Oathless

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(NOTE: This class is essentially a hard mode, do not pick this class unless you want to be objectively worse then everybody else)

''“I don’t do it cuz i wanna protect anyone! I do it all for money that’s the truth! Life full of obligations? That's the last thing I want.''

No one's waiting for me back home.

I've got everyone fooled, and others fool me, too.

Today's comrades may be my enemies tomorrow.

I spend the nights following defeats all alone,

But even my victories I celebrate in solitude.”

Starting equipment: Choose either a: Steel longsword, Tailbirch bow or a Direwood quarterstaff, common armor of any class, 2 boxes of rations (D quality)

Starting health: 0

Starting stat bonuses: none

Skilled at using: Choose 1 from Longswords, Shortswords, Bows, Staffs, daggers or wands.

LVL1

COURAGE

One who enters the frontier without pledging their allegiance to any deity is indeed a brave if foolish creature, you have resistance to being intimidated by monsters with the Terrifying trait.

DEFICIENT IN FAITH

As you have no devotion to any form of deity, you may not gain purity, however you may still gain corruption.

LVL2

CAPABILITIES

Although you posses no support from a deity of any kind, you do posses some form of skill which encouraged you to seek your fortune in the frontier. At LVL2 you choose one of these paths.

MARTIAL CAPABILITY

You are a competent fighter and have trained with weapons before arriving in the frontier, you might have even worked as a guard of some kind or been a participant in a minor war.

Focused strike

(Simple)

(1 action)

You take a second to process the best possible swing or spot to aim with your weapon, making you roll advantage on your next weapon attack.

MAGIC CAPABILITY

You posses a minor amount of magical talent akin to a wizard, perhaps gained through attempting to enter a school for magic or learned from some old dude across the street.

Minoring in magic

You learn either 2 simple spells, 2 complex spells, or 1 daily spell from a tier 1 list of 1 school of your choice not including: Necromancy, Hexing, Sanguinism, Pulcharism, Kleptomancy, Vitomancy or Technomancy.

SOCIAL CAPABILITY

Whilst you are not proficient in combat, you are a very good talker, perhaps you were a diplomat in the civilized world, or a philosopher.

Gift for gab

(Passive)

You are a very convincing talker, so much so that people often forget how powerless you are. You roll with advantage whenever you are trying to convince or negotiate with a creature that can understand you.

LVL3

A NEW PATH FORWARD?

Mortality can only bring somebody so far, you have the choice to switch over to another class. If you choose to change class you start as a LVL1 of that class. Otherwise you may stay as this class and face the world on your own, you will still gain stat improvements every level, however nothing else will be given to you with this class.