Nimble TTRPG: An Overview, Part Three
June 28th, 2026
Heroes, Part Two: Magic & Mayhem
Mage

Masters of the elephants elements, Mages are all about those spells. Gimme them spells. Spells! So many spells! Aahahahaha! They start with 10 HP and a d6 Hit Die. They’re proficient with cloth armor and blades, staves, and wands, not that they’ll use them much as weapons. Mages have INT and WIL as their Key Stats, gaining advantage on INT saves and disadvantage on STR saves. Poindexters.
But of course that’s all secondary to magic. Mages start out with Elemental Spellcasting, which gives them knowledge of all the cantrips from the Fire, Lightning, and Ice spell lists. (I say “all,” but there are only two cantrips on each spell list.)
Cantrips are about where you’d expect, power-wise. Fire cantrips are Flame Dart (1d10 damage at 8 range, inflicts the Smoldering condition on crit) and Heart’s Fire (give one nearby ally an extra Action). Ice cantrips are Ice Lance (1d6 damage at 12 range, gives the Slowed condition on hit) and Snowblind (1d6 damage within reach, inflicts the Blinded condition on hit). Lightning cantrips are Zap (2d8 damage at 12 range, hits the caster instead on a miss) and Overload (2d8 damage to everyone within 2 squares, but the caster must have the Charged condition first, which they get if they’ve received Lightning damage within the past 10 turns).
Notice that you don’t add any of the caster’s stats to a cantrip’s damage output. You get what you get. Cantrips slowly grow as the caster levels up (Flame Dart gains +5 damage every 5 levels, for instance), but that barely keeps up with the foes they’ll face.
At level 2, Mages unlock all Tier 1 spells and awaken to their mana pool. This is equal to their INT x 3 + level. Spells usually cost their tier level in mana to cast, and can be Upcast for more mana when the Mage achieves higher tiers. Upcasting usually gives greater range or increased damage. Mana is fully restored on a Safe Rest.
Right away, we see there are no spell slots and no spell memorization. Hooray, I say. In return, each magic type only has one spell per Tier. Also, each spell type may skip tiers. They all have spells up to Tier 5, but Ice spells (for instance) don’t add any new spells until Tier 8. Fire spells go from 5-7-9. Lightning jumps from 6 to 9. So you always get something for reaching a new Tier, but you don’t always get everything. The Stones wrote a song about this.
While there aren’t a lot of spells, there are too many for me to list without boring you to tears (more than usual). So here’s a sampler:
Ignite (Fire Tier 1): One nearby target with the Smoldering condition bursts into flame, taking 4d10 damage.
Cryosleep (Ice Tier 3): Creatures in a 2×2 area nearby are dazed and must make a STR save. If they miss, they fall asleep for two turns.
Ride the Lightning (Lightning Tier 6): Teleport up to 12 squares, potentially swapping places with a willing creature. Anyone adjacent to their landing place takes d88 damage. If they survive, they must make a STR save or be thrown back 3 spaces, land on their butt, and be deafened for a day.
Each spell list also has three Utility Spells. At levels 3, 6, and 14, Mages learn all three of these cantrips from one chosen list. Examples include Ice Disk (Tenser’s Floating Disk with the serial scratched off), Kindle (either ignite a small unheld item nearby or buy an e-book create a small visual illusion), and Spark Buddy (conjure a tiny electrical helper entity for an hour which can fetch small items, open unlocked doors, illuminate small areas, etc.).

At level 3, Mages get their subclass. An Invoker of Control can Demand Control and choose from a short list of effects: I Insist (cast a cantrip for free), Elemental Affliction (impose Charged, Smoldering, or Slowed on a nearby foe), No (one creature of the player’s choosing cannot harm another creature of their choosing during its next turn), or Lose Control (do all three, but the GM chooses the targets). The Mage can only do each option once per combat or until they’ve exhausted all the other options. At higher levels, this subclass can learn one spell and cantrip from the Necrotic school, automatically succeed at a failed save once per Safe Rest, and ultimately do each Demand Control option twice per combat.
Alternatively, they can be an Invoker of Chaos. This garners them Force of Chaos, which lets them cast spells for 1 less mana at will, with the caveat that if it crits, the GM gets to roll on the Chaos Table. Players ostensibly aren’t supposed to see the Chaos Table, but that’s kind of a gentlemen’s agreement. Suffice to say it runs the gamut from very bad (you turn into a squirrel and your main priority is nuts) to really great (your skin turns to diamond and you can Defend for free). At higher levels, the Chaos Mage can learn a spell and cantrip from the Wind school, Invoke Chaos twice and choose which one to keep once per Safe Rest, and other interesting weird stuff.
Every few levels, Mages get Spellshaper abilities. These allow them to spend extra mana to customize their spellcasting with effects like Echo Casting (cast a spell on two targets for 2x mana cost), Precise Casting (ignore one target in an area effect spell per 1 extra mana spent), and Elemental Transmutation (change the damage type of a spell to another type).
If they don’t like where they’re at, they can Study! During a Safe Rest, study arcane books or get tutored by a high-level Mage to rearrange their options for free.
Oathsworn

