Chapter 11: Creating a Class

In the world of Demayth, your character isn't confined to pre-existing classes. Instead, you have the freedom to forge your own unique path, defining how your Demigod fights, the role they play in battle, and the specific blend of magical and martial abilities that shape their destiny. This chapter will guide you through the process of creating a class tailored to your vision.

Crafting Your Class: A Reflection of Your Demigod

Your class is more than just a title; it's a reflection of your Demigod's abilities, strengths, and fighting style. It encompasses a diverse array of powers, skills, Features, and Traits that you'll combine to create a truly unique combatant. Consider how you want your character to function:

  • Magical Abilities: Will you harness the raw power of Demayth, casting spells, manipulating elements, and bending reality to your will?
  • Martial Abilities: Will you develop your physical prowess, wielding weapons with deadly precision, utilizing tactical maneuvers, and mastering the art of combat?
  • Features and Traits: How do your unique advantages, passive abilities, specialized skills, and inherent characteristics contribute to your combat role?

Imagine a Demigod who blends arcane magic with martial arts, a warrior who channels divine energy into their sword strikes, or a cunning rogue who manipulates shadows to their advantage. The combinations are endless, allowing you to create a class that perfectly embodies your vision.

Defining Your Class's Battlefield Purpose

While class creation in Demayth offers limitless possibilities, understanding the four primary combat roles can help you focus your design and communicate your intended playstyle. These roles aren't rigid restrictions, but rather guidelines that highlight your character's strengths and preferred tactics:

  • Assassin: Swift and deadly, assassins excel at eliminating high-priority targets with precision strikes. They rely on stealth, agility, and burst damage to swiftly dispatch enemies before they can react.
    • Key Strengths: High damage output, mobility, surprise attacks.
    • Preferred Tactics: Flanking, ambushes, hit-and-run tactics.
  • Fighter/Tank: Resilient and unwavering, fighters/tanks are the front line of any battle, absorbing damage and protecting their allies. They rely on heavy armor, high health, and defensive abilities to withstand enemy attacks.
    • Key Strengths: High defense, crowd control, sustained damage output.
    • Preferred Tactics: Drawing enemy attention, protecting allies, controlling the battlefield.
  • Support: Versatile and indispensable, support characters focus on healing, buffing allies, and disrupting enemies. They utilize a variety of spells and abilities to keep their team alive and enhance their effectiveness in combat.
    • Key Strengths: Healing, buffing, debuffing, crowd control.
    • Preferred Tactics: Staying behind the front line, providing tactical support, manipulating the battlefield.
  • Sniper/Strike Mage: Masters of ranged combat, snipers/strike mages focus on dealing damage from a distance. They utilize bows, spells, or other ranged weapons to pick off enemies and provide crucial firepower from afar.
    • Key Strengths: High ranged damage, area-of-effect attacks, tactical positioning.
    • Preferred Tactics: Maintaining distance, focusing fire on key targets, utilizing terrain for cover.

Spell Rite: The Conduit of Magic

Magic in Demayth isn't simply conjured from thin air. It requires a conduit, a catalyst, a ritualistic spark to ignite the latent power within a Demigod. These conduits are known as Spell Rites, and they are the physical or vocal manifestations of a character's will, connecting them to the raw energy of Demayth.

Spell Rites can take many forms, and your character must incorporate up to two types into their casting style:

  • Verbal: Spoken incantations, chants, or words of power that resonate with the magical energies of Demayth.
  • Somatic: Physical gestures, hand signs, dance-like movements, or even specific martial arts forms that channel the flow of magic.
  • Material: The consumption or manipulation of specific materials, such as herbs, crystals, or other objects imbued with magical properties. (Note: Specific spells may still require specific material components regardless of your chosen Spell Rite).
  • Focus/Conduit: Utilizing a specific item, like a wand, staff, amulet, or even a weapon, to channel and direct magical energy.

Choose Spell Rites that fit your character's theme, personality, and magical focus. A bard might sing their spells (Verbal), while a Furyin channels magic through their war cry (Verbal) or a specific weapon (Focus/Conduit). An Arkana might rely solely on intricate Somatic gestures, while a Witch combines Material components with Verbal incantations. Experiment with different combinations to create a unique and dynamic casting style. Be mindful that certain Spell Rites might have practical limitations (e.g., needing free hands for Somatic, being unable to speak for Verbal).

Weapon and Armor Proficiencies

Your Demigod's combat effectiveness is defined not only by magic but also by their mastery of weapons and armor. Choose proficiencies that align with your class concept and battlefield role.

Weapon Proficiencies:

Select up to two weapon proficiency categories:

  • Melee: Close-quarters combat weapons like swords, daggers, maces, axes, spears, and quarterstaffs.
  • Ranged: Weapons that strike from afar, including bows, slings, crossbows, firearms, and other projectile-based armaments.
  • Throwing: Weapons designed to be hurled at enemies, such as throwing daggers, javelins, axes, sticky bombs, and darts.
  • Magical: Weapons that channel and amplify Demayth energy, such as wands, staves, spellblades, combat orbs, and grimoires.
  • Explosives: Devices that cause devastating explosions, including grenades, bombs, rockets, and other destructive ordnance.

