Bards start with a Lute, Flute or Leather Boot. Bards start with 2000 gold. Bards may use non limited abilities of adjacent team mates.
6
Booty Raiders start with 2000 gold. Booty Raiders start with a Cutlass and Flintlock Pistol. Anytime a Booty Raider rolls an 18 or higher in combat with a non-anytime, they are given a random treasure card.
Buccaneers Start with 2000 gold. Buccaneers start with a Cutlass and Flintlock Pistol. Anytime a Buccaneer is allowed to buy treasure, they are given their own personal 6 treasure shop to look from. You may not proxy purchase items from this shop for other allies and you must only buy from this new shop.
5
Cabalists start with an Amulet of Bones. Cabalists start with 1500 gold. While unconscious, a Cabalist's spirit may leave their body and cast spells with no cost on their turn. The spirit cannot use items or racial abilities and cannot be targeted by attacks or spells. The spirit must always remain within 3 spaces of its body.
1
Magicians start with a Regal Top Hat. Magicians start with 1000 gold. Choose a lucky number other than 1 or 20. Anytime your lucky number comes up, you may use a spell ability immediately as a bonus action.
5
Monks start with a Bo Staff or Fist Wraps. Monks start with 1000 gold. All monks have a Nimbus Familiar. Your nimbus must represent someone in your life who has passed on and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space.
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Paladins start with Plate Armor. Paladins start with 1000 gold. Paladins are always under the effect of Blessing of Strength, even if they do not have this ability. Paladins may take incoming damage on behalf of adjacent allies.
5
Puppeteers start with 2000 gold. You may move an ally as your move and force an ally to basic attack as an action on your turn.
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Rogues start with a Succusbus Whip. Rogues start with 1500 gold. Choose an ally to be your Concubine, they must agree then also must refer to you as master for the campaign. Anytime your Concubine uses an ability, you may attack with your Succubus Whip as a bonus action.
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Sorcerers start with 2000 gold. When you deal damage with your non Sorcerer abilities or attacks on your turn, you may immediately use one of your Sorcerer abilities as a bonus action.
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Sun Clerics start with 2000 gold. When you deal damage with your Sun Cleric abilities create a Suntile in an adjacent space that explodes and burns foes that pass over it for 2 damage. Whenever a Suntile, or multiple Suntiles, explode on a target, you may immediately use one of your Sun Cleric abilities as a bonus action.
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Swashbucklers start with 2000 gold. Swashbucklers start with a Cutlass and Flintlock Pistol. Anytime a Swashbuckler is allowed to buy treasure, they may refresh the entire shop to reveal 6 new items.
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Thanes start with two Siffiran Silver Hammers. Thanes start with 1000 gold. Thanes may use their move to attack with one of their Siffiran Silver Hammers.
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Theurgists start with an Oaken Staff, Cloth Robes, or Arcane Signet. Theurgists start with 1500 gold. At the start of each combat, you may cast Call Earthlord and Summon Air Sprites as immediate bonus actions even if you do not have these spells.
5
Warriors start with 2000 gold. Anytime you take damage you may immediately counter attack the target with a basic attack if they are in range.
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Wizards start with an Oaken Staff, Cloth Robes, Arcane Signet, or Monocle. Wizards start with 1500 gold. Casting a Spell for the first time each battle does not use a Wizard's action.
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Mercenary's generally have exceptional knowledge of adventuring, by choosing this class you must roll to determine your general knowledge after picking all abilities. Mercenary's are also highly motivated by gold, as and anytime action any of your allies may pay you to perform an extra action or block an incoming blow for them, the rate in gold is set by you and may not be changed after character creation.
15
You starts with a Quarterstone Staff.
You starts with 1700 gold
Anytime you cast a Spell at a Target, you may transform the Area around your Target into Difficult Terrain.
10
Aquamancer's starts with a Grand Fall Staff
Aquamancer's starts with 1200 gold
Aquamancer's can picked 2 to more abilities from any other "Mancer" class
Rolling a 15 or Higher when using an Aquamancer Ability will leave behind a 2x2 puddle of water
5
Aeromancer's starts with an Oblivion Staff or a Whirlwind Staff
Aeromancer's starts with 700 gold
Aeromancer's can picked 2 to more abilities from any other "Mancer" class
Anytime you are attacked you can push yourself back 3 spaces and gain 1 chaos action
7
Pryomancer's starts with a Daruma Staff
Pryomancer's starts with 700 gold
Pryomancer's can picked 2 to more abilities from any other "Mancer" class
When you are attacked your attacker will take half the damage as recoil. A Critical Failure will cause 3 burn damage for a few rounds
3
Eletromacer's starts with a Discharge Ring
Eletromacer's starts with 700 gold
Eletromacer's can picked 2 to more abilities from any other "Mancer" class
Your Melee Weapon of Choice now creates an arc of lightning that bounces off the target hit to nearby enemies within 3 range for 2 damage. Can bounce up to 3 times.
1
Cyromancer's starts with an Ice Shard and Iced Robes
Cyromancer's starts with 200 gold
At Character Creation you will be shown 3 Random Items and Treasure Cards that your Ice Shard will be able to mimic the effects and proprieties of at anytime.
1