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.
Melee Warriors Feats
- Sweep Attack: You can spend
3AP and1FP to perform an advanced Melee Strike against up to three adjacent enemies within your reach. You roll once for all targets, but they resist separately. - Opportunity Window: You can spend
1SP to reduce by1(min1) the amount of AP you would spend to perform the Opportunity Attack reaction. - Spin Attack: Upgrade the Sweep Attack to target any number of creatures; they no longer need to be adjacent to each other (they still need to be adjacent to you).
Ranged Warriors
Ranged Warriors focus on Dexterity, and thus are favored to use Light Melee or Ranged weapons.
Ranged Warriors Feats
- Refined Aiming: When using the Aim action, you can increase the base range of your Ranged Weapon by your Finesse modifier.
- Pinning Shot: You can perform the Stun action with Ranged Attacks.
- Quick Draw: If you have at least one hand free, you can spend 1 FP to draw a Light Melee Weapon without spending an action.
- Rapid Fire: Spend 2 SP (and the AP that it would cost) to use a Strike action for Basic Ranged Attack as a reaction; it loses the Concentrate trait.
- Double Shot: You can spend 3 SP to shoot two projectiles with a single Strike action. Roll for each separately, one after the other.
- Second-Nature Shot: While performing a Ranged Attack with a weapon you are familiar with, you can spend 1 SP to ignore the Concentrate trait.
- Ballistic Reconstruction: You can analyze the undisturbed remains of a projectile (such as an arrow or dart) and its impact site to determine the ballistic trajectory taken, including the approximate direction and distance of origin, as well as the nature of the weapon used, with reliable accuracy.
Tank Warriors
Tank Warriors focus on Constitution, and thus are focused on defense and therefore do not have a specific weapon-type focus.
Tank Warriors Feats
- Improved Taunt: You can spend an additional 1 SP as you perform a Taunt action to get a +6 CM to your Presence Check.
- Bulky Frame: You have a
+6CM to your Stance Checks to resist opponents of your size or larger attempting to Pass Through you. - Quick Bash: You only need to spend 1 AP (instead of 2) to perform a Shield Bash .
- Tough Skin: You can use your CON modifier instead of Body for Basic Body Defenses against Melee Attacks.
- Armor Familiarity: You reduce your DEX penalty from wearing Armor by
1(min0). - Greater Cover-Up: When a creature performs a Ranged Attack involving firing a projectile at a target other than you, you can pay 1 AP to react by jumping (at most
1 Hex) onto the path of the incoming projectile. The original target gains Greater Cover against the attack, but if it misses by no more than -1 Shifts, you are hit instead. - Stout Metabolism: You can go upwards of a week without eating before suffering any significant ill effects.
Martial Warriors
The Martial Warrior focus on combat training, the art of the war, and discipline. They can exert their authority on the battlefield and control the flow of battle.
Martial Warriors Feats
- Exert Authority: Spend 1 AP and 1 SP to authoritatively command a creature that can see and hear you clearly to perform a specific 1 AP action of your choice. If the creature wishes to follow your command, they can perform the action immediately without spending the AP.
- Distributed Shifts: When you would inflict additional damage through a Basic Melee Strike to an enemy via Crit Shifts, you can instead attempt to distribute that additional Shift damage to any other adjacent creatures that would have been valid targets for this attack; they have to resist as if they were the target of the attack, but Shifts are not considered for this second roll.
- Weapon Honing: You can spend an hour and 1 SP to hone and carefully refine your weapon to your personal style, preferences and needs, creating a unique connection between you and it. This connection will last until the end of the day, as it fades away in your memory, but while it lasts, the weapon will concede an additional
+1Equipment Modifier bonus to your Strike actions. You can do this as a downtime activity during a Long Rest. - Opportune Retaliation: Whenever a creature misses a Melee Basic Attack against you, you can spend 1 FP to perform the Opportunity Attack reaction against them; you still pay the AP (and any other) cost.
- Know Thy Enemy: You can roll an Intuition Check to inspect a creature you can see clearly for a couple minutes in order to asses their approximate threat or power level; some notion of their combat capabilities; or other noticeable tactical or military information. You can ask for specific details (to the DM's discretion), or just seek for a general impression.
Survivalist Warriors
The Survivalist Warrior channels their inner Rage and primal instincts to succeed in combat. They are seasoned by the Wilds, able to track, forage, and survive in harsh environments.
