⚔️ Classes of Rayndar
Six paths to power beneath the two suns
Knight
Martial FrontlineDescription
Martial warrior devoted to honor and kingdom. Knights are the backbone of any army, clad in heavy armor and wielding blade and shield. They stand as protectors of the innocent and enforcers of law. Most serve noble houses or the crown, bound by oaths of loyalty.
Combat Role
- Primary: Melee damage dealer and tank
- Armor: Heavy plate, shields
- Weapons: Longswords, greatswords, warhammers, lances
- Special Abilities: Shield bash, rallying cry, defensive stance
Typical Backgrounds
Noble heir, royal guard, fallen paladin, mercenary captain, tournament champion
Ranger
Wilderness ScoutDescription
Tracker and archer skilled in wilderness survival and beast mastery. Rangers are masters of the untamed lands, equally at home in deep forests or harsh mountains. They form bonds with animal companions and read signs invisible to others.
Combat Role
- Primary: Ranged damage, reconnaissance, crowd control
- Armor: Medium leather or hide
- Weapons: Longbows, crossbows, dual daggers, spears
- Special Abilities: Animal companion, tracking expertise, nature magic
Typical Backgrounds
Forest warden, monster hunter, wilderness guide, tribal scout, exiled noble
Mage
Arcane ElementalDescription
Elemental magic user channeling the power of the two suns. Mages bend reality through study and willpower, wielding fire, ice, lightning, and force. They spend years in academies learning to harness the raw energy that flows between the Golden and Pale Suns.
Combat Role
- Primary: Area damage, elemental control, magical utility
- Armor: Light robes, enchanted cloth
- Weapons: Staves, wands, spell focus crystals
- Special Abilities: Fireball, lightning bolt, ice wall, teleportation
Typical Backgrounds
Academy scholar, court wizard, rogue mage, artifact seeker, elemental touched
Cleric
Divine HealerDescription
Healer and divine conduit who can call upon radiant or necrotic blessings. Clerics serve as intermediaries between mortals and the cosmic forces embodied by the two suns. They can heal wounds, cure disease, and channel divine energy to smite foes.
Combat Role
- Primary: Healing, support, divine magic, off-tank
- Armor: Medium to heavy armor, shields
- Weapons: Maces, warhammers, holy symbols
- Special Abilities: Healing word, divine shield, turn undead, resurrection
Domains
Golden Sun Domain: Radiant damage, healing, protection
Pale Sun Domain: Necrotic damage, spirit communication, life drain
Rogue
Stealth CunningDescription
Agile thief and assassin who thrives on shadows and cunning. Rogues live by their wits, striking from darkness and vanishing before enemies can react. They excel at infiltration, assassination, and acquiring things that don't belong to them.
Combat Role
- Primary: Single-target burst damage, stealth, skill specialist
- Armor: Light leather, cloaks
- Weapons: Daggers, short swords, hand crossbows, poison
- Special Abilities: Sneak attack, evasion, lockpicking, disguise
Typical Backgrounds
Thieves guild member, assassin for hire, spy, con artist, street urchin risen high
Necromancer
Forbidden Death MagicDescription
Manipulator of life and death who wields power from the Pale Sun to raise the fallen and curse the living. Necromancers walk a dangerous path, feared by most and hunted by the Sunward Order. Yet as the Pale Sun grows stronger, so too does their power.
Combat Role
- Primary: Summoner, damage over time, debuffer, minion master
- Armor: Light robes, bone armor
- Weapons: Soulforged staff, bone wands, ritual daggers
- Special Abilities: Raise undead, life drain, curse, death bolt, corpse explosion
Social Standing
Starhaven: Outlawed and hunted by the Sunward Order
Shadowmere: Tolerated if discreet; Eryn doesn't judge power by its source
Emberforge: Accepted; power is power to the Iron Vanguard
Multiclassing
Characters may combine classes to create unique builds:
- Knight/Cleric: Paladin - Holy warrior channeling divine might
- Ranger/Rogue: Shadow Hunter - Master of stealth in wilderness
- Mage/Necromancer: Arcane Reaper - Blends elemental and death magic
- Rogue/Mage: Spellblade - Combines arcane power with agility
- Knight/Mage: Eldritch Knight - Armored spellcaster
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