Introduction

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.

Classes

Fighter

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.

Cleric

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.

Magic-User

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.

Optional: Thief

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.

Combat

Blind Individual Initiative

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.