Survivalist Warriors Feats
- Rage: You can spend 1 AP and 1 SP to become Enraged: reduce your Focus Points to
1, and it cannot be further reduced while you are Enraged; you cannot Concentrate while Enraged; and you gain a CM to your Body Attacks while Enraged that starts with+6and is reduced by1each time it is used. When the bonus reaches0, or you fail to perform at least on Basic Attack in your turn, you are no longer Enraged. - Disregard Cover: You can consider Passive Cover for your Ranged Attacks to be of one degree less than it would otherwise be.
- Instinctive Tracking: You get a
+3CM to Checks you make related to tracking creatures (following footprints, etc), and you can spend 1 FP to gain an additional+3CM (must be decided before rolling). - Potioneer: You can spend a few hours to forage for ingredients on the appropriate environment with an Intuition Check. You can also spend a few hours and 1 SP to brew a salve that can be used to heal an amount of points (determined by a Knowledge Check) of either VP, FP or SP (your choice). The salve will lose potency and expire after a few days.
- Controlled Rage: When using the Rage action, you can spend additional SPs to keep more of your FP: for each additional SP you spend, you can keep an additional FP.
Scoundrel Warriors
The Scoundrel Warrior relies on agility, cunning, and guile to outsmart their opponents and other obstacles. They can be masters of trickery, maneuvering the battlefield with their Fancy Footwork, and exploiting weaknesses of their foes.
Scoundrel Warriors Feats
- Fancy Footwork: If you make a Melee Basic Attack against a target, you do not provoke Opportunity Attacks from that target until the end of the turn.
- Leverage: If you would inflict additional damage through a Basic Strike to an enemy via Crit Shifts, you can instead spend any number of SP (up to your level) to inflict that many additional VP of damage.
- Thieves Fingers: You get a
+3CM to any Checks you perform associated with lock picking or trap disarming. You can spend 1 FP to get an additional+3CM (must be decided before rolling). - Beginners Luck: You can use a SP (instead of a Heroism Point) to pay for a Luck Die for a Check of a Skill you do not have any points invested in.
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 Erudite
The Erudite caster has studied the science of the Arcane and has an actual understanding of how it works. They use their Intelligence to figure out what precise sequence of movements are required to cast their spells.
Erudite Feats
- Cognitive Resilience: Whenever you become Distracted while you are concentrating, you can spend 1 FP to avoid losing your concentration. You still become Distracted, which affects any future actions.
- Otherworldly Focus: Whenever you would spend SP to activate a wand or stave, you can spend FP instead (the action still has the Channel trait).
- I Read About That: While researching within a significant body of text (such as libraries), you can roll Knowledge instead of Serendipity when using the Write History action to establish that a specific answer can be encountered.
The Intuitive
The Intuitive caster has an intuitive knowledge of the Arcane, relying on instinct and second-nature to guide their spellcasting. Through trial and error they have honed their ability to wield magic using their Wisdom.
Intuitive Feats
- Intuitive Blasting: "Blasting" is just second nature to you. Whenever you use a 2 AP/1 FP Fundamental Arcane Spell of any school without any augmentations with the intent of dealing damage to a single target, you don't need to spend the 1 FP cost if you succeed.
The Innate
The Innate caster has a natural talent for the Arcane, and has learned to listen to their own body and emotions to discern the necessary movements to cast spells. Their Charisma allows them to better understand and connect with their own inner selves.
Innate Feats
- Innate Empathy: Whenever rolling your CHA Check for Arcane Spellcasting using Being as the noun (Transfiguration or Command), targeting a single creature you can clearly see, you get a
+2CM. If you are acquainted with the Being in question (i.e. spent several days with them), you get a+3CM instead.
The Arcanist
The Arcanist Caster 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
- Signature Spell: You have fully committed all the details of a specific form of the Fundamental Arcane Spell (such as from the Predefined Spells list); you have a
+3to cast that exact spell. - Reactive Casting: You can spend 1 Heroism Point to cast a standard 2 AP / 1 FP spell as a reaction.
- Cantrip Casting: When not in the pressure of an Encounter, you can spend a few minutes to cast a standard 2 AP / 1 FP spell without spending a Focus Point.
