Classes

Your class is your adventuring profession—what you’re best at when things go wrong.

OSwR has four base classes: Cleric, Expert, Fighter, Magic-User. Your class sets your hit points, saves, weapon and armor proficiencies, and what you gain as you level.

This small set is by design. The mix of Feats and multiclassing lets you shape almost any archetype you want:

  • A Ranger can grow out of an Expert with wilderness Feats.
  • A Paladin might be a Fighter with divine Feats, or a multiclass Fighter/Cleric.
  • A Bard emerges from an Expert with social and magic Feats.
  • A Monk can be built from an Expert focused on discipline, agility, and unarmed combat Feats.

Rather than dozens of rigid classes, OSwR gives you four broad frameworks and the tools to build the character you imagine.


Unified Cadence

  • Odd levels (1 / 3 / 5 / 7 / 9 / 11): your class “pop.”
    • Fighter: +1 Fighter Feat
    • Expert: +1 Expert or General Feat (starts with 6 at level 1)
    • Cleric: unlock next spell tier (1–6)
    • Magic-User: unlock next spell tier (1–6)
  • Even levels (2 / 4 / 6 / 8 / 10 / 12): +1 General Feat.
  • At levels 4, 8, 12: +1 to any ability (max +5).
  • Multiclassing: only at odd levels.

Starting Gear

All characters begin with:

  • Backpack
  • 6 Torches
  • 6 Supply (consumable resources for healing and survival—see Adventuring Gear)
  • Wineskin
  • 25 gp
  • One Starting Kit (defined in your class entry), or roll 4d4 × 10 gp and buy your own equipment.

How to Read Class Lines

  • HD: At 1st level, you take the max of your HD (8 for Fighter, 6 for Cleric/Expert, 4 for Magic-User) + CON. At higher levels, roll your class Hit Die (or take the average in parentheses) and add CON.
  • Saves: These are your proficient saves—add PB and the relevant ability. Non-proficient saves use only the ability.
  • Weapons / Armor: Listed by tags. Add PB to attacks with proficient weapons. Shields give their normal AC bonus. Some restrictions apply (e.g., Cleric “Bludgeoning only”).
  • Ability Boost: At level 1, your class grants +1 to a specific ability.
  • Spellcasters: Cleric & Magic-User use Spell Slots with prepared lists. See Magic Overview for preparation and casting.