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  • Core Rulebook

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

Classes and Specializations

Each Class offers a distinct role, resource, and approach to adventure. At Level 2, every Class offers two Specializations that further shape its abilities and progression.

Spellcasting Classes learn two Cantrips at Level 1 from the tradition listed in their Class Traits.

Character Classes

WARRIOR. A disciplined martial combatant who controls the battlefield through weapon skill, maneuvers, and tactical pressure.

CLERIC. A wielder of divine power who heals allies, protects the faithful, and burns corruption with radiant magic.

ROGUE. A precise and resourceful adventurer who exploits weakness, moves through danger, and turns the environment into a weapon.

MAGE. A scholar of arcane forces who shapes spells, controls space, and manipulates magic through charges or runes.

GUARDIAN. A dedicated protector who defends allies through armor, positioning, courage, and an unbreakable presence.

OUTLANDER. A hardened hunter and survivor who tracks prey, masters dangerous terrain, and fights through instinct and endurance.

OCCULTIST. A practitioner of forbidden magic who curses enemies, binds spirits, places Totems, and bargains with powers beyond the mortal world.

DRUID. A champion of the living world who channels primal magic, shifts into beast forms, and draws power from nature’s cycles.

ELEMENTALIST. A master of fire, water, air, and earth who shifts between elemental forces and unleashes destructive surges.

REAPER. A wielder of deathly power who harvests souls, performs forbidden rituals, and draws power from death and the afterlife.

Choosing a Class

Your Class determines the abilities you rely upon most often, the resource you spend, the equipment you are trained to use, and the ways you contribute during combat and exploration.

Each Class offers a distinct method of approaching danger, but two characters of the same Class may look, behave, and solve problems very differently.

Class Roles

A Role describes what a Class or Specialization is especially equipped to contribute. Roles are descriptive, not restrictions, and many characters combine more than one.

Role Focus
Striker Deals focused damage and eliminates vulnerable or priority enemies.
Defender Protects allies, holds dangerous positions, and controls enemy movement or attention.
Support Heals, protects, strengthens, or repositions allies.
Controller Alters terrain, limits enemy options, and affects several creatures or areas at once.
Explorer Excels at scouting, investigation, stealth, travel, and overcoming environmental obstacles.

Reading Features

Class features, Specialization features, and Perks use a rules line to summarize how they function.

LEVEL states when the feature becomes available.

PASSIVE means the feature remains active whenever its requirements are met and does not require an action.

COST states the Mana, Energy, or other resource spent when the feature is used. The cost remains spent if an attack misses or the effect fails unless the feature says otherwise.

ACTION states whether the feature requires a Standard Action, Free Action, Reaction, Exploration Turn, rest, or another listed activity.

TRIGGER states the event that must occur before a Reaction or triggered feature can be used.

RANGE AND AREA state how far the feature reaches and what spaces or creatures it may affect.

ALLIES AND TARGETING. An ally is another creature acting on your side. You are not your own ally. An effect that includes its user states you and allies or names the user separately.

DURATION states how long the effect lasts. A feature without a listed Duration resolves immediately unless its description says otherwise. When a Duration is based on an Ability modifier, it lasts for a minimum of 1 round.

FREQUENCY limits how often the feature may be used, such as once per combat or once per Long Rest. A feature without a listed Frequency may be used whenever its action, cost, and other requirements are met.

Character Progression

Level Prof Bonus Cantrips Known Core Spells Known Total Perks Recovery Dice Ability Score Improvement Mana or Energy
1+22——1d6—8
2+222—1d6—10
3+223—1d6+212
4+22411d6—14
5+32512d6+216
6+32622d6—19
7+32722d6+222
8+32832d6—25
9+42933d6—28
10+421043d6—31

Follow either the Core Spells Known column or the Perks column based on your Specialization. Do not gain benefits from both columns unless a feature specifically says otherwise.

Primary Sidebar

Core Rulebook

  • Introduction
  • Playing Risen Kings
    • How the Game Works
    • Three Modes of Play
    • The Core Roll
    • Boons and Banes
    • Ability Checks
    • Common Rolls at a Glance
    • Difficulty Classes
    • Ability Modifiers and Proficiency Bonus
    • Contested Actions
    • Character Values
  • Character Creation
  • Bloodlines and Backgrounds
    • Bloodlines
    • Backgrounds
  • Classes and Specializations

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