Shattered Wilds

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Rules - Classes

There are a total of 30 classes available in Shattered Wilds, but this large number is just a result of the combinatorics of a few different roles and flavors, so it is easier to break it down by categorization than providing a complete list upfront.

Characters will pick a Class at Level 1 (the first level for a Hero). At that level, they will receive their Class Modifier (Core Feat), which is a +1 bonus to their Primary Attribute; and two Core Class Feats, normally related to their Role and Flavor. Characters can also pick any Major or Minor Feats from their Class Feats list to fill any slots as they level up.

The first major decision in picking your Class is whether you will be a Warrior, a Caster, or a Mystic. These basically map to the primary Realm that is embodied by the character (Body, Mind, and Soul, respectively).

Warriors are the equivalent of the "martials" in D&D, and their primary attribute will be either STR, DEX or CON. They are experts in physical attacks with weapons, and their unique Feats focus on powerful maneuvers and tactics in combat.

Casters are the equivalent of the arcane spellcasters in D&D, and they heavily used their Mind to learn the details of the Arcane. They can still (and should) use weapons, as all characters are expected to be fighters, but their unique Feats involve leveraging their Arcane knowledge to cast spells and manipulate the world around them. In Shattered Wilds, the Arcane is a magic and a science, and its effects are down-to-earth and predictable, yet they can be very powerful. However, casting spells requires a strong Mind and costs Focus Points. Different classes will differ around how flexible / versatile or specific their Feats are, and what is the nature of their powers (which determines their primary attribute between INT, WIS, and CHA).

Finally, Mystics are the equivalent of the divine spellcasters in D&D, and they have used their Soul to connect to the Aether and the powerful gods that inhabit it (the Protean). They have a much more chaotic and less predictable form of magic, of which they are only vessels channeling forces beyond their control and understanding. A rule of thumb would be that a Caster chooses the result of their spell, and then roll to assert success, while a Mystic will roll and have the DM determine the outcome. They have more specific spells (but still flexible) with less predictable effects, and can do certain types of magic such as healing, buffs or divination that are outside the bounds of the Arcane. Their Primary Attribute will be DIV, FOW or LCK, depending on what kind of power they are channeling.

Warriors

There are 9 Warrior classes, which are divided in a 3x3 matrix of Roles and Flavors. Each Role will define a Core Major Feat while each Flavor will define a Core Minor Feat. On top of that, they will each define their own track of future Feats to be picked from. Starting at Level 2, a character's Class Feats list will include all options from both their Role or Flavor tracks.

Role / Flavor Martial Survivalist Scoundrel
Melee (STR) Fighter Berserker Swashbuckler
Ranged (DEX) Marksman Hunter Rogue
Tank (CON) Guardian Barbarian Scout

The Role will also define your Primary Attribute (STR, DEX or CON) for the Core Class Modifier.

Melee Warriors

Melee Warriors focus on Strength, and thus are favored to use Heavy Melee or Thrown weapons (see a Weapons breakdown under Equipment).

Melee Warriors Feats

Ranged Warriors

Ranged Warriors focus on Dexterity, and thus are favored to use Light Melee or Ranged weapons (or both).

Ranged Warriors Feats

Tank Warriors

Tank Warriors focus on Constitution, and thus are focused on defense and therefore do not have a specific weapon focus.

Tank Warriors Feats

Martial Warriors

Martial Warriors Feats

Survivalist Warriors

Survivalist Warriors Feats

Scoundrel Warriors

Scoundrel Warriors Feats

Casters

There are a total of 12 Caster classes, which are divided in a 3x4 matrix depending on their Role (Primary Attribute and source of their powers) and Flavor (manifestation of that power).

Role / Flavor Arcanist Mechanist Naturalist Musicist
Erudite (INT) Wizard Engineer Alchemist Storyteller
Intuitive (WIS) Mage Artificer Druid Minstrel
Innate (CHA) Sorcerer Machinist Shaman Bard

The Core Major Feat for all Casters is:

Arcane Casting: Unlocks Arcane Casting. See Rules: Arcane for details on how the Arcane magic system works.

See Arcane Spellcasting for a detailed breakdown of what each Role and Flavor entails and how the Arcane magic system works.

