Resources>> Classes
Classes
What kind of adventurer do you want to be?
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These supplemental resources are available for the following classes:
Character Classes
Your class determines the skills and abilities you learn and improve as you adventure. There are 9 distinct character classes from which to choose:
Barbarian: Nomadic warriors who fight with brute force and savage fury.
Bard: Charismatic performers who support allies with an array of magic, knowledge, and other skills.
Druid: Masters of the wilderness who tap into the raw power of nature.
Fighter: Versatile combatants who excel in tactics and weapon use.
Priest: Divine heralds able to harness the powers of life and death.
Ranger: Hunters and survival experts who specialize in a survival and ranged combat.
Rogue: Cunning and elusive characters with multitudes of skills who strike with deadly precision.
Sorcerer: Confident magicians infused with arcane power.
Wizard: Educated masters of arcane magic, able to cast a diverse selections of spells.
XP and Gaining Levels: How does my character improve?
Multiclassing (Having more than 1 character class)
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Class Comparison
Class | Physical Combat | Magic Use | Magic Defense | Hit Points | Skill Ranks | Notable Abilities | “Video Game” Role |
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Barbarian | Excellent | Poor | Poor | 10-Excellent | 10-Average | Rage, Physical Strength | DPS, Tank |
Bard | Average | Good | Average | 6-Average | 13-Good | Best social skills, Reliable team buff | Buff, Debuff, CC, Support |
Druid | Average | Excellent | Good | 4-Poor | 10-Average | Animal abilities, Best wilderness survival | Healer, Buff, CC |
Fighter | Excellent | Poor | Poor | 8-Good | 7-Poor | Physical and Tactical Combat Expert | Tank, DPS, CC |
Fighter
(Paladin Variant) | Good | Average | Average | 8-Good | 8-Poor | Good Combat, Healing, or Undead Slaying | Tank, DPS, backup Healer |
Priest | Poor | Excellent | Average | 4-Poor | 9-Average | Divine Protection, Best Healer/Undead Slayer | Healer, Buff |
Priest (War Priest Variant) | Average | Good | Good | 6-Average | 8-Poor | Good Healer/Undead Slayer | Healer, Buff |
Ranger | Good | Average | Average | 8-Good | 12-Good | Foe Hunting Specialist, Wilderness expert | DPS, Support, Backup Healer |
Rogue | Average | Poor | Average | 6-Average | 16-Excellent | Sneak Attack, Evasion, Lucky, Trap Finding | DPS, Support |
Sorcerer | Poor | Excellent | Good | 4-Poor | 7-Poor | Reliable and Consistent Magic, most daily Spells | Ranged DPS, CC, Buff |
Wizard | Poor | Excellent | Good | 4-Poor | 8-Poor | Most Powerful and Adaptable Magic user | Ranged DPS, CC, Buff, Support |
Possible Ratings: Excellent/Good/Average/Poor
“Video Game” Role: For players coming into LFG with a strong background in MMO gaming, these common roles provide a good outline for the capabilities of each character class. While not every character of that class will match these roles, they are a good place to start! (DPS = Damage Per Second, CC = Crowd-Control) If you’re unfamiliar with these terms, don’t worry about it! Just read the class description and choose the one you like best!
How to read the Character Class entries:
Each character class entry is split into 3 sections: Class Overview, Class Table, and Class Details.
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The Class Overview provides a brief description of the class and a few fundamental statistics.
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The Class Table shows exactly what abilities are gained at each character level.
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The Class Details section explains all of the rules for the special abilities granted by your character class, as well as how they improve as you increase in level.
Class Overview:
This section provides a brief summary of the Class as well as a list of statistics and talents that are consistent with this Class throughout all character levels.
Hit Rating (HR): Skill in physical combat. The HR is rated as Good, Average, or Poor.
Saves: Your ability to resist effects from external sources (besides direct physical attacks). There are 3 types of Saving Throws: FORT, REF, WILL. The Save Rating for each Save is rated as either Good or Bad.
