## Fantasy Classes This page consists of all class-related content not found in the ***Fantasy Core Rules***. This includes homebrewed, retired, or otherwise supplemental classes and rules. ### Bard Bards are singers and storytellers, infusing subtle magic with songs that swell the hearts of the bold and unravel the resolve of the wicked. They have a toughness of 4 (T4); use lightweight weapons & below; use lightweight armor & below; and gain +3 Power Points. **Bards begin with the following class ability:** >*Resonance* – all allies within earshot gain a +1 attack bonus until your next turn; alternatively, all enemies within earshot suffer a -1 attack penalty for the same duration. Cost: 2 Power Points (at the cost of 4 Power Points, effects occur simultaneously). **And one of the following class abilities:** >*Inspire* – when an ally within earshot fails an action, you enable them to immediately re-roll that action with a +1 bonus. Cost: 2 Power Points. > >*Song for the Dead* – one target within earshot that is at or below half its hit points and suffers your level + 1d5 damage; additionally, the target suffers -1 to attack rolls for your level + 1d5 rounds. Cost: 3 Power Points. ### Druid **Druids** are defenders of the natural world, wielding powerful natural magic and possessing a deep connection to the unspoiled wilderness. They have a toughness of 5 (T5); use middleweight weapons & below (no axes); and gain +2 magic points and +1 power point. *Druids begin with three class abilities:* >*Animal form* – take the form of any small to medium-sized animal; requires 1 combat round for transformation. Cost: 1 power point. > >*Spell-casting (natural)* – start with 3 spells and cast [[Spells#Natural Spells|natural spells]] for their cost in magic points. > >*Wild growth* – your *animal form* grows to a large size; gain +2 hit points and +1 attack bonus for 1d10 + your level rounds (or your level amount of hours when out of combat). Cost: 2 power points. > [!note] > Archetypes are essential to most settings—especially those rooted in well-established tradition. Understanding archetypes is a shortcut to playing the classes based on them in the best possible manner. Tiny d10's druid class is based on [St. Fiacre](https://x.com/td10rpg/status/1862881482944983059), whose miraculous works as an Irish priest exemplify much of what we commonly associate with druidic magic, but teaches us that the properly ordered "forest sage" is not one with nature but master over it. ## Supplemental Rules This section consists of optional rules that may be included to add new aspects of play to fantasy classes. ### Multiclassing Experienced (or ambitious) players may wish to multiclass their characters, which enables a character access to the abilities and competencies of other classes. There are two primary methods for creating a multi-classed character in Tiny d10. #### Method 1: Open Advancement This method is simplest. At level 2 and at the game master's discretion, either 1) the class abilities of all classes or 2) the class abilities of one additional class (of the player's choice) are made available for players to choose from. #### Method 2: Alternating Advancement This method provides a more structured framework that enables the creation of "hybridized" classes that can be built with intentionality to produce a distinct play experience. At character creation, the player may choose two classes rather than one, and gain: - Two starting class abilities (one from each class); - Choice of Toughness and equipment use from one of the two classes; - Choice of Hit Point, Magic Point, and Power Point bonuses from one of the two classes. This approach also includes an alternating advancement feature where at even levels, one class advances and at odd levels, the other class advances. The class advancement order can be determined by either roll or player choice, at the GM's discretion. It also tends to create a more distinct experience! >[!Note] Leveling Up >While important during standard class advancement, making room in your campaign for leveling up is all the more essential when using this method. Classes should not be seen by players as purely mechanical functions, and leveling up should consist of more than bonuses and picking abilities from a list. Classes should be treated as disciplines, which require time and effort and sometimes even money to hone. > >Using [downtime](https://bdubsanddragons.blogspot.com/2021/11/bdubs-essential-guide-to-patron-play.html) to playout leveling-up activities—which can include things like long hours of prayer in the temple, sleepless nights of studying ancient tomes, hard training under a veteran knight marshal, practicing the craft in a local guild, and more—is strongly recommended, and enhances the experience for both players and game masters.