This is a class supplement for Knave, implementing the three (or four) classic classes. You need the Knave rules to go with this supplement. There are also some other house rules.
Licensed CC-BY-SA 4.0.
You advance according to the following table:
Level | XP | HD |
---|---|---|
1 | 0 | 1+1 |
2 | 2,000 | 2 |
3 | 4,000 | 3 |
4 | 8,000 | 4 |
5 | 16,000 | 5 |
6 | 32,000 | 6 |
7 | 64,000 | 7 |
8 | 128,000 | 8 |
9 | 256,000 | 9 |
10 | 512,000 | 10 |
Against all foes of one HD or fewer, you get one attack per level.
You advance according to the following table:
Level | XP | HD |
---|---|---|
1 | 0 | 1 |
2 | 1,500 | 2 |
3 | 3,000 | 3 |
4 | 6,000 | 3+1 |
5 | 12,000 | 4 |
6 | 24,000 | 5 |
7 | 48,000 | 6 |
8 | 96,0000 | 6+1 |
9 | 192,000 | 7 |
10 | 384,000 | 8 |
You can memorize as many spells as your level minus one.
You may only use blunt weapons, and only use oil as a missile.
You can turn unholy creature (if a creature is unholy is up to referee discretion). You can repel up to (Your Level) of creatures this way at a time, but only creatures with less (or equal) hit die than your level.
You advance according to the following table:
Level | XP | HD |
---|---|---|
1 | 0 | 1 |
2 | 2,500 | 1+1 |
3 | 5,000 | 2 |
4 | 10,000 | 2+1 |
5 | 20,000 | 3 |
6 | 40,000 | 3+1 |
7 | 80,000 | 4 |
8 | 160,000 | 4+1 |
9 | 320,000 | 5 |
10 | 640,000 | 5+1 |
You are only trained to use daggers and slings. Armor interferes with spellcasting.
Your spellbook starts with 3 spells of your choosing. You can memorize a number of spells equal to your level. It takes 30 minutes to memorize a spell. Once a memorized spell is cast, it is forgotten.
You advance according to the following table:
Level | XP | HD |
---|---|---|
1 | 0 | 1 |
2 | 1,250 | 2 |
3 | 2,500 | 3 |
4 | 5,000 | 3+1 |
5 | 10,000 | 4 |
6 | 20,000 | 5 |
7 | 40,000 | 6 |
8 | 80,000 | 6+1 |
9 | 160,000 | 7 |
10 | 320,000 | 8 |
To keep your range of motion and stealthy abilities, you must wear leather armor.
You automatically hit any target that is not on their guard and unaware of your presence. Hitting a target makes your presence known.
You can attempt to go beyond the ordinary capabilities of sneaking, scaling, picking locks, disarming traps, etc. by rolling a DEX save with disadvantage.
Everyone declares actions before initiative is rolled (Enemies are typically declared before the party). Then every participant rolls a DEX save (Enemies roll a flat d20). Proceed to resolve actions in order of rolls, negating any action that has become impossible or moot. Ties are either simultaneous actions, or Referee discretion.
Spells are time-intensive to cast, and any player choosing to cast a spell sets their initiative to 1.