Non-combat classes are more adept at negotiations and using their skills to advance their goals.
Each class grants three stat increases, depending on what stats are appropriate to the class. Classes also grant weapon and armor proficiencies; aside from simple weapons (\cref{ch:equipment}), you must be proficient in a weapon you wish to wield, or the armor you wish to wear.
Standard weapons are also listed. 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.
Each class grants three stat increases, depending on what stats are appropriate to the class. Classes also grant weapon and armor proficiencies.
Classes also grant proficiencies in certain skills.
\end{multicols}
\section*{Class Descriptions}
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.
\begin{multicols}{2}
\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.
\end{multicols}
\chapter{Combat Classes}
\chapter{Combat Classes}\label{ch:combat-classes}
The first set of classes focuses on combat. Each of them specializes in their own way of dealing damage and controlling the battlefield.
@ -222,7 +251,7 @@ The wizard controls the forces of nature and reality around them to weave displa
\textsf{\textbf{Skills}}& Lore (arcane), Research (arcane)