Warrior
Lethal with a blade and any armor, relying on strength and endurance instead of magic. The biggest chest in the realms and the deepest reserves to swing with, and every level gives more of both.
The recommended start. A Human Warrior has the biggest health pool in the game and the most forgiving playstyle.
Hit dice, pools and starting kit →
Ranger
Fights at the distance it chooses. A bow opens an exchange before anything else in the realms can answer, and a ranger who lets the range collapse has already given away what they came with.
The only class that starts with a bow and the arrows for it. Rewards keeping your footing and spending actions on ground rather than on damage.
Hit dice, pools and starting kit →
Paladin
Goes to war in the heaviest armor anybody will sell them and takes the blows meant for somebody else. Strength, constitution and an unwillingness to move.
Wins by attrition rather than by cleverness, and is still standing at the end of fights nobody else survived.
Hit dice, pools and starting kit →
Rogue
Fights with speed and leverage rather than force, taking the opening an opponent did not mean to give. The quickest character in the realms, with the deepest well of stamina to spend on being quick.
For players who would rather be somewhere else by the time it matters.
Hit dice, pools and starting kit →
Battle Mage
Refuses the choice between the blade and the book. Wears what a soldier wears, carries a sword, and keeps a reserve nobody swinging one has any business keeping.
Not the best at either half, and a battle mage who forgets it is fighting a warrior's fight with a warrior's hit points missing.
Hit dice, pools and starting kit →
Bard
Gets further on nerve and a good story than on anything they are carrying. Travels light, fights with a knife when it must, and spends the rest of the time being the reason a room is willing to listen.
Built around charisma, which in the realms is what a merchant's price is argued down with.
Hit dice, pools and starting kit →
Arcanist
Trades armor and endurance for the only magic in the realms. Magic missile is the whole of it and it never quite misses, so an arcanist is a player who makes one spell count.
Everything costs mana, and an arcanist who runs out is in real trouble. Rewards watching your resources and picking your fights.
Hit dice, pools and starting kit →
Monk
Arrives with nothing, and that is the point. The open hand is a weapon class like any other in the realms, so every swing trains the one thing a monk can never be relieved of.
The only class that starts with no weapon at all. Fast, hard to pin down, and patient with a fight in a way nobody carrying a sword can afford to be.
Hit dice, pools and starting kit →