Astride the border between being holier-than-thou and shoving a sword through monsters’ guts stands the Oathsworn. Starting with 17 HP and a d10 Hit Die, they have proficiency with all armor types and STR-type weapons (hammers, swords, glaives, etc.). Key Stats are STR and WIL, with advantage on STR saves and disadvantage on DEX saves.
These guys are Lancelot from the get-go. At level 1 they gain the abilities Radiant Judgment (roll 2d6 Judgment Dice when attacked, deal that amount as radiant damage on their next attack if they hit) and Lay on Hands (gain a pool of HP healing equal to five times their level; as an action, transfer any amount of that via touch to another target). Judgment Dice, by the way, slowly increase over time to 3d20 by level 14.
At level 2 they pick up the cantrips and Tier 1 spells of the Radiant school and gain a smallish mana pool equal to their WIL + level. The Radiant spells they start with are Rebuke (1d6 damage to a nearby foe, ignoring armor, x2 if it’s undead), True Strike (give someone advantage on their next attack), and Heal (heal someone by 1d6 + STR or WIL, whichever’s higher, at the cost of one action and 1 mana). Oathsworn get the Zealot ability at this time, with which they can spend mana on a regular weapon attack and either deal +5 radiant damage or decrease the enemy’s armor by a step (we’ll talk about enemy armor when we get to the GM’s Guide). They also get advantage on Influence checks when they’re telling the truth, and disadvantage when they lie.
At level 3, Oathsworn choose a subclass between Oath of Vengeance and Oath of Refuge. Both oaths give them an aura which extends up to 4 spaces away from them. Vengeance types call this their Aura of Zeal; if an enemy is attacked inside it, it triggers their Radiant Judgment if it hasn’t been set off already. Refuge Oathsworn have an Aura of Refuge, and can perform an Interpose Reaction for any ally who is attacked inside their aura. Normally a character can only Interpose within two squares, so this is a bit of an upgrade.
The Oath of Vengeance also gives abilities that increase or max out Judgment Dice. The Oath of Refuge increases the blocking power of shields by the Oathsworn’s WIL score, and at higher levels will prevent anyone within their aura from dropping below 1 HP, instead marking off a Wound directly. Characters still croak at 6 Wounds, of course, so they need to stay wary.
Also at level 3, Oathsworn start gaining Sacred Decrees. These include abilities like Blinding Aura (once per encounter, blind all enemies within their aura. Makes sense), Reliable Justice (roll Judgment Dice with advantage), and Stand Fast, Friends! (all allies gain the Oathsworn’s STR+WIL as temporary HP at the start of combat).
To swap out abilities, they must Serve Selflessly during a Safe Rest. It’s pretty much what it sounds like.
Shadowmancer

