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Classes

Barbarian
Coming from a tribal warrior background, barbarians are known for their strength. They like a life of adventures, often charging head first into battles without a second thought. They're often using axes, javelins, and a variety of melee tools. They aren't known for their magic. When in battle, they may enter a phase where they take less damage than normal and are able to attach more per move. This class is usually half orcs, dragonborns, gnomes, dwarves, and the occasional human. Anyone who wishes to play this class may do so, since it is quite easy to do. Just charge into a battle, do some damage, and leave the cleared path for the rest of the group to follow and spells to take down the rest. This is the definition of a living tank.

Bard
These talented musicians and singers can be found through out taverns and on the occasional battlefield, encouraging their teammates with songs of inspiration. They're capable of wielding magic spells that can cause quite a bit of damage as well a a couple that can heal. Most bards carry simplistic weaponry and leather armor along with their instrument. Bards are know to be charismatic. Anyone can be this class really, aside those with a low charisma which is basically none of them. This class may be a bit harder to play than the barbarian, but it's still relatively easy. Just play music, avoid getting hit, and heal or attack whenever it is necessary.

Cleric
Wielders of Devine magic, clerics are healers as well as fighters. They use ranged spell attacks, granted by their patrons. They are highly religious and devoted to one and only one patron. They often have light armor and wield a war hammer, light crossbow, or any simple weapon. This can vary, however, depending on the type of cleric. Clerics are known for their wisdom. This path is usually perfect for any race aside from half orcs. There are quite a few spells in this class, so it may require a bit of research to select a couple of them. Other than that, the cleric is a wonderful edition to the party as both a damage dealer and a healer. Just be careful what you wish for..

Druid
With the powers of nature at their command, druids are devoted to nature and energy that raids off it. All can shapeshift into animals that they've seen before. They despise creatures and things that are unnatural, such as undead, vampires, and creatures who are cruel to wild life in general. They often lead raids against them. All know druidic, a language shared among the druids. Druids are part of two main circles, Circle of the land and Circle of the Moon. The first is known more for spell casting while the other is more known for shapeshifting. Most races, aside from dwarves and half orcs would make wonderful druids. To those interested in this class, beware of the health limit on the animal forms and spells. Choose wisely what spells will be necessary.

Fighter
Similar to the barbarian, fighters are known to deal massive amounts of damage. Some were body guards who others were soldiers and commanders in battle. They are well rounded in fighting and combat with most melee weapons. Their best quality would be their strength and constitution. They are able to heal themselves during battles with an ability called Second Wind. It draws from their limitless stamina. They are also able to more than one attack during one turn. Any race can play this role since all that is required is a strong endurance and a hot temper will help as well, though half orcs, dwarves, and dragonborns are the best choice. This is one of the easier classes to play and often selected by many who are just starting out as D and D players.

Monk
Monks are masters of martial arts and hand to hand combat. They have studied the magical energy traditionally called ki and use it during battles, giving them extreme speed and strength. If anyone wishes to become a monk, they must give up their current lifestyle and become a wandering traveler. On top of being able to use quarterstaffs and monk weaponry, they can add an unarmed attack to the damage they deal to an enemy. They can switch between dexterity and strength for these attacks. The blows this class can deliver is unrivaled by many, if used and aimed correctly. Those who choose this class must beware the consequences of charging head first into a battle. It is better to be level headed and join in late rather than be lying unconscious on the ground.

Paladin
As religious fighters for a particular patron, paladins are both healers and fighters. They fight for a religious purpose, wielding great swords and clad in heavy armor. This makes them a bit less capable if stealth and sneaking around. In battle, they can both supply major damage to the enemy as well as heal the sounded, making them a valuable member of the group. They draw power from their patrons and, combined with their oath, have the possibility of becoming the patron's champion. Any paladin that breaks their oath will no longer of this class. This class is characterized by their strength. Any people who wish to take this path must be willing to follow their patrons orders at all times and deal with a couple of spell and organization.

Ranger
Rangers specialize in hunting monsters that threaten civilization and grew up as warriors of the forest. They're able to cast spells based in nature. They could become trackers, a guide, or a hunter when they aren't defending civilization against monsters. They are often spotted in either leather armor or scale mail, armed with two short swords or some other melee weapon, or a bow. They can become hunters. They may have a pet on them, whether that may br a falcon to a cat. Those who choose this path have a relatively easy role. Just shoot or attack the enemy and heal when necissary.

Rogue
Attacking from the shadows with swift slashes, rogues rely heavily on stealth, skill, and vulnerability. They prioritize cunning plans over strength making their best assets their dexterity, charisma, and intelligence. Depending on thr rogue, it can be a mix. Say it was a charlatan background, the rogue would have intelligence and charisma as their best assets. It it was a criminal, then dexterity and intelligence. Most live up to the rogue stereotype, though there are the outliers of the group. All rogues speak Thieves Cant, a series of minimal gestures that form a language, only understood by rogues. They are found with a short swords or a rapier, a short bow or a second short sword, leather armor, twin daggers, and thieves tools. They have there ability of sneak attack, granting advantages on attacks, and disengage which allows them to get away from a fight. This oath required a bit of thinking and one should preferably be sly and a quick thinker.

Sorcerers
Sorcerers are born with the power of unpredictable magic coursing through their veins.  They are the more uncommon of the classes since their powers are naturally there. Their spells are based in charisma and range from frost to fire to multiple elemented. They dont weather armor and are armed with a light cross bow or a simple weapon and two daggers. Anyone who takes this class should be prepared for a ton of spells that could easily get disorganized or easily forgotten. It's best to keep them in a secure place where they won't be forgotten.

Warlock
Seekers of knowledge, warlocks are aided by patrons to produce their magic. They often perform rituals on their patron's behalf who could range from demon princes to alien entities. They're powers are more meant for the battlefield where they are up close and personal with their enemies. Most warlocks seek to find power and knowledge which lead to the creating this pact with their patrons. They're driven towards adventure and travel by them as well. The relationships between the warlock and the patron can vary. It can be friends, enemies, rivals, or even love interests. One must be warned this class is quite complicated and is advised to have oast experience before diving into this one. 

Wizard
Wizards are often range or support mages. Most of their attacks are to attack fromma range or are there to help and support the group by guidance. With a couple of of words, a wizard is able to form a spell. Some aspire to be like gods while others choose a different path. The spells are often by trial and error which could backfire on the caster and result in death even. Some grow to become teachers and sages who teach about the multiverse. Their best assets are their intelligence. Anyone who wants this class may want to consider riddles and word play as part of their character. Be mindful of the spells this character may receive.

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