Skill Ranks: Represent of all the different trades, talents, activities, crafts, and physical abilities you can train and learn over the course of your adventures. You gain the indicated number of Skill Ranks each level. You also gain 1 additional Skill Rank per +1 INTMod each level (or lose 1 Skill Rank per -1 INTMod each level).
Hit Points Per Level: How much damage you can withstand. You gain the indicated number of Hit Points (HP) each level. You also gain 1 additional HP per +1 CONMod each level (or 1 less HP per -1 CONMod each level).
Initiative Rating: How quickly you react in combat. Characters with faster initiative are better at interrupting the actions of their enemies. Initiative Rating combines combat training, perceptiveness, and agility.
Weapon Proficiency: States what type of weapons you can wield effectively.
Armor / Shield Proficiency: States what type of armor and shields you are able to wear or wield effectively.
Morality & Motivations: If listed, you must possess the indicated morality or motivation to play this class.
Class Table
Each class is laid out in a table showing the step-by-step progression of the Class at each level.
Level: Your total level of experience in this class
HR: Your total Hit Rating at each level. A higher HR represents more competence in combat.
FORT / REF / WILL: Your total Base Save Rating for this Saving Throw at each level.
Special Abilities: All unique combat, magic, and other abilities granted by the class are described here. Classes with spell-casting abilities will display the number of spells known and spell slots available per day. Some classes may have additional charts addressing more of their unique abilities.


Improving Your Character - XP and Gaining Levels
As you play through your campaign, you gain Experience Points (XP) by completing challenges, defeating foes, and making progress through your GM’s story. Experience Points are used to determine your Character Level, which indicates your total progress and training in your selected discipline.
Benefits Gained from Levels – All Classes: These benefits are granted to all players & creatures as they gain levels.
+1 Feat every 3 Levels. You must meet any Feat Prerequisites to gain a Feat in this manner.
+1 Ability Score Bonus every 4 Levels. You gain a permanent +1 Innate Bonus to any one Ability Score.
Attacks Per Turn: (See Ch9.4 for more details)
At Character Level 0-4: You may use 1 Big Action per Turn to make an Attack. (1 Attacks/Turn)
At Character Level 5-9: You may use 2 Big Actions per Turn to make an Attack (2 Attacks/Turn)
At Character Level 10-14: Once per Turn, you may make 2 Attacks as a single Big Action. (3 Attacks/Turn)
At Character Level 15+: You may make 2 Attacks as part of a single Big Action. (4 Attacks/Turn)
Benefits Gained from Character Classes:
Hit Points: You gain a set number of HP each character level as indicated by your character class, plus or minus an amount of HP equal to your CONMod. (Ex: A Fighter with a 14 CON gains 8+2con = +10 HP each new level)
Skill Ranks: You gain a set number of Skill Ranks whenever you gain a level in a class, plus a number of bonus Ranks equal to your INTMod. (Ex: A Ranger with a 13 INT gains 12+1int = 13 Ranks each new level)
*You always gain at LEAST +1 HP and +1 Skill Rank per level, even if you have a negative Ability Mod.
At Character Level 0-4: You may place up to 5 Ranks in a Skill. (Max 5 Ranks)
At Character Level 5-9: You may place up to 10 Ranks in a Skill. (Max 10 Ranks)
At Character Level 10-14: You may place up to 15 Ranks in a Skill. (Max 15 Ranks)
At Character Level 15+: You may place up to 20 Ranks in a Skill. (Max 20 Ranks)
Your class indicates the rate at which your Hit Rating (HR), Initiative, and your Save Ratings for FORT, REF, and WILL Saves increase as you gain levels. You may also gain unique social, combat, and magic capabilities depending on your selected class. All these statistics can be found on your selected Class Table.
Note: Your character race may also provide special abilities that activate or improve as you gain levels.
When you gain a level, you can choose to increase your total level in a single character class, or you may gain a level in a different character class. Gaining levels in a different class requires a slight modification to the rules. If you wish to gain levels in another class, see the Multiclass Guidelines in Chapter 3.11.
