Character Classes

Character Classes

The ability to create, modify or delete classes is an exclusive feature for the Game Master account tier. As a Player, you can view all available classes via Reference > Classes.

Accessing Classes

Navigation: To access your classes, head to My Game > My Classes. This hub is where all of your classes are managed.

Class Management

GMs are equipped with an action bar that includes ‘View All’ to survey all classes and ‘Add’ to create new classes.

Class Interaction

Adding New Classes: Selecting ‘Add’ directs you to a comprehensive form that guides you through each step of class creation, ensuring no detail is overlooked.

Class Profiles: Clicking on an individual class opens the ‘View’ mode, displaying all information in a format easy to read and reference.

Viewing and Editing

Action Bar: GMs will see an action bar with options to ‘View,’ ‘Edit,’ ‘Delete,’ and ‘View All’ for easy navigation between classes.

Add/Edit Class

Game Masters have the ability to create and manage character classes within Squire 5. The process is facilitated through an Add/Edit form, which allows for detailed customization of each class.

Identity

Name

This is where you input the name of the class, such as "Sorcerer". It should be unique and descriptive of the roles and abilities the class encompasses.

Parent Class

If the class you're creating is a subclass, you would use this field to select its Parent Class. This establishes a hierarchical relationship where the subclass inherits characteristics from the parent. If the class is not a subclass, leave this field blank.

Subtypes

Subtypes provide a mechanism to add further classification within a class, enhancing the specificity and lore of a character's abilities and origin.

  • To add a Subtype, click on the "ADD SUBTYPE ROW" button.
  • Enter the name of the Subtype in the 'Name' field.
  • Specify the nature or element of the Subtype in the 'Type' field, such as 'Cold' for a Silver Sorcerer.
  • To remove a Subtype, click the "X" next to the corresponding row.

Note: Subtypes are distinct from Subclasses; they do not inherit properties from a Parent Class but rather provide a thematic or elemental distinction within the main Class.

About

The About section is where you provide a detailed description of the class. This narrative should explain the class's origins, capabilities, and role within the game world.

Describe the intrinsic qualities, such as how the class's magic works (innate spellcasters, connection to magic through bloodlines), their growth in abilities (access to diverse spells), and any special mechanics (manipulation of reality, limited spell selection).

Description Prompt

The Description Prompt is a concise summary of the class, intended for AI use when generating backstories or images for characters of this class. Craft a brief description of the class in 120 characters or less. This should be evocative and descriptive, capturing the essence of the class's role or abilities. This prompt is crucial for the AI's understanding and will influence the generated narrative for characters, so choose words that strongly reflect the class's identity.

For example, to describe a Barbarian, you would say "Fierce warrior channeling primal rage for unmatched strength."

Preferred Backgrounds

This section allows Game Masters to associate certain backgrounds with a class, prioritizing these backgrounds when the Squire 5 auto-generates characters.

Subclasses

Subclasses Name

This field is used to define the overarching group name for the subclasses associated with a main class (i.e. Primal Path for Barbarians). The name should be broad enough to cover all possible subclasses within the category but specific enough to provide a clear thematic link.

Subclasses Description

The description should give a brief overview of the commonalities between the subclasses. For example, the Barbarian Subclass Description is:

"At 3rd level, you choose a path that shapes the nature of your rage. Choose from the paths below. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels."

Subclasses List

This list shows all subclasses that are children of this class (defined by selecting this class as Parent when creating the subclass).

  • To remove a subclass from this class, edit the particular subclass and select a different parent (or none).
  • This checklist will automatically update the available options for characters within the main class, based on the selected subclasses.
  • To delete a subclass, edit the class and choose Delete at the bottom of the form.

Hit Points

Hit Points determine the health and survivability of a class. This is crucial as it impacts how a character can withstand damage in the course of their adventures.

Hit Die

Represents the type of die used to calculate hit points. This value is fundamental as it determines the base health pool for the class.

Input the number that corresponds to the type of die used for the class's hit points. For example, "6" indicates a six-sided die (d6).

Hit Dice (roll)

Specifies the amount of hit die a character gets to roll for hit points per level.

Enter the formula representing how many and what type of dice a character rolls to determine their hit points each level after first. For instance, "1d6 per sorcerer level" means one six-sided die is rolled for each level the character has attained.

HP Bonus

Any additional hit points that may be added to the character's hit points due to class-specific abilities.

HP at 1st Level

Defines the starting hit points for a character of this class at first level.

Detail the exact formula, which typically includes the maximum value of the hit die plus the character's Constitution modifier. For example, "6 + your Constitution modifier" would be used for a class with a six-sided hit die.

HP at Higher Levels Field

Indicates how hit points are determined at each level beyond the first.

Provide the formula that should be used when the character gains a level. This often includes rolling a hit die plus adding the Constitution modifier.

Alternatively, you can provide an average number that can be used instead of rolling to streamline gameplay. For instance, "1d6 (or 4) + your Constitution modifier per level" allows for either rolling a die or taking the average number, four, for more consistent hit point gains.

It is important to balance these values to ensure that the class fits well with the intended difficulty and play style of the game. Hit points are a key factor in a character's longevity and capacity to engage in combat and other perilous situations, so these fields must be filled out with careful consideration of the class's role in the game.

Proficiencies

Saving Throws

Identifies which abilities are key to the class's defense mechanisms, determining the saving throw proficiencies.

Select the abilities from the dropdown that the class will have proficiency in for saving throws. For example, "Constitution" and "Charisma" are chosen for classes that rely on innate resilience and personal magnetism. These selections should align with the class's thematic strengths and playstyle.