Shadowmancers are the mall goths of the fantasy adventure world, all dying their hair black and wearing eyeliner and using phrases like “I’ll put some dirt in your eye” and “Dig on this.” They’ve made an unholy pact with Something Man Was Not Supposed to Know and use that eldrich power to fart around with shadow monsters.
They start with 13 HP and a d8 Hit Die, just like Hunters, with INT and DEX as their Key Stats. They get proficiency with cloth armor and blades and wands, with advantage on INT saves and disadvantage on WIL.
These folks get a couple of unique Necrotic cantrips at level 1, Shadow Blast (1d12 + higher of INT and DEX) and Summon Shadows. Notice the emerging theme. The latter spell summons one Shadow Minion per action spent and/or lets them command all their summoned minions to move and attack for 1d12 damage. These minions use the same rules as monster minions: 1 HP, can’t crit, and multiples attacking the same target are treated as a single [group]d12 attack. They can’t act unless the ‘Mancer spends an action, and vanish instantly after combat ends.
At level 2, the ‘Mancer’s infernal master grants them knowledge of Necrotic cantrips and Tier 1 spells. However, Shadowmancers don’t have mana pools, instead stealing power from their patron. The patron will put up with this DEX times per Safe Rest. After that, they’ll knock off half the Shadowmancer’s max HP as payment. Tough but … unfair.
As they level up, they gain higher tier spells as you’d expect. However, they can only cast spells at their highest unlocked tier. For instance, a ‘Mancer who unlocks Tier 3 spells will always involuntarily Upcast Tier 1 and 2 spells to this level. This isn’t always a bad thing, since they don’t have to worry about mana, but there’s no downshifting or “just knocking off one die of damage as a warning” or whatever. All gas, no brakes, that’s the Shadowmancer way.
At level 3, THE PACT IS SEALED. This nets them a subclass and a Lesser Invocation. The subclasses are Pact of the Red Dragon (access to Fire spells at the same tier as Necrotic, shadow minions become flaming wyrmlings which can inflict Smoldering, cast a couple of Fire spells without their patron’s ire, etc.) and Pact of the Abyssal Depths (access to Ice spells, minions become nightfrost beings who give the ‘Mancer temp HP when they would crit, regular attacks inflict Slowed and/or generate generous amounts of temp HP, etc.).
That Lesser Invocation I mentioned comes from a list of Invocations split into Lesser and Greater. By level 18, they’ll have three Lesser and five Greater Invocations under their belt. The Lesser ones include Abhorrent Speech (communicate with aberrations and undead), Gaze of Two Minds (touch a creature and experience through its senses while concentrating), and My Favored Pet (one shadow minion can tolerate the ‘Mancer’s existence outside of combat and hangs around like a creepy sidekick). Greater Invocations are powers like Hungering Shadows (if a minion would crit on an attack, instead the Shadowmancer can cast one tiered spell for free), Shadow Rush (instead of rolling a minion’s attack, they just do max damage and die), and Vengeful Blast (when a minion dies, immediately cast Shadow Blast as a reaction).
To switch powers mid-game, the Shadowmancer must Supplicate to their patron during a Safe Rest. A little groveling never hurt anybody. The patron may ask for something in return depending on their mood.
Shepherd

The temptation is to just write Shepherds off as clerics, and they do fill a similar role, but they’re a little more nuanced than that. They get 17 HP and a d10 Hit Die, pulling up even to Oathsworn and Commanders. They get proficiency with mail armor and shields, STR-type weapons, and wands. Their Key Stats are WIL and STR, and they get advantage on WIL saves and disadvantage on DEX.
At level 1, Shepherds hop on both the Radiant and Necrotic spell tracks by gaining all their cantrips, plus a unique cantrip called Searing Light. This beam either heals [WIL]d8 HP to a Dying creature nearby or inflicts [WIL]d8 damage to undead or any enemy with half hit points or lower.
I haven’t talked much about Radiant or Necrotic spells. Radiant spells have names like Condemn (Tier 4, damage 30 against an enemy that crit the character or any allies last turn, next attack against that enemy has advantage) and Vengeance (Tier 5, 1d100 damage to a creature that attacked a Dying ally last turn). You know, real Wrath of God type stuff. Necrotic all come at you with Ye Lyvelyest Awfulleness, doing things like Withering Touch (cantrip, 1d12 damage and target is considered undead for one round, making them extra vulnerable to several Radiant spells) or Gangrenous Burst (Tier 5, 3d20 damage to all damaged creatures nearby, half on STR save). The conceit for Shepherds is that they will defend their friends by any means necessary. Even really gross means.
Level 2 Shepherds unlock Tier 1 spells and the mana to cast them, in the amount of WIL x 3 + level. They also get a unique Tier 1 spell, Lifebinding Spirit. A small-to-tiny intangible spirit companion springs into existence and follows the Shepherd around. What this looks like is up to the Shepherd; it could be a dog, rabbit, winged fairy, Mr. ZIP, whatever.

This spirit can heal friends or attack enemies nearby for 1d6+WIL healing/damage, respectively. Once it heals as many times as the mana spent to summon it, it vanishes.
They get a subclass at level 3, deciding between Luminary of Mercy, upgrading most healing spells, or Luminary of Malice, upgrading most harmful spells. At level 5 they get their first Sacred Grace ability, which includes Assist Me, My Friend! (add the Lifebinding Spirit’s damage to their first melee attack each round), Illuminate Soul (one creature selected by the Shepherd starts to glow, and all attacks against it have either advantage or disadvantage, Shepherd’s choice), and Vengeful Spirit (their spirit turns into a raging vortex which damages all enemies nearby, lasting for as long as it had healing charges left, then vanishes). A Shepherd maxes out at four Sacred Graces by level 14.
To switch out options, a Shepherd may Serve for a day during a Safe Rest. This is somehow different from the Oathsworn’s Serve Selflessly. Or maybe not. I dunno.
Next time: Three and out










