Armor Proficiency:

Choose one armor proficiency category. Your ability to effectively wear heavier armor is often linked to your physical Attributes:

  • Light Armor: Includes cloth, leather, hide, scale mail, and nano-weave. Prioritizes agility and freedom of movement. (Typically requires proficiency in Dexterity, Wisdom, or Charisma).
  • Magical Armor: Includes enchanted robes, cloaks, helmets, or other magically reinforced garments providing unique defenses or enhancing magical prowess. (Typically requires proficiency in Intelligence, Wisdom, or Charisma).
  • Heavy Armor: Includes half-plate, full plate, and other bulky suits offering maximum physical protection but potentially hindering movement and agility. (Typically requires proficiency in Strength and Constitution).

(The Battle Master will provide specific Attribute requirements for different armor types within these categories).

Consequences of Unproficiency:

Attempting to use a weapon or wear armor you are not proficient with comes with significant penalties:

  • Weapons: Attacks made with unproficient weapons are made with disadvantage (Attack Value is halved).
  • Armor: Wearing unproficient armor imposes disadvantage on skill checks and saving throws related to Strength or Dexterity, and may prevent spellcasting if the armor type normally restricts it.
  • Magical Benefits Lost: Any magical properties of an item are negated while using it without proficiency (though basic physical properties remain).

Proficiency can be gained through training, specific Features, or items (see Chapter 17: Leveling your Demigod).

Class Perks

Perks are the defining abilities and unique traits of your Demigod's chosen class, shaping their combat style and granting them special advantages. These abilities are fueled by Demayth energy and are often linked to the schools of magic you choose to focus on.

Designing Your Perks: Work with your Battle Master to design perks that fit your character concept. Consider:

  • Purpose: What does the perk do? (Enhance attacks, bolster defenses, manipulate the environment, grant utility?)
  • Governing Magic: Which school(s) of magic (up to two) empower the perk?
  • Effects: Clearly define the perk's specific actions, benefits, or changes.
  • Naming: Choose a descriptive and memorable name.

Perk Mechanics:

  • Progression: Your Demigod starts with two perks and gains more as they advance in power (see Chapter 17: Leveling your Demigod).
  • Magic-Dependent: Perks draw power from your chosen schools, and their effects must align logically.
  • Statistics and Balance: Perks often have numerical values quantifying their impact (bonuses, durations, costs, etc.). The Battle Master ensures these are balanced. The following table provides starting points for perk values:
Statistic NameStarting Value Suggestion
Attack Bonus+1
Defense Bonus+1
HP Bonus+5
Demayth Point Bonus+1 (Max DP)
Movement Bonus+2 spaces (10 ft)
Healing/Healing Bonus+1-3 HP
Damage (Specific Type)1d4 or 1d6
Damage Bonus (Specific)+1 or +2
AoE/DoT Damage1d4
Evasion/Phasing/Etc.Grant Advantage/Effect
Multiple Attacks1 additional
Card Economy (Draw/Etc.)1 card
Discarding Bonus (Enemy)1 card
Defense Reduction-1 to -3 DEF
Attack Reduction-1 ATK
Action Reduction-1 AP cost
Attack Multiplierx1.5 or x2 (Rare)
Saving Throw Bonus+1 or +2
Resource Banks (ATK/DEF)10
Spell Duration+1-3 Rotations
Power Banks10
Carrying Capacity Bonus+5 Weight Points
Minion Spawn Bonus1 additional

Examples of Classes and Perks

This table showcases potential Demigod class concepts, illustrating how roles, proficiencies, spell rites, magic schools, and perks can be combined. These are examples only; you are encouraged to create your own unique class!

Class NameRoleWeapon ProficiencyArmor ProficiencySpell RiteSchools of Magic (Examples)Example Perks
BarbarianFighterMelee, ThrowingLightConduit (Weapons), SomaticAugmentation, RestorationBattleborn (Res), Fury (Aug)
PaladinSupport FighterMelee, ThrowingHeavyVerbal (Prayers)Protection, Restoration, ReprisalGuardian (Pro), Healing Aura (Res)
HealerSupportMagical, MeleeMagicalConduit, Verbal (Chanted)Restoration, Protection, Aug.Healing Magic (Res), Shield (Pro)
PriestSupportMagical, MeleeLightVerbal (Prayer)Divination, Restoration, Protect.Words of Insp. (Aug), Aura (Pro)
NinjaAssassinMelee, ThrowingLightSomatic (Hand Signs)Augmentation, Psyche, Alter.Teleport (Alt), Lethal Str. (Aug)
RogueAssassinMelee, RangedLightMaterial (Poisons?)Augmentation, Alteration, Div.Uncanny Dodge (Div), Marksman(Aug)
NecromancerSniper/Attack MageMagical, ThrowingMagicalVerbal (Chanted), MaterialNecromancy, Witchcraft, Conj.Undead Army (Nec), Curse (Wit)
Energy SniperSniper/Attack MageMagical, RangedMagicalConduit (Body/Weapon)Destruction, Conjuration, Aug.Energy Blast (Des), Energy Wpn (Con)

