Classes are divided into two categories: combat classes and non-combat classes. Your character is not limited to one category, in fact, it might be a good idea to pick one class from each category.
The combat classes focus on dealing physical damage, either using their weapons, or by magical means.
Non-combat classes are more adept at negotiations and using their skills to advance their goals.
Classes are described in \cref{ch:combat-classes,ch:noncombat-classes}. The description preceding each class describes the general ``feel'' of each class. Your character is not required to conform with it; if you feel like the stats and abilities of a given class are appropriate for your character, go with it.
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\subsection*{Stats}
The stat list shows which stats your character gains from this class.
\subsection*{Standard weapons}
Standard weapons are weapons a given class would generally be expected to use. These are ideas for what a character of this class would normally wield, however, you can pick something more appropriate to your character's backstory. As long as your character is proficient in their weapons, they will be just as effective.
\subsection*{Weapon proficiencies}
This is the list of classes of weapons a class is proficient in. As described in \cref{ch:equipment}, a class of weapons can mean many different kinds of weapons. All classes can use simple weapons, but those not proficient in their use cannot use them to their full potential.
\subsection*{Armor proficiencies}
Armor proficiencies are the different kinds of armor a class can use. Ordinary clothes offer no protection, but can be worn by any character.
\subsection*{Skills}
Each class also grants a set of skills that the character becomes proficient in. Some skills have specializations and in some cases, the player can decide what to specialize in. For instance, a witch knows Lore (\_), which means that the player gets to decide what area their character is particularly knowledgeable in.
\subsection*{Abilities}
As part of an encounter or in certain circumstances, a character can use their class abilities to achieve their goals. Abilities marked with \textit{reaction} can be used in reaction to another character's action. Abilities marked with \textit{passive} have effects that are always active.
Fighters are trained in the use of melee weapons and can use them to great effect. This often puts them in the front line, where their role is to prevent enemies from hurting their more vulnerable allies.
A guard's main job is to protect their allies from attacks. They may not be trained in the fine points of sword-fighting, but their ability to control a crowd is second to none.
When, at the end of the evening, the landlord wishes to empty his tavern of the increasingly unfriendly drunks, he employs a brawler. Using raw power and whatever weapon is at hand, the brawler can empty a room in short order.
Debonair and nimble, the swashbuckler is a master of flair, their flashing sword feared by who dare impugn their honor. They are not, however, above using their crossbow to settle a dispute quickly and efficiently.
Rangers prefer the quiet of the wilderness, to the bustle of a big city. They can survive in a forest for extended periods of time. Spending time outside also makes them a well of knowledge regarding the local fauna, flora and geography.
With their trust animal companion, the hunter stalks the local forests for game. In a forest, a hunter can disappear and remain completely unseen until they strike.
Magic users weave arcane forces present in the world into powerful magicks. Each magic user draws spells from a specific tradition, or school, of spellcasting.
The effects of the witch may be subtle, but they are powerful. Let the wizards have their flashes and bangs, the witch's rituals bend reality itself to their advantage.