Armor

Defines what type of armor the class is proficient in wearing.

List the categories of armor the class can wear without penalty. Armor proficiencies impact the character's defense and mobility, so choose appropriately for the class's role.

Armor Description is added to the display of selected armor types. Use it to to describe or clarify what the class may choose.

Weapons

Specifies the class's proficiency with certain types of weapons.

Enter the weapons that the class is skilled in using, such as "Daggers, darts, slings, quarterstaffs, light crossbows". Weapon proficiencies should reflect the class's combat style and historical or cultural background.

Weapons Description is added to the display of selected weapon types. Use it to to describe or clarify what the class may choose.

Tools

Identifies any tool proficiencies the class possesses.

List any tools the class is proficient with. Tool proficiencies can enhance role-playing and non-combat scenarios, offering characters additional skills and utility.

Tools Description is added to the display of selected tool types. Use it to to describe or clarify what the class may choose.

Number of Starting Skills

Determines how many skills a character of this class can be proficient in from the start.

Input the number that reflects how many skills a character can choose upon creation. For example, "2" would mean the character can select two skills to be proficient in.

Starting Skills Choices

This field provides a list of skills that a character of this class can choose from when allocating their starting skill proficiencies.

Select the skills available for new characters of this class to choose from. If this list is left empty, it implies that a character can choose from all available skills.

Skills chosen should be relevant to the class's typical activities and strengths.

Equipment

Starting Gold (d4 rolls)

Determines the amount of starting gold a character has, based on dice rolls.

Enter the number of four-sided dice (d4) that a player will roll to calculate their starting gold. For example, "3" means the player will roll three d4 dice. The total number from the rolls, multiplied by 10, will be the amount of gold pieces (GP) the character starts with.

Equipment Description

Use this to add detail or context to the equipment the class may start with.

Starting Equipment Options

Lists specific equipment items that a character of this class begins with. This will create a list of options.

  • To add an option, click 'Add Option Row'.
  • Click 'Add Equipment Row' to add the first thing.

    • To add a specific item (such as a 'Light Crossbow'), select from the 'Items' field and specify the quantity in the 'Qty' field.
    • If the player can choose any item from a category (such as 'Simple Weapons') choose from the Category field and enter a quantity.
    • If the player must choose between two things like a Light Crossbow OR any Simple Weapon, first enter the Light Crossbow, then add a second Equipment Row with the Simple Weapon category.

  • Use the "ADD EQUIPMENT ROW" to add more items.
  • To remove an Equipment Row, click the "X" next to the corresponding row.
  • To remove an Option Row, click the "X" in the row header.
  • Provide a variety of starting equipment options to allow for different character builds and preferences.

Remember to consider the balance of the game when assigning starting equipment. Equipment should complement the class's abilities and typical adventuring style, providing them with the tools necessary to undertake their quests effectively.

Spellcasting

Spellcasting Ability

Determines which ability score is used for spellcasting proficiencies, including spell attack rolls and saving throw DCs. Selecting any value here will define the class as having spellcasting abilities. This ability often reflects the source of the class's magic, like innate talent or learned skill.

Spells Known by Level

Allows Game Masters to specify if the class has a set number of spells known at each level, or if it uses a different system, like spell points or invocations.

Uses Invocations

Toggle the switch on if the class uses invocations or a similar system instead of a traditional spell slots mechanism. If the toggle is off, the class will follow the standard spells known and spell slots progression.

Spell Table

This table is used to outline the progression of spells available to the class as they level up, including cantrips known, spells known, and spell slots.

  • For each class level, input the number of cantrips and spells known at that level, as well as any points or special casting resources.
  • Under 'Spell Level', add the number of spell slots available for each spell level. Use the "ADD SLOT" button to add more spell levels as needed.
  • If the class can cast spells at a higher level than the spell's original level (for example, casting a 1st-level spell using a 2nd-level slot), input the highest spell level that can be used in the 'Cast as Level' field.
  • If the class uses invocations, input the number in the '# of Invocations' field for each spell level.
  • Use the "ADD SPELL LEVEL" button to define spell slot progression for higher class levels.

This section is critical for defining how a class interacts with magic and shapes much of the gameplay experience for spellcasting classes. It should be meticulously detailed to ensure clarity and balance for the class's magical abilities as they progress.

Class Features

Class Table

The class table is used to list various attributes or points that a character acquires as they level up in their class.

Enter any points or attributes that increase with level, such as "Points" or other class-specific resources. Use the "ADD ROW" button to include additional levels and their corresponding values.

Class Features

This section is used to detail the unique abilities and traits that a class gains as they advance in levels.

  • For each class feature, enter the name of the feature in the 'Name' field.
  • Specify the level at which the feature is gained in the 'Level' field.
  • Provide a detailed description of the feature in the 'Description' text box. This description should include how the feature affects gameplay, any choices the players must make regarding the feature, and how it interacts with the class's other abilities.
  • If a feature has multiple parts or evolves as the character levels up, ensure that each stage is clearly described.
  • Use the rich text editor tools to format the description for clarity and emphasis on important details.
  • To delete a feature, click on the "Delete Feature" button.

Notes for Game Masters

  • When adding or editing class features, consider how they will impact the character's role in the party and the overall balance of the class.
  • Each feature should contribute to the class's theme and playstyle, offering new and interesting choices for players as they progress.
  • It's essential to provide clear and precise descriptions so players understand the benefits and limitations of each feature.

Credits: Squire 5