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Adventurers And Heroes

The Heroes of Chane

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.