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Choosing a Class: Core Features

Classes define your unique strengths. The following are adapted from D&D 5e, streamlined for Sundered play.

When multi-classing under level 20, players gain the core feature of a second class at level 10 in that class.

In Ascended play (beyond level 20), a character gains the core feature of any new class they take at level 20 in that class.


Barbarian: Frenzy

  • Can’t die while raging. If reduced to 0 HP, spend 1 SD per round to stay up. Rage ends after encounter or when SD is empty.

Bard: Inspiration

  • The bard has a pool of inspiration equal to their proficiency (and cannot exceed this maximum)
  • This pool of inspiration recharges at the same rate as Source.
  • Spend one inspiration to impose advantage or disadvantage on one check they can see or hear within 60ft, or
  • Grant inspiration to a target within 60ft
  • A target's granted inspiration cannot receive another until they have used their current inspiration.

Cleric: Supplement

  • Using a Core Action/equivalent, Cleric can link their Source Pool to a number of targets equal to their proficiency, expanding their allies Source Pool.

Druid

  • Knows a number of shapes to shift in/out equal to proficiency. Requires a Core Action/equivalent but no DC.
  • Wildshape is not totem armor—if the druid dies in Wildshape, they die.
  • Cast spells in Wildshape

Fighter: Surge

  • On a successful melee, ranged, or spell attack hit, gain 10ft of movement.

Monk: Ki

  • Gain 1 Ki for every even monk level (max 10).
  • Spend Ki instead of SD on abilities (total spent per turn cannot exceed proficiency). Ki replenishes simultaneously with SD.

Paladin: Aura

  • Emit an aura with a radius of 5ft per point of proficiency.

Allies within the aura:

  • Are immune to fear

  • Add paladin proficiency to Block and Parry absorption (in addition to their own)

  • Deal additional damage as smite on melee, ranged, or spell attacks originating within the aura

All bonuses are in addition to base proficiencies.


Ranger: Swift

  • Base movement speed increased by 5ft per point of proficiency

Rogue: Surprise Attack

  • Stealthed attacks or attacks on targets engaged with an ally lower DC by proficiency.
  • Rogues have no movement penalty in stealth.

Sorcerer

  • Gains special effects when spending SD to cast spells (see Metamagic).

Warlock: Invocations

  • Gain Invocation list as talents options.
  • Proficiency determines highest invocation level you can use (level capped by proficiency).

Wizard: Wizardoir

  • Gains an extra SD every wizard level (max 20). May only be spent on spells. Replenishes as item Source.