Many character classes in this setting are drastically changed from their original form in D&D 3.5 core rules. Many of those classes that were not changed mechanically still have a large amount of setting-specific flavor and connotation that is important to understand before diving into the game.

Before diving into the classes themselves, it helps to be familiar with two terms as they care commonly used in this setting. Both of these terms are in-setting and in-character terms that are used to refer to groups that are – and naturally would be – difficult to define in the normal course of affairs for those who didn’t have access to the rulebooks of life – if you will.

Sorcerer: In-setting people refer to any spontaneous arcane spell casting as “sorcery.” This is simply a way to distinguish natural or innate control over the arcane from studied and researched arcane power that comes with the practice of Wizardry. In terms of classes, this would be a term commonly used to reference bards, warlocks, sorcerers themselves, and of course any other arcane caster that does not learn their art from studying books and practicing complex formulae.

Miracle Worker: This term in its most basic component refers to anyone capable of using healing and harming magics (clerics, paladins, etc.) but over time has come to more specifically refer to those with this ability who are not of a Paladin order. This will make a bit more sense upon review of the new structure of the Paladin class, but in essence simply means that Paladins are not commonly referred to as “Miracle Workers” but that any primarily spell-casting divine caster (apart from druids) would.

Finally, it is important to note that history tends to weigh heavily on the course of development. There are several classes which are, at least nominally, restricted to certain traditions and groups. In most cases this does not necessarily mean that the class cannot appear elsewhere, but simply that it would be quite unusual to encounter it outside of that context.

Without Further Ado, here are the Classes of the Threads Setting.

Base Classes
Class Brief Description of Differences
Barbarian No alignment restriction, instead must be warrior who loses themselves in the heat of battle.
Bard No alignment restriction. Spell list does not include healing spells of any kind. Is considered a “Sorcerer”.
Cleric Character must epitomize highest virtues of their faith. Must receive GM approval before creating character. Very restricted. Considered Miracle Worker.
Druid Generally taught from Goblin tradition of Shamanism. Spell list does not include healing spells of any kind. Uses multiple variant rules. Considered quite rare.
Favored Soul Similar behavior requirements to Cleric. Must receive GM approval before creating character. Very restricted. Considered Miracle Worker.
Fighter Significant Mechanical Changes. Martial Style class features added.
Knight No notable mechanical changes.
Monk Does not officially exist as a class. May be taken with GM approved modifications under special circumstances. See GM if interested.
Ninja Essentially unchanged mechanically, thoroughly changed in explanation. Very rare. Speak to GM if interested.
Paladin No alignment restrictions. Code of conduct varies by Paladin order / faith. Some changes to Paladin Mount.
Ranger Some variant rules used. Some changes to Animal Companion. Increased number of available Combat Styles.
Ritualist Custom Class. Similar to Wizard, fewer spells / day with benefits to Ritual casting and some unique class features. Generally combat weak.
Rogue No notable mechanical changes.
Sorcerer Minor added class features for flavor and convenience. Relatively unchanged. Considered a Sorcerer.
Warlock No alignment restriction. Notable mechanical change to Eldrich Blast. Considered a Sorcerer.
Wizard No familiar unless school specialized. May become school specialist at any level-up if desired. Characters often from wealth due to schooling costs.
NPC Classes
Adept Adaptable to multiple possible spell-casting styles / traditions. Can be used as “lazy” or “apprentice” version of any primary spell-casting class.
Aristocrat Generally unchanged. Some minor alteration to skill choices.
Commoner Generally unchanged. Some minor alteration to skill choices.
Expert Generally unchanged. Some minor alteration to skill choices.
Warrior Generally unchanged. Some minor alteration to skill choices.
Prestige Classes
Adept of Zarekhai Custom Class. Prestige Paladin-like class for arcane spell casters.
Arcane Knight Custom Class. Combination of Spellsword and Arcane Archer classes. Techniques of class generally held in confidence by Knights of the Dragon Throne.
Contemplative Mostly unchanged.
Eldrich Knight Essentially unchanged. Minor alteration to skill choices.
Kensai Some minor requirements change to make the class more consistent with itself.
Pious Templar Some mechanical changes to class requirements.


Atop the Shoulders of Giants Ghandi