies you can craft a flash-bomb, acid vial or tranquilizer dart.
84. Charlatan: Folding Knife (1D3), flask of cheap rum. Roll for another class. You have the
equipment of this class but none of it’s skills. You are pretending to be of this class.
85. Fireheart: Ember-filled Hammer (1D6+2, Bulky), backpack. You never need to sleep or eat,
you glow from within and may superheat an object once per day by holding it. You age swiftly
and will only live 1D20+16 years.
86. Birdman Wanderer: Small crossbow (1D6, Reload), bag of marbles, candlestick. Can glide but
not fly. Can mimic any sound you have heard before.
87. Rootkin: Wooden Club (1D6), Satchel of seeds. Oaken hide (Armor 1) You are made of living
wood. Heal 1D6 per day when you soak your feet in water and stand in sunlight for an hour. You
do not sleep, but become drowsy in darkness. Take double damage from fire.
88. Scarecrow: Pitchfork (1D6, Bulky), basket. You may stuff yourself with straw once per day to
regain 1D6 Str/HP. At 0 Str you fall to pieces and must be reassembled. Take 2D6 damage from
fire.
89. Rhinox: Plated Hide (Armor 2), Horn (d6, +3 if charging), Glaive (1D6+1, Bulky). Your Small,
beady eyes make you nearsighted. Your ranged attacks are Impaired unless you get glasses.
90. Feral: Animal skin Cloak, Javelin (1D6+1), Firefly lantern. Choose an animal that raised you,
that species always treats you as friendly. On a 6 your attacks blind or cripple your target.
91. Inkblood: Hooded cloak, tinderbox, healing salve (1D6 HP/Str, one use). You can store up to
one non-bulky item as an image on your skin. Takes a full turn to store or regain an item.
92. Peddler: Knife (1D6), Push cart loaded with (Soap/Scissors/Cheese/Lanterns/Brooms). You
can make a Will Check to sell someone some of your wares, even if they don’t need it.
93. Remedy Hawker: Cane (1D6), Many-pocketed Coat. When someone drinks your patent
remedy, restores 1D3 HP/Str once per day. They suffer from a side effect. 1. Itchy Rash 2. Shaky
Hands 3. Lethargy 4. Sneezing 5. Shaking Legs 6. Dry Mouth. Lasts for an hour.
94. Mole-Folk Exile: Steel Claw (1D6+1), Headlamp, watch and chain. With your formidable
claws you can dig tunnels quickly and deal 1D6 damage unarmed.
95. Wild-Walker: Pouch of Herbs. Your unarmed attacks deal 1D6 damage. You can run or swim
all day, as fast as a horse, on account of your diet of secret herbs and constant exercise.
96. Deep-Dweller: Trident (1D6+1, Bulky), Aquamarine scale mail (Armor 1). You can breath
underwater and speak to water creatures, but must keep your skin moist or be Deprived.
97. Moth-Tamer: Candle, Incense sticks, Magnifying Glass. A moth will seek your flame by
starlight. It will answer one question about someone who is asleep before fluttering off.
98. Mist Warden: Smoking half-plate (Armor 1), Smoking Greatsword (1D6+1, Bulky). When you
shout someone’s name, within an hour a wall of mist will appear. You and anyone else you permit
may walk into the mist, emerging from it somewhere near your target. Works once per day.
99. Savage Armiger: Plate Armor (Armor 2), Falchion (1D6+1), Flowing Hair. In battle, you may
enter a battle-trance to gain +2 to all damage rolls, but if you ever roll a 1, you drop your weapon
and fight unarmed for the rest of the battle.
100. Cinder Knight: Charred Half-Plate and Cape (Armor 1), Longsword 1D6+1. When you would
be slain, instead return with -2 maximum Strength. Your maximum Strength and Dodge cannot
be increased.
101. Artist: Dagger (1D6), Stepstool, candlabra. You can walk into well made paintings and
interact with them as if with a real place. You can bring statues to life and give them orders for as
long as moonlight is touching them.
102. Gardener: Spade (1D6, Bulky), Watering Can. Wheelbarrow. Once per day you may cause
nearby plants to grow rapidly and entangle a creature. They can cut themselves free with a bladed
weapon. You are immune to poison.
103. Sell-Staff Wizard: Pen-Staff (1D6+1, Bulky), Fashionable Hat, Blank Book. Can bring
anything you draw crawling out of your book to serve you for an hour. Each time you do, you
must burn 2D6 GP. Your inklings cannot be larger than 1ft x 1ft.
104. Brute: Your unarmed attacks deal 1D6 damage. You can move, lift and carry up to 400 LBS.
You may wield something large like a tree log, door or pillar, dealing (2D6, Bulky) but reducing
your Dodge to 0.
105. Galley Slave: Broken Manacles (1D6), Spotlight Lantern, Bottle of Rum, Coil of Rope. When
you make a Strength test, you may make a Will test instead.
106. Tournament Jouster: Lance (1D6, Bulky, +2 when charging), Plate Armor (Armor 2, bulky).
Warhorse. In battle you may surrender to any sentient enemy. They will offer you a deal in
exchange for your life. Only works once on each enemy.
107. Poacher: Recurve Bow (1D6+1, Bulky), Skinning Knife (1D6), Fur Coat (Armor 1). Once per
day tell the GM that you are hunting. They will choose a creature to emerge close by. e.g. Deer,
boar, etc.
108. Magnibug: Walking Stick (1D6), magnifying glass, pouch of napkins and handkerchiefs.
Your hard exoskeleton gives Armor 1, but you cannot wear armor.
109. Magician’s Apprentice: Dagger (d6), oversized book (bulky), knows Animate Broom
(one at a time), Convince Locks and Ghostly Hand (5lbs of force).
110. Chimney Sweep: Wire Brush (1D6, Bulky), Yesterday’s paper. When you hide, you can
wriggle into very small spaces and you will not be found unless someone is looking for you.
111. Trained Bear: Bear Claws (1D6+2) Furry Hide (Armor 1). Very sharp for a bear, cannot
read, wield weapons or wear armor not designed for you. You know a funny dance though.
112. Vizier: Curved Dagger (1D6), Silken robes, oil lamp. When you advise a PC how to
complete a task, they may reroll a related skill check once per day if they follow your wisdom.
113. Buried: Shovel (1D6), 1D6 Candles, Soiled Clothes, Elixir that induces a week-long coma.