The Mechanist
The Mechanist Caster 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
- Tool-Assisted Casting: You can create and use One-Handed (
+2) and Two-Handed (+3) tools, crazy mechanical contraptions to assist you with the execution of Somatic Spell Components. You can use these tools to execute a Somatic Component of any spell, but you cannot use any other type of Spell Component. - Mechanistic Affinity: You can spend a few hours and 1+ FP to attempt to concoct a mechanical contraption to achieve any specific simple goal (use a Check of your primary attribute). Think gears, belts, pulleys, etc in a small pocket sized creation. As an example, you could craft a music box, a clock, a small mechanical hinge to open a door. The DM will adjudicate the complexity and feasibility of the project.
- Eye for Contraptions: You are particularly good at analyzing and assessing the functionality of mechanical contraptions, such as mechanical devices, locks, and traps. You have a
+3CM to IQ Checks to discern information from such contraptions, and can spend1FP to get an additional+3CM (must be decided before rolling).
The Naturalist
The Naturalist Caster 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
- Focal Connection: You can create and use a personal Custom Focus (
+4) that is bound to you. You can use this Custom Focus to execute the Focal Component of any spell, but you cannot use any other type of Spell Component. - Instinctive Tracking: You get a
+3CM to Checks you make related to tracking creatures (following footprints, etc), and you can spend 1 FP to gain an additional+3CM (must be decided before rolling). - Natural Affinity: You can use Command Spells with a
+3CM to control plants, encouraging super-accelerated growth, redirection, flowers to blooms, etc. The difficult and augmentations are similar to the Guide Animal spell. - Potioneer: You can spend a few hours to forage for ingredients on the appropriate environment with an Intuition Check. You can also spend a few hours and 1 SP to brew a salve that can be used to heal an amount of points (determined by a Knowledge Check) of either VP, FP or SP (your choice). The salve will lose potency and expire after a few days.
The Musicist
The Musicist Caster 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
- Lyric Resonance: You can use One-Handed (
+2) and Two-Handed (+3) instruments to assist you with the execution of Verbal Spell Components. You can use these instruments to execute a Verbal Component of any spell, but you cannot use any other type of Spell Component. - Inspiring Performance: As a reaction to an ally that can hear you performing an action, you can spend 1 AP and 1 SP to give them a +1 CM to a Check associated with their action. You can only do this once per action, the action must not be a reaction, and you cannot do this to yourself.
- There's More to This Song: You can attempt to hide a message in a song you are singing, only to be perceived by certain listeners. Roll a Speechcraft Check with
+6CM; all listeners then contest with an IQ Check. The targets you wanted to understand get a+3CM to their Check, or a+6if they are aware that you are trying to hide a message.
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:
- Direct Healing and Harming
- Buffs and Debuffs
- Divination
- Illusions (including Invisibility)
- Luck Manipulation (through LCK)
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):
- The Disciple: Employ their DIV to submit to a specific Protean and channel their power.
- The Adept: Leverage their FOW and self-control to connect to the Aether and channel the true power of their own Soul.
- The Inspired: Receive their LCK through a literally unexplainable connection to beyond the Aether.
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:
- Actively Channel powers from the Aether into the material world (i.e. Divine Channeling), using a DIV Check;
- Actively Pray as a one-way communication with their Protean to inform their desires, needs, concerns and requests, typically done once a day after a Long Rest, using a Devotion Check;
- Passively receive messages, guidance, or visions from their Protean, at the discretion of the DM.
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
- Divine Channeling: Unlocks Divine Channeling. See Rules: Divine for details on how the Divine magic system works.
- Focused Reach: You can spend 1 AP and 1 FP to double your Influence Range until the start of your next turn.
- Sacred Calm: You can perform the Calm action on an ally that you can touch. You can spend an additional 1 FP to get a
+6CM when performing the Calm action. - Religious Rites: You are particularly knowledgeable about the specific rites, rituals, the nature of your contract, or whatever are the details of your connection with your Protean. You get a
+3to Knowledge Checks related to these topics, and can spend1FP to get an additional+3CM (must be decided before rolling). - Divine Inspiration: You can roll Devotion instead of Empathy when using the Inspire action; additionally, you can spend 1 FP to gain a +3 CM to the Check.
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
- Flurry of Blows: You can spend 1 SP to make an unarmed Strike cost only 1 AP.
