Adventurers And Heroes
The Heroes of Chane
Alara
Player CharacterAlara is a Wode Elf who watches the world from its edges. Nomadic and solitary, she keeps to the forests near settled pl
Barney (Barnebus)
Player CharacterBarney — Barnebus — is a High Elf who has become something his people would not recognise. He likely comes out of Valmir
Darian Fenblade
Player CharacterDarian Fenblade is a Polder woodsman and hunter who became an adventurer through loss. He lived in Greyhart, a small vil
Magmaw the Meltmeister
Player CharacterMagmaw the Meltmeister is a goblin elementalist who answers nearly every question with fire. A rarity in the Vale of Fin
Squamderfold "Squam" Drazil'fwen
Player CharacterSquamderfold 'Squam' Drazil'fwen is a Dragonkin who grew up knowing almost nothing of where he came from. Orphaned young
Tar Azal
Player CharacterTar Azal — Tar to the few he trusts — is a devil shaped by betrayal. He had no settled name or place until a mage called
The Paths of the Hero
Classes in Draw Steel define how a hero exerts their power—whether through psionics, elemental magic, divine influence, or exceptional mastery. Most classes are supernatural to some degree, though some express this subtly. Only the Tactician is wholly mundane, relying on skill and strategy rather than mystical force.
Unlike D&D, classes in Draw Steel are built around playstyle and theme, not rigid adventurer archetypes. Each one has its own identity, its own way of shaping the battlefield, and its own internal logic. A Fury, a Null, and a Troubador might all be “martial,” but they feel completely different in play.
There is no universal spell list. Every class has a set of abilities unique to it—whether magical or mundane—powered by its Heroic Resource (HR). Each class gains HR in different ways during a turn, based on its nature and playstyle, and spends it on increasingly potent abilities. Victories in combat also accumulate as heroic momentum, giving characters more HR at the start of future encounters.
While classes spend HR on their own signature powers, all characters also share access to a set of standard manoeuvres, ensuring everyone can contribute in any situation, regardless of class.
Censor
ClassSummary:A relentless holy warrior who marks a foe with Judgment, gaining Wrath to punish and debuff them. Can heal allie
Conduit
ClassSummary:A divine channel who fuels magic with Piety, gained each turn or through risky prayer. A powerful healer-support
Elementalist
ClassSummary:The mage or wizard class who shapes the elements through Essence, gained each turn and from nearby elemental dam
Fury
ClassSummary:A brutal frontline warrior who builds Ferocity by taking hits and staying in the fray. Unspent Ferocity unlocks
Null
ClassSummary:Unarmed psionic warriors who control the battlefield through rapid movement and a disruptive null field. They ga
Shadow
ClassSummary:A cunning rogue who mixes stealth and magic. Gains Insight each turn and discounts abilities when attacking with
Summoner
ClassSummary:Battlefield controllers who overwhelm encounters by commanding squads of summoned minions. They trade personal a
Tactician
ClassSummary:A battlefield commander who marks enemies and empowers allies. Gains Focus from ally actions, then uses it to gr
Talent
ClassSummary:A psionic caster who bends minds, motion, and moments through sheer will. Gains Clarity each turn and can oversp
Troubador
ClassSummary:A dramatic hero who fuels abilities with Drama, gained from bold moments and emotional swings. Supports allies w