2d8 HP, 1d6 HP per level
1d8 damage
Rolls 2d6 for initial attributes
Can perform two physical feats per day(STR)
20*level enemies to level up
Mighty Leap: Leap 6 tiles in any direction.
Heroic Strength: Move a seemingly immovable object.
Champion's Task: Instantly succeed a strength roll.
Second/Third Breath: Return from defeat with full health.
2d6 HP, 1d4 HP per level
1d6 damage, +2 from sneak attacks
Rolls 2d6 for initial attributes
Can pick locks(DEX) detect traps(WIS) and disable traps(DEX)
15*level enemies to level up
2d4 HP, 1d4 HP per level
1d4 damage
Rolls 1d12 for initial attributes
Can perform 1d4+1/4*WIS spells per day
10*level enemies to level up
Heal: Restores 1d3 health.
Shield: Gives target .5 point of armour for 5 turns.
Magic Missile: +1 damage, can attack then move.
Fireball: +2 damage, must stay in place to cast.
Lightning Bolt: Ignores armour.
Enchant: Gives target +.5 damage for 3 turns.
Light: Provides 1d12xlevel turns of light.
Warp: Teleport 1d3 tiles in any direction.
Write Scroll/Enchant Wand: Save a spell for later, or give a wand an extra charge. Requires a wand or a scroll.