RoleplayCraft Character Classes & Skills

These are the current RoleplayCraft Character Classes & Skills available for use with your Character Bios! You may only pick a four skills for a character class. If you decide to multiclass you can only pick 2 skills from each class you choose. If you decided to multiclass into three separate classes you Can only pick two Primary skills from the first class one from a secondary class and one from a third class.
PLAESE NOTE: Skills do not stack with one another.

:shield: Warrior :shield:


Warriors are designed to fight multiple targets on the front lines.

Offensive

  1. Trained Slash - 1d20 (No Cooldown) [Default]
  2. Piercing Strike - 1d20+2 (2 Turn Cooldown)
  3. Desperate Riposte - 1d30 (3 Turn Cooldown)
  4. Dragonrend - 1d20+5 (4 Turn Cooldown)
  5. Cleaving Flurry - 3d20 (5 Turn Cooldown)

Defensive

  1. Endure - +2 on Defensive Rolls on 1 Roll (2 Turn Cooldown)
  2. Iron Will - +1 HP for self (3 Turn Cooldown)
  3. Savior - Absorb damage intended for a nearby ally (4 Turn Cooldown)
  4. Dwarven Form - +5 on Defensive Rolls for 3 Turns (5 Turn Cooldown)

Utility

  1. ATTACK - +2 on Attack Rolls for 1 Roll for self and nearby allies (2 Turn Cooldown)
  2. HOLD - +2 on Defensive Rolls for 1 Roll for self and nearby allies (3 Turn Cooldown)
  3. FALL BACK - 1d20 Roll to allow nearby allies to flee (4 Turn Cooldown)
  4. FOR GLORY - +1 HP for self and nearby allies (5 Turn Cooldown)

:bow_and_arrow: Ranger :bow_and_arrow:

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Rangers are designed to fight single targets from a distance.

Offensive

  1. Hunting Shot - 1d20 (No Cooldown) [Default]
  2. Overdrawn Shot - 1d20+2 (2 Turn Cooldown)
  3. Dragonbane Shot - 1d20+5 (3 Turn Cooldown)
  4. Pin Down - 1d20 Roll to skip target’s turn (4 Turn Cooldown)
  5. Rapid Volley - 5d20 (5 Turn Cooldown)

Defensive

  1. Honed Reflexes - +2 on Defensive Rolls for 1 Roll (2 Turn Cooldown)
  2. Find Cover - 1d20 to gain +3 on Defensive Rolls unit you attack (3 Turn Cooldown)
  3. Wild Salve - +1 HP for self OR ally (4 Turn Cooldown)
  4. Wild Escape - 1d20 Roll to flee (5 Turn Cooldown)

Utility

  1. Practiced Stance - +1 on Attack and Defensive Rolls for 1 Turns (2 Turn Cooldown)
  2. Lead the Wind - +5 on Attack Roll for 1 Turn (3 Turn Cooldown)
  3. Poison Arrow - 1d20 Roll to debuff target by -5 for Rolls for 2 Turns (4 Turn Cooldown)
  4. Hunter’s Stance - +3 on Attack and Defensive Rolls for 3 Turns (5 Turn Cooldown)

:funeral_urn: Cleric :funeral_urn:

Clerics are designed to heal and support allies.

Offensive

  1. Holy Strike - 1d20 (No Cooldown) [Default]
  2. Prayerful Smite - 1d20+3 (2 Turn Cooldown)
  3. Judge’s Wrath - 1d20+5 (3 Turn Cooldown)
  4. Holy Spears - 2d20+2 (4 Turn Cooldown)
  5. Divine Fire - 3d20 (5 Turn Cooldown)

Defensive

  1. Mark of Salvation - 1d20 to protect nearby allies for 1 turn (2 Turn Cooldown)
  2. Aegis of Faith - 1d20 to protect an ally for 2 turns (3 Turn Cooldown)
  3. Faithful Aura - +5 on Defensive Rolls for 3 Turns (4 Turn Cooldown)
  4. Divine Intervention - 1d20 to restore 1d5 HP to nearby allies (5 Turn Cooldown)

Utility

  1. Lesser Miracle - 1d3 to restore up to +2 HP to an ally (2 Turn Cooldown)
  2. Greater Miracle - 3d3 to restore up to +2 HP to up to 3 allies (3 Turn Cooldown)
  3. Flash of Divinity - 3d3 to revive up to 3 allies and restore +3 HP (4 Turn Cooldown)
  4. Delivering Light - 1d20 to revive up to 20 allies and restore +3 HP (5 Turn Cooldown)

:bouquet: Druid :bouquet:

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Druids are designed to support allies.

Offensive

  1. Wild Strike - 1d20 (No Cooldown) [Default]
  2. Radiant Victory - 1d25 (2 Turn Cooldown)
  3. Rend Impurities - 1d20+3 (3 Turn Cooldown)
  4. Twin Moon - 2d20+1 (4 Turn Cooldown)
  5. Pious Assault - 3d15 (5 Turn Cooldown)

Defensive

  1. Thorny Veil - +2 on Defensive rolls for 2 Turns (2 Turn Cooldown)
  2. Sanctified Armor - +3 on Defensive Rolls for self or an ally for 2 turns (3 Turn Cooldown)
  3. Ancestor’s Charge - 1d3 to restore up to +2 HP to an ally (4 Turn Cooldown)
  4. Earthbind - 3d20 to bind up to 3 enemies (5 Turn Cooldown)

Utility

  1. Natural Union - 1d20 to link to an ally, sharing total health (2 Turn Cooldown)
  2. Ashen Restoration - 3d2 to cure ailments for up to 3 allies (3 Turn Cooldown)
  3. Wandersong - 1d20 to summon an Ally (4 Turn Cooldown)
    +++++++ Ally - 2HP, 1d20 Roll for Attack / Defend
  4. Nature’s Fury - 1d20 for +3 on Attack Rolls for an ally for 1 Turn (5 Turn Cooldown)

:dagger: Rogue :dagger:

Rogues are designed to fight single targets at close range.