- Callous Fists: You can use CON instead of STR to perform unarmed attacks.
- Channeling Fists: You can spend 1 SP to get a +1 CM to an unarmed Attack Check. You can stack this effect on the same attack.
- Spirit to Flesh: You can resist the effects of Transfiguration spells against your body using your FOW instead of Toughness.
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
- Bountiful Luck: You can spend SP instead of Heroism Points to use the Karmic Resistance, Write History and Luck Die actions.
- Favorable Movement: You can spend 1 FP as you take a Movement Action to ignore Difficult Terrain for this movement.
- Lucky Relentlessness: Your DC for the Heroic Relentlessness action is
10.
Flavor: Devout
The Devout Mystic is able to channel their faith and devotion into their spells, gaining unique benefits from their connection to the divine. They are unable to use Somatic or Focal components.
Devout Feats
- Effortless Attuning: Whenever you would spend Spirit Points to use an Imbued Item that would otherwise not require an Attunement Check, you can make an Attunement Check (DC 15) to spend one (plus any Shifts) less SP (min 0).
- Focused Channeling: You can spend 1 FP (and add the Concentrate trait, if it didn't have it already) when doing an action with the Channel trait to get a +3 CM.
- Lesser Divine Channeling: Unlocks Divine Channeling for non-Adepts; this probably represent a much more indirect connection to some higher (possibly unknown) force. See Rules: Divine for details on how the Divine magic system works.
- Potioneer: You can spend a few hours to forage for ingredients on the appropriate environment with an Intuition Check. You can also spend a few hours and 1 SP to brew a salve that can be used to heal an amount of points (determined by a Knowledge Check) of either VP, FP or SP (your choice). The salve will lose potency and expire after a few days.
- Pious Modesty: You gain a +6 CM to Resolve contested checks resisting the Demoralize or other actions attempting to cause the Distraught condition by targeting your self-esteem.
- Fervorous Devotion: You can use your Devotion instead of Discipline when resisting the temptation of your Vices.
- Personalized Blessing: When Divine Channeling with the intent of blessing others, you can pay 1 FP to include a personalized inspirational speech related to the targets; while their are Blessed by you, they can choose a Skill of your choice (related to your speech) other than Fortune for their free Luck Die.
Flavor: Mixed
The Mixed Mystic will be somewhere in between the Devout and the Crusader.
WIP The Mixed is still being developed and is not available as an option yet.
Flavor: Crusader
Amongst the Mystics, The Crusader will have the most secondary focus martial expertise, while remaining primary focus on their channeling. They are able to more directly apply their channeling into combat.
Crusader Feats
- Divine Smite: You can spend 2 SP when striking with a weapon to get a
+3CM as you channel raw power into it, making it acquire a distinct glow as you lift it to strike. The attack gains the Channel trait. - Spiritual Armor: You can roll the Shrug Off action using your Primary Attribute instead of Toughness.
- Moral Authority: If you witness someone performing an action that directly contradicts your (or your Protean's) Tenets, you get a
+3to any CHA-based Checks attempting to stop or dissuade this behavior (such as intimidation, persuasion, deception, etc), and can spend1FP to get an additional+3CM (must be decided before rolling).
Classes List
- Alchemist: Naturalist Erudite
- Artificer: Mechanist Intuitive
- Barbarian: Survivalist Tank
- Bard: Musicist Innate
- Berserker: Survivalist Melee
- Cleric: Devout Disciple
- Druid: Naturalist Intuitive
- Engineer: Mechanist Erudite
- Fighter: Martial Melee
- Guardian: Martial Tank
- Hunter: Survivalist Ranged
- Machinist: Mechanist Innate
- Mage: Arcanist Intuitive
- Marksman: Martial Ranged
- Minstrel: Musicist Intuitive
- Monk: Mixed Adept
- Paladin: Crusader Disciple
- Ranger: Crusader Adept
- Rogue: Scoundrel Ranged
- Sage: Devout Adept
- Scout: Scoundrel Tank
- Shaman: Naturalist Innate
- Sorcerer: Arcanist Innate
- Storyteller: Musicist Erudite
- Swashbuckler: Scoundrel Melee
- Wanderer: Devout Inspired
- Warden: Crusader Inspired
- Warlock: Mixed Disciple
- Wayfarer: Mixed Inspired
- Wizard: Arcanist Erudite