Basic Origins

Unlike other many RPGs, where character classes are set in stone, I’ve created a system I call Origins, which determines a character’s starting loadout. However, any character can use any type of weapon or magic, and as PCs continue leveling up, they gradually become more specified, similar to D&D. For example, a character that begins as a Hunter, a balanced DPS Origin, might favor bow attacks and turning their arrows to ice, and over time, shifts to more of an Arcane Archer. Or, the Hunter might choose to fight up close and personal with a spear, pike, or glaive, becoming more of a melee fighter.

I’m also working on a way for players to make their own Origins by choosing three weapons and three magic schools. Here are a variety of basic ones I’ve already created, though many of the sample characters I post on this blog will feature more specialized custom Origins.

Warrior: A versatile fighter trained in the art of combat, and familiar with many different weapons. This Origin typically begins as a jack-of-all-trades but can easily be modified to suit many different roles. Warrior PCs start with one strength weapon, one dexterity weapon, one perception weapon, chain or padded armor, and a level in three schools of magic.

Knight: A halfway point between a Warrior and Paladin is the Knight, a frontline combatant following the fighting style of a human knight. Begin with two strength based weapons, a shield, chain armor, and a level in Spirit, Ward, and one elemental school.

Hunter: Another balanced DPS Origin, choosing to fight up close with a spear or from a distance with a bow. Begin with a longbow, a spear, one other dexterity weapon, padded armor, and a level in Alteration and two elemental schools.

Berserker: Charging into battle headfirst, sacrificing defense for raw strength. They use Spirit magic to fly into a rage making them seem impervious to pain and boosting attack. Begin with a battleaxe, waraxe, one other strength weapon, padded armor, and a level in Spirit, Force, and an elemental school.

Paladin: A hardened warrior in heavy armor, who makes themselves the biggest target on the battlefield while using magic to heal and defend their allies. Begin with two strength based weapons, a shield, chainmail armor, and a level in Light, Ward, and any school but Eldritch.

Sentinel:  An even heavier Paladin, often wearing massive armor and using equally massive weapons, these sworn defenders protect their party from damage. Begin with two strength based weapons, a shield, half-plate armor and a level in Ward, Alteration and Force.

Rogue: Stealthy combatants ranging from tricksters who prefer to confuse their enemies with illusions and subterfuge, to assassins that hide in the shadows then strike out when the time is right. Begin with two dexterity weapons, a perception weapon, padded armor, and a level in Shadow, Spirit, and one elemental school.

Vanguard: A hybrid between a Warrior, Berserker, and Rogue, Vanguards are fast frontline fighters focused almost entirely on damage, capable of quickly running around the battlefield and dodging attacks. Begin with three dexterity weapons, padded armor, and a level in Spirit, Travel, and an elemental school.

Duelist: While anyone can use a sword, Duelists are true masters of fighting with a blade, known for their agility, cunning, and overall raw skill. Some are said to be so good at dueling it’s as if they can see their opponent’s moves coming. Begin with a rapier, two sword-type weapons, padded armor, and a level in Spirit, Force, and either an elemental school or Foresight.

Bard: A musician turned adventurer, using songs to empower the party. Also known for being masters of speechcraft, to the point of literal mind control. Begin with an instrument, two perception or dexterity based weapons, padded armor, and a level in Spirit, Psychic, and an elemental school.

Cleric: Though all are capable of healing, there are different kinds of clerics, some choose to fight alongside their allies while others stay back and support them. Begin with a tome or staff, one strength based weapon, one perception based weapon, padded or chain armor, and a level in Light, Ward, and Spirit

Sage: Users of ancient magic often working as healers, seers, and mystics, Sages are known for their wisdom. Many travel the Realms exchanging knowledge, and some have even become skilled adventurers, known for supporting their party. Begin with a staff, a tome, a dexterity weapon, padded armor, and a level in Foresight, Light, and any school but Eldritch.

Scholar: One who studies the arcane arts, and in doing so, has become quite skilled with them. A versatile mage with a variety of uses. Begin with two tomes, a dexterity weapon, padded armor, and a level in any schools of magic.

War Mage: Used in armies across the Realms, a War Mage’s job is to fight on the front lines of battle, damaging enemies while supporting allies with barriers. Begin with a tome, two dexterity or strength weapons, and a level in Force, Ward, and an elemental school.

Druid: A mage associated with the wilderness, known as masters of nature. They attack with weapons made of vines and thorns, and some can even turn into beasts. Begin with a staff, one perception weapon, one dexterity weapon, padded armor, and a level in Nature, Flesh, and any school but Eldritch.

There will be many more Origins to come, some of which are based on traditional RPG classes, while others are more niche. Some that I’ve conceptualized but not fully fleshed out include the Monk, Void Mage, Artificer and Shapeshifter.

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