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There are 15 playable Hero classes in Cinderwrought Edit

Alchemist Edit

Alchemist

Attack Dice Defense Dice Body Points Mind Points
1 2 5 4
Movement Starting Weapon Starting Armor
2 Red Dice Staff None

Abilities: Edit

Anytime: Brew a potion at half cost.

Each Quest: Draw "Alchemist's Fire" card.


Barbarian Edit

Barbarian

Attack Dice Defense Dice Body Points Mind Points
2 2 8 2
Movement Starting Weapon Starting Armor
2 Red Dice Axe None

Abilities: Edit

Anytime: Use any weapon with shield or torch.


Bard Edit

Bard















Attack Dice Defense Dice Body Points Mind Points
1 2 5 5
Movement Starting Weapon Starting Armor
2 Red Dice Whip None

Abilities:Edit

Anytime: Get money back when buying & selling at the armory, or hiring mercenaries or paying their upkeep.

Each Quest: 3 magic spells


BarrelmasterEdit

Barrelmaster















Attack Dice Defense Dice Body Points Mind Points
1 2 6 3
Movement Starting Weapon Starting Armor
2 Red Dice Dagger None

Abilities:Edit

Each Quest: Make a barrel when you search furniture; throw barrel to attack with 2 combat dice. Can't be blocked.

BlacksmithEdit

Blacksmith















Attack Dice Defense Dice Body Points Mind Points
1 2 7 3
Movement Starting Weapon Starting Armor
2 Red Dice Dagger None

Abilities:Edit

Anytime: Can make any weapon or armor from the Armory, or temporarily improve an existing armor or weapon.


ClericEdit

Cleric EDIT















Attack Dice Defense Dice Body Points Mind Points
1 3 5 5
Movement Starting Weapon Starting Armor
2 Red Dice Dagger Helmet

Abilities:

Anytime: Swap an uncast spell for any spell not chosen before the current Quest.

Each Quest: 3 magic spells.


DruidEdit

Druid EDIT















Attack Dice Defense Dice Body Points Mind Points
1 2 4 6
Movement Starting Weapon Starting Armor
2 Red Dice Staff None

Abilities: Edit

Each Quest: 6 Magic Spells. Avoid rolling a black skull and pick the next card anytime you parley with a monster.

FarmerEdit

Farmer















Attack Dice Defense Dice Body Points Mind Points
1 2 6 3
Movement Starting Weapon Starting Armor
2 Red Dice Staff None

Abilities: Edit

Each Quest: Roll a red die and pick a food item before each Quest.

FighterEdit

Fighter















Attack Dice Defense Dice Body Points Mind Points
1/1 2 7 2
Movement Starting Weapons Starting Armor
2 Red Dice 2 Daggers None

Abilities: Edit

Anytime: Wield two weapons when both weapons are weapons that can be used with a torch or shield.

FoolEdit

Fool















Attack Dice Defense Dice Body Points Mind Points
1 2 * *
Movement Starting Weapons Starting Armor
2 Red Dice Staff None

Abilities: Edit

Each Quest: Roll 3 red dice and divide the sum to determine your Body and Mind Points before each Quest.

Anytime: Reroll any one die, even if it is not your own; subtract 1 Mind Point.

MonkEdit

Monk EDIT















Attack Dice Defense Dice Body Points Mind Points
2* 2 5 6
Movement Starting Weapons Starting Armor
2 Red Dice None None

Abilities:Edit

Anytime: Can move diagonally. When attacking unarmed, Attack Dice always equal current number of Defend Dice. 


PaladinEdit

Paladin EDIT















Attack Dice Defense Dice Body Points Mind Points
1 3 7 3
Movement Starting Weapons Starting Armor
2 Red Dice Dagger Shield

Abilities: Edit

Each Quest: Choose one -

  • Heal: Cast a spell to restore 1 Body Point to an adjacent figure; subtract 1 Mind Point.

  • Shame: Roll 1 combat die. On anything but a black shield, you shame a single enemy that you can see. A shamed enemy loses 1 combat die from their next attack or defense roll (to a minimum of 1).


RangerEdit

Ranger















Attack Dice Defense Dice Body Points Mind Points
1 2 6 4
Movement Starting Weapons Starting Armor
2 Red Dice Dagger None

Abilities: Edit

Each Quest: 3 Magic Spells. Recover lost thrown weapons even when monsters are visible.

ThiefEdit

Thief















Attack Dice Defense Dice Body Points Mind Points
1 2 6 4
Movement Starting Weapons Starting Armor
2 Red Dice Dagger None

Abilities: Edit

Each Quest: Disarm traps without a toolkit. Search for traps & secret doors even when monsters are visible.

WizardEdit

Wizard















Attack Dice Defense Dice Body Points Mind Points
1 2 4 6
Movement Starting Weapons Starting Armor
2 Red Dice Dagger None

Abilities: Edit

Each Quest: 9 magic spells. Can cast a spell that swaps places of 2 friendly figures you can see.

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