The Arcanist

The Arcanist is the generalist Caster; they are able to use all types of Spell Components, but are not particularly proficient in any of them.

Arcanist Feats

The Mechanist

The Mechanist is able to use tools and devices that they can devise to assist with the execution of Somatic Spell Components. In contrast, they are unable to use Verbal or Focal components.

Mechanist Feats

The Naturalist

The Naturalist is able to use the natural world around them to assist with the execution of Somatic Spell Components. In contrast, they are unable to use Verbal or Focal components.

Naturalist Feats

The Musicist

The Musicist is able to use music and instruments to assist with the execution of Verbal Spell Components. In contrast, they are unable to use Somatic or Focal components.

Musicist Feats

Mystics

Unlike the Arcane, the Divine is a much softer magical system, by which Mystics use their connection to the Aether to outsource the power of external entities (Proteans), their own Soul, or Luck itself. It is definitely not a science, and it is not predictable. Instead of describing exact desired effects as the Casters do, Mystics have vague desires and roll a Check, letting the DM decide the effect.

There are a total of 9 Mystic classes, which are divided in a 3x3 matrix depending on their Role (which determines their Primary Attribute) and Flavor (wether they purely dedicate to their channeling or have some mixed martial characteristics).

Role / Flavor Devout Mixed Crusader
Disciple (DIV) Cleric Warlock Paladin
Adept (FOW) Sage Monk Ranger
Inspired (LCK) Wanderer Wayfarer Warden

The realm of the Divine can produce effects much different than that of the Arcane, such as:

However, differently from the Casters table, this matrix is a bit more diverse; each Role will have access to different tools and abilities (though some form of Channeling will always connect all Mystics):

Therefore, much like it is for the Warriors, your Role will define your Core Major Feat, while your Flavor will define your Core Minor Feat.

The Disciple

The Disciple is a Mystic who either has (1) submitted, (2) a contract, or (3) a bond with a specific higher power in the Aether - i.e., a Protean. The nature of their connection can be varied, from an abstract concept and blind devotion to a more personal touch towards an Avatar (see the Archetypes section in Divine).

Regardless of the nature of their connection, the Disciple can:

In exchange, they are responsible for respecting and furthering their Protean's cause. Unlike other settings, there is no defined pantheon of impossibly powerful (or even omnipotent) gods. Instead, players should work with their DMs to create Proteans as part of their character creation. However, some pre-defined templates will be provided below.

Typically, Disciples will Pray once at the start of every day (after a Long Rest), and they can at this moment express their vague desires, needs, and concerns to their Protean. They can attempt to ask for more specific requests, but depending on the type of request, how aligned it is with their Protean's cause, the complexity, specificity and difficulty of the requests, it will be less likely to succeed. Regardless of the ask, the character will do a Devotion Check, and the DM will rule over the outcome, which might be nothing right now, undisclosed things that might happen later, or might include any immediate messages, visions, omens, guidance or requests from the Protean.

A character can attempt to Pray on any longer moments of peace and quiet (like a Short Rest), but typically praying more than once a day is infective. Similarly, a DM might request a Devotion Check at any moment, depending on circumstances, the nature of the Protean and the connection, or any other reason.

Disciple Feats

The Adept

The Adept is a Mystic who is able to channel the power within their Soul into the Material World. They are still finely connected and attuned to the Aether, but they are not bound to a specific Protean, but rather strengthen the connection with their own Soul. Therefore, they are uniquely equipped to fight with their own power-unlocked Body.

Adept Feats

The Inspired

The Inspired is a Mystic who is able to receive their LCK through an unexplainable connection to the Aether (and possibly beyond). If the typical channeling power is vague and abstract, the origin of the good fortune of the Inspired is completely beyond comprehension.

Inspired Feats

Flavor: Devout

The Devout will be completely focused on their channeling, instead of diverging into more martial-focused faculties.

If they are not already an Adept, they will be able to pick the Lesser Divine Channeling feat at Level 2 to unlock the Divine (creating some justification with the DM).

Devout Feats

Flavor: Mixed

The Mixed will be in between the Devout and the Crusader.

WIP The Mixed is still being developed and is not available as an option yet.

Flavor: Crusader

Of the three Flavors, the Crusader will have the most focus on martial expertise, but still being primarily focused on their channeling.

Crusader Feats