Barbarian
Raw endurance, fierce momentum, and the ability to stay dangerous when battle becomes chaotic.
The portal has carried you farther into the Sanctum. Here, old paths split beneath living boughs: one toward calling, one toward heritage, one toward the life that came before, and others toward belief, companionship, and the ties that make a hero part of a world.
The Origin Loom · six paths awaken before the Forge
Class describes the broad path an adventurer follows: how they approach danger, where their extraordinary talents come from, and what kinds of problems they are especially prepared to solve.
Raw endurance, fierce momentum, and the ability to stay dangerous when battle becomes chaotic.
Magic, performance, knowledge, and social skill woven together into an adaptable adventurer.
Divine magic, protection, restoration, and conviction shaped by a sacred calling.
Primal magic tied to nature, transformation, living systems, and the untamed world.
Weapon mastery, disciplined combat, and flexibility across many martial approaches.
Speed, discipline, precise movement, and supernatural focus expressed through the body.
Martial strength joined to sacred power, protection, leadership, and an oath.
Wilderness expertise, tracking, martial skill, and magic shaped by the natural world.
Precision, mobility, expertise, problem-solving, and choosing exactly where to apply pressure.
Innate magical power expressed instinctively, dramatically, and with unusual flexibility.
Occult power gained through a supernatural relationship, strange gifts, and focused magic.
Studied arcane magic, broad spell knowledge, careful preparation, and intellectual mastery.
Species helps describe the kind of fantastical people your character belongs to. In the Forge, this choice can inform physical traits and rules options while leaving personality, culture, values, and individual history for you to define.
Adaptable people found across countless communities and traditions, leaving enormous room for an individual character's culture, profession, values, and ambitions.
The Hall focuses on identity and broad themes. Exact traits, movement, senses, and other rules belong in the Living Grimoire and should be pulled from the rules source selected for that character.
A hero had a life before the campaign began. Background gives that earlier life weight: profession, training, social experience, formative circumstances, and the reason an adventurer arrives with certain talents or belongings.
Your earlier life was shaped by devotion, sacred learning, ritual, or service within a religious community.
Alignment is a broad roleplaying shorthand for values and tendencies, not a cage around personality. A character can be inconsistent, conflicted, changed by events, or uncertain about what the right choice actually is.
A broadly compassionate outlook that values helping others without assuming that either strict order or personal freedom must always come first.
When a law protects the powerful but harms someone vulnerable, what does your character believe matters most?
Alignment works best as a prompt for decisions and contradictions. It does not need to dictate every action a character takes.
Classes do not lock characters into one job. These five broad roles are simply a way to think about what a character may contribute when the group is making plans, exploring, negotiating, or facing danger.
Stands near danger, controls space, absorbs pressure, or makes it difficult for enemies to reach others.
Strengthens allies, restores resources, protects the company, or changes a bad situation before it becomes worse.
Uses spells or supernatural abilities to solve unusual problems, reshape encounters, or access effects mundane tools cannot.
Excels at specialized checks, investigation, infiltration, social challenges, tools, or tasks where expertise matters.
Helps the party navigate environments, notice clues, survive difficult travel, scout, track, or understand the world around them.
A cleric can stand on the front line. A fighter can become the party's social leader. A wizard can specialize in support. The Forge should show possibilities, not force players into prescribed jobs.
A character becomes easier to imagine when they are connected to people and places. These are optional story fields for the future Character Sheet—not mandatory rules choices.
These fields are deliberately freeform. A campaign can use the world's own guilds, religions, kingdoms, factions, or completely custom relationships.
None of these decisions lives alone. Change the example below and watch the record on the right reshape itself. This is the bridge between Hall of Origins and the actual Living Grimoire.
Hall of Origins teaches the choices. The next chamber is the full working character record: abilities, proficiencies, equipment, spells, features, biography, play tools, relationships, possessions, and campaign history all live together in the Living Grimoire.
Next Chamber · Living Grimoire · Your choices become the actual character record