Example Perk Details:

  • Battleborn (Res - Restoration): Effect: At the start of each of your turns during combat, you regain 2 HP.
  • Fury (Aug - Augmentation): Effect: For each enemy you successfully damage with an attack during your turn, you gain a +1 bonus to your Battle card attacks until the end of the current battle. This bonus can stack up to a maximum of +5. The bonus resets at the end of the battle.
  • Guardian (Pro - Protection): Effect: At the start of the first rotation of combat, all allies (including yourself) within 30 feet gain a Magic Shield (MS) of 5. This shield lasts until depleted or the end of combat.
  • Healing Aura (Res - Restoration): Effect: At the start of your turn, each ally adjacent to you (within 5 feet) regains 2 HP.
  • Healing Magic (Res - Restoration): Effect: As a Standard Action (1 SAP), you can touch a willing creature and restore 1d4 + your Spellcrafting modifier HP.
  • Over Healing Shield (Pro - Protection): Effect: When you use a healing ability or spell that restores Hit Points to a creature already at its maximum HP, the creature gains a Magic Shield (MS) equal to the excess amount healed. This shield lasts for 1 minute or until depleted.
  • Words of Inspiration (Aug - Augmentation): Effect: As a free action on your turn, you can grant all allies within 30 feet (who can hear you) advantage on the next saving throw they make before the start of your next turn.
  • Aura of Protection (Pro - Protection): Effect: At the start of battle, you and all allies within 30 feet gain a +1 Defense bonus when using Battle Cards to defend until the end of battle.
  • Teleportation (Alt - Alteration): Effect: As a Quick/Movement Action (1 MAP), you can teleport to an unoccupied space you can see within 60 feet.
  • Lethal Strike (Aug - Augmentation): Effect: The first time you hit a specific target with an attack during your turn, the attack deals an additional 1d6 damage of your weapon's type.
  • Uncanny Dodge (Div - Divination): Effect: When an attacker you can see hits you with an attack, you can use your Reaction point to halve the attack's damage against you.
  • Marksman (Aug + Des - Augmentation/Destruction): Effect: As a Quick Action (1 MAP), choose one target you can see within your weapon's range. Until the end of your turn, your ranged attacks against that target deal an additional 1d8 damage of your weapon's type.
  • Undead Army (Nec - Necromancy): Effect: You can animate and control a number of undead minions simultaneously, limited only by your ability to raise them and maintain control (Battle Master discretion). (This removes the standard numerical limit).
  • Curse of the Undead (Wit - Witchcraft): Effect: As a Standard Action (1 SAP), choose a point within 60 feet. All enemies within a 30-foot radius of that point must make a Will saving throw (DC = Your Ability Focus). On a failed save, if the creature dies before the end of the battle, it cannot be resurrected by any means short of a Divine Wish until the battle concludes (though its corpse can still be animated as undead).
  • Energy Blasting (Des - Destruction): Effect: Your Battle Cards used for attacks can target any enemy within your line of sight, regardless of weapon type (effectively giving melee attacks range). Resolve the attack normally using the Battle Card's ATK value.
  • Energy Weapons (Con - Conjuration): Effect: At the start of combat, as a free action, you can choose to conjure either an energy shield (granting a +2 Defense bonus) or an energy bow (granting a +2 Attack bonus to ranged attacks made with it). The conjured item lasts until the end of combat or until dismissed.

Creating your Demigod's class is a deeply personal process. Combine the elements that resonate most with your character concept, work closely with your Battle Master to ensure balance, and forge a unique path through the realms of Demayth!

Starting Spells and Abilities

Beyond your chosen proficiencies and initial Perks, your Demigod begins their journey with a core set of magical or special abilities that reflect their innate power and early training.

  • Number of Abilities: At character creation, you select six starting spells or abilities.
  • Selection Source: You have two options for selecting these abilities:
    • Choose from the Grimoire: Select six spells/abilities listed in Chapter 13: Demayth Grimoire that align with the Schools of Magic your character is proficient in or conceptually fits their class.
    • Create Custom Abilities: Work with your Battle Master using the guidelines in Chapter 12: Spell and Perk Creation to design some or all of your six starting abilities, ensuring they fit your character concept and are appropriately balanced for a starting character.
  • Requirement: You must generally have at least Proficiency (Rank 1) in a School of Magic to select or create spells associated with that school.