How much XP do we get per game?
-Each player in LFG is awarded the same amount of XP after each gaming session.
-You can expect 1-3XP per game session, with 1XP being awarded for basic story progression, 2XP for a quest completion or exciting encounter, and 3XP for a major story arc completion or truly excellent session with high-quality role-play and dynamic combat (at GM Discretion).
-Full details on granting XP and other rewards to players are provided in the Game Master’s Guide. (LFG Rulebook #3)
Quick Multiclass Info - Multiclassing:
-A character may never have levels in more than 3 character classes.
Hit Points: Hit Points for multiple classes are simply added together as normal.
Weapon Proficiency: You gain all weapon proficiencies of any class in which you have levels.
Armor & Shield Proficiency: If your current class has only Simple Armor proficiency, you do not gain Medium or Heavy Armor proficiency until you have gained at least 2 levels in a class that grants these proficiencies.
If your current class has only Simple & Light Armor proficiency, you do not gain Heavy Armor proficiency until you have gained at least 2 levels in a class granting Heavy Armor proficiency.
Otherwise, you gain all armor & shield proficiencies of any class in which you have levels.
Special Abilities: You gain all special abilities displayed in the Class Table for each level you possess in each character class.
Ability Scores: You may only gain the Ability Score Class Bonuses from one single Character Class. -Ex: If you are a level 3 Wizard/1 Rogue and you gain a new Rogue level, you would not gain the “+1 INT or +1 DEX” provided at Rogue Level 2 because you already got a level 2 Ability Score Class Bonus from Wizard.)
Initiative & Levels: Classes with the same Initiative Rating combine their levels before tallying your total. If you have classes with different Initiative Ratings, tally it for each class separately, then add these values together.
Ex: A Level 6(Fighter 4/Ranger 2) gains +2 Initiative; both classes have Fast Initiative (+1 per 3 levels = +2 for 6 levels).
Ex: A Level 6(Fighter 4/Priest 2) gains +1 Initiative; +1 from Fighter levels, but +0 from Priest levels.
Skill Ranks: You gain Skill Ranks as normal for each level you have in a class.
Hit Rating (HR):
-If the classes you multiclass in all have the same HR progression (Such as Rogue and Bard, or Fighter and Ranger) then combine your levels in both classes and match your HR to the HR for one of those classes at your corresponding total character level.
Ex: Level 3 (Rogue 2/Bard 1) would have the same HR as a Level 3 Rogue, which is HR1.
-If the classes you are taking do not have matching HR progression, you simply add the Hit Ratings of your different class levels together. Ex: Level 10 (Wizard 3/Rogue 5/Ranger 2)
Level 3 Wizard = HR1, Level 5 Rogue = HR3, Level 2 Ranger = HR2. 1+3+2 = HR6 at total character level 10
Saving Throws (Saves):
-If the classes you multiclass in have the same Save Rating progression for a particular Saving Throw, then combine your levels in both classes and match your Save Rating to the Save Rating for one of those classes at your corresponding total character level.
Ex: Both Fighter and Sorcerer have poor REF Saves, so a Level 5 (Fighter 3/Sorcerer 2) uses the Save Rating of either class at Level 5, which is a +1 REF Save Rating.
-If the classes you are taking do not have matching Save Rating progression: You simply add the Save Ratings of your different class levels together. Ex: The same Level 5 (Fighter 3/Sorcerer 2) from above would take the +3 FORT and +1 WILL from 3 fighter levels and add it to the +3 WILL and +0 FORT from 2 Sorcerer levels. When complete, the Level 5 (Fighter 3/Sorcerer 2) has the following Save Ratings: FORT+3/REF+1/WILL+4
Meditation, Prayer, Sleep, Commune & Spells/Class Abilities: Any class that requires some sort of time spent in preparation to regain certain abilities or spells always requires that full amount of time for that particular class. These times may never overlap with one another.