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Fighters.

Fighters are one of the most well-rounded classes in a Dungeons and Dragons game.
Each players can design them to fit their own criteria for their heroes, whether
they be soldiers in an army, noble knights, hardened mercenaries, or villanous
bandits. They are adepts in the ways melee combat (or ranged combat, depending on
the player's build) and carry their armor with ease as they charge against enemies
in battle. Although they fight to survive, Fighters are no strangers to death. As a
matter of fact, most shrug the fear of death and are unyielding to give in to that.

Clerics.

Clerics are
more than just priests or servants worshipping the divine deities of the world.
Supposedly the living embodiments of these gods, they either deliver aid to the
people that are in dire need of aid, whether they be companions or any other
helpless soul, or swift justice to any wrongdoer or monster that seek to destroy
order, justice and the creed of their deities. Clerics are usually equipped with
the items befitting a person of a specific faith like actual fervent servants in
the temple, like scriptures and passages of their doctrines. But, unlike the
typical priests, they are specially equipped with enough training in martial combat
and armor, as well as being embued with divine magic from the gods.
>> Divine Domain. Clerics have specific domains depending on the deity they
worship. This particular build for this class belongs to the Life Domain, an area
that focuses on the betterment of the Cleric's allies, whether it be curing wounds,
lifting a curse, or blessing them with protection or strength against danger.

Rogues.

Rogues are more than just "sneaky" individuals. They are masters of stealth, skill,
cunning and have an eye for a target's weak spot. In other words, Rogues can do
almost anything to take advantage of the situation.
Wizards.

Wizards are masters of the spellcasting. With the wave of a hand, an utterance of
magic word
s, or use of arcane signs and materials, these unique individuals tap into the
mystical weave of the cosmos to produce spectacular effects. With these, Wizards
can cast lightning, great balls of flame, protective barriers, or even tamper with
the minds of any unfortunate adversary. They carry magic tomes to study spells and
switch them after moments of studying and most of them use their studiousness and
arcane knowledge to aid in non-combat situation. As Wizards progress in their
expertise, they can learn even more powerful spells such as conjuring beings from
other planes of existence, rain down hell with the use of meteors or even instantly
kill with a point of a finger.

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