The Classes of Heroic Adventures
In Heroic Adventures each player chooses a class during character creation from the below list of 16 options. Each class has benefits that are provided during character creation and features that allow the character to improve over time. Classes are flexible, allowing wizards to evolve into warrior mages or rogues to focus on defensive skills. This is largely enabled by the unique weapon and armor system that significantly affects a characters overall style of play, leading to endless combinations of races, classes, and equipment that have their own unique play styles.
Fighter
In Heroic Adventures, fighter's are those that dedicate themselves to combat. They either have been trained in the art of war, come from a life of violence and strife, or in some other way acquired the skills need to master combat. They are good with weapons, overpowering their enemies, and are tough to kill.
In the game, the fighter has abilities that can do damage or control their opponents, and protect their allies. These heroic actions give the player a time to be the center of action and can turn the tide of an encounter. The fighter can also choose abilities that make themselves tougher, or allow them to protect their allies. This makes the fighter class a great addition to a party that might have characters that are more vulnerable.
Wizard
Wizards are general purpose spell casters. In important moments and in tight situations they can deliver a lot of damage, either in an area affect or directed against a single target. Particularly as they level up they will have a spell for every occasion in order to bypass the defense's of their enemies. Wizards are also the easiest spell casting class to play given that they strictly use mana to cast spells, which is based on their level and arcana. During character creation and as they level up they can choose new arcane spells to learn.
While adventuring they can spend 1 mana to cast any of their learned spells. Every spell also has enhancements that improve the spell. The wizard can apply up to one enhancement per level. These enhancements can be applied multiple times, or mixed with other enhancements. All of this means that every spell has a level 1 version where no enhancement has been applied and can be made more powerful as wizards level up.
Wizards also can take features that allow them to cast spells even while wearing armor, and to avoid the negative affects of casting spells such as losing agility. This can make them into a combat caster, or warrior wizard. Alternatively, you may choose features that provide more mana, more spells, or or more power, focusing on becoming a more powerful spell caster.
Rogue
The Rogue is exceptional at taking advantage of the weakness of their enemies. They come from a background of theft, being on the run from authorities, or being hired to assassinate a certain target. In any case, they have developed skills such as hiding and backstabbing.
In the game, Rogue's have features that let them target their enemies initiative when attacking, which can help bypass the defenses of a creature with a high agility. Some may choose two weapon fighting skills, providing more attacks, or backstabbing features to increase the total damage that you can do. Rogues can also set traps, turning them into a character that can control the battlefield and limit enemy movement.
Cleric
There are many religious orders in Heroic Adventures, and most of them have their faithful that have both committed themselves to the faith and to the protection of the downtrodden, and can lend themselves when the time for combat is at hand. The Cleric is such a one, who is both trained in the magics of their order and in the art of combat.
In the game, clerics are good in combat and can be tough to kill while also having the ability to cast divine spells with mana. Their mana is based on their willpower instead of arcana. Both their class options and spells allow them to inspire and protect their allies. They can also turn undead, being specifically trained to repel the undead hordes. This means that they can turn their healing spells into spells that damage undead.
Priest
The priest is another member of a religious order, drawing magical powers from their faith in the order, knowledge of it's sacraments, and the prayer's he sends to the heavens. Priests are a spellcaster through and through, similar to the wizard but casting divine rather than arcane spells. They are more powerful healer's than the cleric, but also more vulnerable in combat.
Paladin
The Paladin is the warrior hero of a people. While not being official members of a religious order, they nonetheless draw on divine power due to their purity of purpose, and zeal towards their commitments. The paladin excels in combat, having access to many abilities that protect him, protect his allies, and overcome his enemies.
Guardian
There are many unknown spirits in the world. Beings that are untold by the histories, beyond the lore of the scribes, and mysterious even to the master of the arcane. The Guardian is such a one as this. While normal in appearance and being a member of their race, they are possessed by another spirit that seeks to guard, protect, and preserve. The guardian is a defensive class that can provide great protections to her allies. Their desire to preserve can even extend to death, willingly dieing in order to maintain the life of her allies, and then returning as a spirit slowly taking corporeal form.
Warlock
Some arcane students are overcome with anger and revenge. Without the careful limitations that the wizards guild places upon magic, the warlock is free to unleash it's power. This uncontrolled fury is tempting, and deadly. The warlock's desire to release a hellish torment on her victim even comes at the life of her own health, suffering damage in combat in order to do damage to her enemies.
Barbarian
The Barbarian is a warrior from birth. While not having the training and expertise of a soldier or fighter, he has the strength, toughness, and determination to overcome his enemies by shear force of will. The barbarian has access to numerous abilities that allow them to do extra damage, build up fury, and then unleash that rage upon his enemies.
Runecaster
There exists a closely guarded form of magic that even the angels cannot grasp and the wizards are in envy of. This is rune magic. An ancient practice devised by the first dwarves and handed down through the ages to the initiated. The Runecaster is a practitioner of this magic, likely learning it from his father, who learned it from his father before him. Rune magic provides many utilities in combat, such as restricting enemy movement, placing defensive runes, and some offensive spells.
Bard
Some never really wanted to adventure or get into a fight. Many just want to sit back, relax, and play a tune. Of those that wish for such a life, few find it. Whether out of financial necessity or by what seems like fate, some are called unwillingly to the dangerous life of adventure. The Bard is rarely ready to engage in combat, but has learned the necessary skills. In addition, the Bard has found that there is power yet to be found in song. The ballads of the Bard can enhance their allies and embolden the wayward back into the fight.
Alchemist
Magic can exist within you, or you can materialize it and imbue items with it. Thanks to the Alchemist and their guild, the world contains rare relics, magical weapons and armor that the greedy lust for, the powerful seek, and the hero equips himself with. Lesser alchemists can imbue magic into liquids, in the form of potions and runes or temporarily imbue magic into weapons and armor. Powerful alchemists can spend their own life energy in order to permanently imbue items with permanent magical enchantments.
Druid
The wild forces of nature cannot be controlled, even by the most powerful. These forces, sometimes acting as though they have a mind and purpose of their own, can be submitted to, but not bent to your will. The Druid is one that has submitted to such forces, calling upon this power of nature when needed, without full control of what that unleashed power will do. Nature spells often target friends and foes alike, producing in areas of affect more often than being targeted at specific enemies.
Soldier
The soldier is not simply some brawler on the street or some wanderer who happens who gets stuck in a dangerous circumstance, nor even an adventurer willing to risk dangerous combat for treasure. The soldier has dedicated himself to a life of training and coordinated combat tactics. He employs small abilities throughout combat to place himself and his allies into a more advantageous situation, preventing enemies from gaining ground, and drawing them into traps that have been strategically prepared.
Witch
While some find magic out in the world, within themselves, or from the divine, the witch has found magic in the souls of others. She draws upon the life strength of her own allies in order to cast arcane spells. Without this influx of power she is powerless. With it, she can unleash torment upon any who defy her.
Hunter
The wild is a dangerous place and requires many skills that even trained warriors do not posses. The hunter can survive just about anywhere, track prey through difficult terrain, and engage in combat when necessary. Although the hunter prefers to make the first move, initiating combat on her own terms.