Offensive

  1. Jagged Strike - 1d20 (No Cooldown) [Default]
  2. Iron Asp - 1d20+3 (2 Turn Cooldown)
  3. Flashing Strike - 2d20 (3 Turn Cooldown)
  4. Dark Fang - 2d20+2 (4 Turn Cooldown)
  5. Shattering Strikes - 3d20+5 (5 Turn Cooldown)

Defensive

  1. Pocket Sand - 1d20 Roll to skip target’s turn (2 Turn Cooldown)
  2. Unseen Lotus - 1d20 Roll to hide until you act (3 Turn Cooldown)
  3. Mirror Haze - +10 on Defensive Rolls for 1 Turn (4 Turn Cooldown)
  4. Shadow Defense - Avoid an attack (5 Turn Cooldown)

Utility

  1. Sharpened Blades - +5 on Attack Rolls for 1 Turn (2 Turn Cooldown)
  2. Shadow Palm - 1d20 Roll to steal from a target (3 Turn Cooldown)
  3. Dark Remedy - 1d20 to cure ailments on self (4 Turn Cooldown)
  4. Apostasy Assassin - 1d20 Roll for an extra attack on turn (5 Turn Cooldown)

:star2: Mage :star2:

Mages are designed to fight multiple targets at a distance.

Offensive

  1. Piercing Ether - 1d20 (No Cooldown) [Default]
  2. Searing Arcana - 1d20+10 (2 Turn Cooldown)
  3. Arcane Invocation - 3d20 (3 Turn Cooldown)
  4. Arcane Burst - 3d20+10 (4 Turn Cooldown)
  5. Shatter Arcana - 5d20+5 (5 Turn Cooldown)

Defensive

  1. Arcane Ward - +2 on Defensive Rolls for 2 Turns (2 Turn Cooldown)
  2. Arcane Embrace - +2 on Defensive Rolls for an ally for 3 Turns (3 Turn Cooldown)
  3. Arcanic Decay - 1d20 to debuff target by -5 for Rolls for 2 Turns (4 Turn Cooldown)
  4. Ether Shield - 1d3 for a shield of up to 2 HP for 5 Turns (5 Turn Cooldown)

Utility

  1. Arcane Mark - 1d20 Roll to mark an enemy (2 Turn Cooldown)
    +++++++ Allies gain +1 Attack roll against marked enemies.
  2. Arcanic Prism - 1d20 Roll to negate an arcane attack (3 Turn Cooldown)
  3. Arcanic Envy - +5 on Attack Rolls, -10 on Defensive Rolls for 4 Turns (4 Turn Cooldown)
  4. Arcane Master - 1d20 Roll to reset all skill cooldowns except this skill (5 Turn Cooldown)

:skull_and_crossbones: Necromancer :skull_and_crossbones:

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Necromancers are designed to support their allies.

Offensive

  1. Dark Strike - 1d20 (No Cooldown) [Default]
  2. Unholy Strike - 1d20+1 (2 Turn Cooldown)
  3. Mark of Agony - 1d20+3 (3 Turn Cooldown)
  4. Mark of Sorrow - 1d20+5 (4 Turn Cooldown)
  5. Unholy Nova - 2d20 (5 Turn Cooldown)

Defensive

  1. Blood Pact - 1d20 to share HP with an undead ally (2 Turn Cooldown)
  2. Everlasting Blood - 1d20 to restore an undead ally’s HP (3 Turn Cooldown)
  3. Leeching Touch - 1d20 to restore 1 HP (4 Turn Cooldown)
  4. Soulbound - 1d20 to self-revive (5 Turn Cooldown)

Utility

  1. Dispel Undead - 1d20 Roll to dispel hostile undead (2 Turn Cooldown)
  2. Animate Undead - 1d20 Roll to animate an undead ally (3 Turn Cooldown)
  3. Death Absorption - 1d20 Roll to absorb an undead ally for HP (4 Turn Cooldown)
  4. Order of the Lich - +10 on Defensive Rolls for 3 Turns (5 turn Cooldown)

:musical_note: Bard :musical_note:

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Bards are designed to support their allies.

Offensive

  1. Reckless Swing - 1d20 (No Cooldown) [Default]
  2. Inspired Headbutt - 1d20+2 (2 Turn Cooldown)
  3. Inspired Elbow - 1d20+2 (3 Turn Cooldown)
  4. Inspired Dropkick - 1d20+3 (4 Turn Cooldown)
  5. Inspired Backhand - 1d20+4 (5 Turn Cooldown)

Defensive

  1. Run Away - Guaranteed Flee (2 Turn Cooldown)
  2. Hide - +5 on Defensive Rolls for 1 Turn (3 Turn Cooldown)
  3. Duck and Cover - Avoid an attack (4 Turn Cooldown)
  4. Song of Bravery - 1d20 for +5 to Defensive Rolls for allies for 2 Turns ( 5 Turn Cooldown)

Utility

  1. Song of Hope - 1d20 to restore 1d3 HP for allies (2 Turn Cooldown)
  2. Song of Anger - 1d20 for +2 to Attack Rolls for allies for 2 Turns (3 Turn Cooldown)
  3. Song of Sadness - 1d20 to debuff nearby enemies by -3 for 2 Turns (4 Turn Cooldown)
  4. Powachord - 1d20+5 to stun a target for 1 Turn (5 Turn Cooldown)
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