Adventurers And Heroes
Overview
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.
Null
An unarmed psionic warrior who controls the battlefield through rapid movement and a disruptive Null Field that dampens magic and saps enemies' power. They build Discipline from motion and conflict, spending it on stronger strikes, shoves, and defences. Positioning is everything — plenty of speed, used to catch the right foes inside the field.
Heroic Resource: Discipline
- Gain Discipline equal to your Victories at the start of combat, and 2 more each turn.
- Gain 1 more the first time each round that an enemy in your Null Field acts, or the Director spends Malice.
- The Null Field is a 1-aura zone that weakens every enemy inside it; spend Discipline to enhance it (slide foes, pin them in place, or sharpen your own abilities).
- Null Speed adds your Agility to your movement; Psionic Martial Arts uses your Intuition to grab and knock foes around.
Subclasses
- Chronokinetic — master of time: can't rewrite it, but time touches you less. Slip between multiple places and disengage with ease.
- Cryokinetic — master of absolute cold, with ice abilities strong at slowing and debuffing enemies.
- Metakinetic — master of the body: change shape, harden your skin like iron, hit harder, and push further.
Censor
A relentless holy warrior who marks an enemy with Judgment and spends Wrath to punish them — wearing down their defences while shielding allies with their own vitality. The uncompromising edge of the faith: a force for good, or for whatever cause they serve.
Heroic Resource: Wrath
- Gain Wrath equal to your Victories when combat begins, and 2 more at the start of each turn.
- Once each round, gain Wrath when your judged target damages you — and again when you damage it.
- Judgment marks one creature; spend Wrath to debuff and punish it. The mark is your vendetta, not the party's — it doesn't reward others for piling on.
- "My Life for Yours" — spend your own Recoveries to restore an ally's Stamina.
Subclasses
- Exorcist — hunter of evil and seeker of truth. Teleports toward the judged, senses hidden enemies, and drags the truth into the light.
- Oracle — a sorcerer-knight who leans on magic over zeal: foresight to root out corruption, damage dealt through Judgment, and visions of an enemy's own death.
- Paragon — a shining example who punishes the wicked and pulls enemies toward them to face judgment.
Domains
Every Censor swears to a single divine domain for extra effects: a death god lets you speak with the dead, a war god lets you bless your weapon, and so on.
Tactician
A battlefield commander who marks enemies and empowers allies — granting advantages, coordinated attacks, and extra damage while directing the fight. The closest thing to a "mundane" hero: heroic through skill and command rather than the supernatural, and a solid combatant in their own right.
Heroic Resource: Focus
- Gain Focus equal to your Victories at the start of combat, and 2 more each turn.
- Gain 1 more when your marked creature is damaged, and 1 more when an ally uses a heroic ability within 10 squares of you.
- Mark an enemy and everyone gets an advantage attacking it; spend Focus to grant your allies extra benefits when they pile on.
- A weapon master who wields two kits at once and combines the best of both. Their signature abilities come from those kit choices — and they assist outside combat too, from negotiation to know-how.
Subclasses
- Vanguard — the tankier lead: parry to cut incoming damage, and reap rewards for fighting from the front.
- Insurgent — a guerrilla fighter, sneaky and dirty: feed allies extra damage through triggered actions.
- Mastermind — a master strategist overseeing the field, using triggered actions to stop an enemy in their tracks and set allies up for attacks.
Talent
A psionic caster who bends minds, motion, and moments through sheer will — reading thoughts, moving people and objects, even nudging time. Fragile but hugely versatile: the most support-leaning class after the Conduit, and something of a glass cannon. Think Jean Grey, or a Jedi exerting their will on reality.
Heroic Resource: Clarity
- Gain 1d3 Clarity at the start of each turn, and more when the first ally is force-moved in a round.
- Unlike other classes, you can overspend — using more Clarity than you have and dropping into the negative. That's strain: you take damage and risk other consequences, depending on the ability used.
Subclasses
- Chronopath — bends time (think Dr Strange): "Again" lets someone reroll a dice roll; "Flashback" lets an ally repeat an action they already took, for free.
- Telekinetic — raw force (think Magneto): blast enemy weapons away, take less damage, and clamp down with a "force choke".
- Telepath — minds (think Professor X): speak mind to mind, nudge thoughts, project awe to frighten enemies or hearten allies. The most support-minded of the three.
Shadow
A cunning rogue who blends stealth and magic, gaining Insight each turn and striking from hiding. More than just a backstabber — magical, yes, but still a thief, a swashbuckler, an assassin or ambusher at heart. Repositions fast, manipulates timing, and pays less for their abilities when fighting from the shadows.
Heroic Resource: Insight
- Gain 1d3 Insight at the start of each turn, and more when you spend a surge to deal damage.
- While you have an edge (advantage), your heroic abilities cost 1 less Insight — which rewards a true rogue's game of flanking and hiding.
- "Hesitation is weakness" lets you take your turn now and go before an enemy — not an extra turn, just first.
Subclasses (Colleges)
- Black Ash — shadow magic: teleport (including out of danger) and, in time, bend the ash to other tricks like fire damage. Built to stay constantly on the move.
- Caustic Alchemy — poisons, explosions, and mechanisms: "coat the blade" to convert surges into poison damage, drop a smoke bomb to vanish, and slip out of harm through triggered effects. Rewards preparation.
- Harlequin Mask — the illusionist: impersonate enemies, misdirect them, appear as a harmless animal or a specific foe, then trigger the trick. A deceiver and a trickster.
Troubadour
A dramatic hero who fuels their abilities with Drama — earned from bold moves, big swings, and the high points of a fight. Supports allies with inspiring routines and risky appeals to the Muses. Not quite a fighter, not quite a tactician — here to make a good story. Closest to a bard, and especially distinctive in its subclasses. A bit of a marmite class.
Heroic Resource: Drama
- Gain Drama equal to your Victories at the start of combat, and 1d3 more each turn.
- Drama spikes when the scene does: three or more heroes acting on the same turn, the first hero winded, a natural 19–20 in sight, and a hero's death (worth a hefty +10) all pour Drama in.
- Stockpile enough and even death isn't final — fall with 30 Drama banked and you spring back to life with 1 Stamina.
- You can appeal to the Muses for more Drama, but a bad appeal hands the Director Malice. Your routines work like auras, kicking in at the start of a round to speed up allies or let them heal.
Subclasses
- Duelist — swordplay and acrobatics: riposte when attacked, and make yourself the star of the show to power up your abilities.
- Virtuoso — the classic musician: change the world through music, strike a chord to daze foes, and more.
- Auteur — the most controversial: rewrite "the way things happened," stepping in now and then to change something — like where everyone started — retroactively.
Conduit
A divine channel who fuels their magic with Piety — gained steadily, or gambled on a risky prayer. The party's main healer and support, blending two chosen domains into a subclass all their own, with solid damage when it's needed. The other holy class, but where the Censor punishes, the Conduit sustains.
Heroic Resource: Piety
- Gain Piety equal to your Victories at the start of combat, and 1d3 more each turn.
- Before you roll, you may pray (no action). On the roll: a 1 angers the gods (gain 1 Piety but take unavoidable psychic damage), a 2 gains 1 Piety, and a 3 gains 2 Piety plus a domain effect of your choice.
- Healing Grace lets allies spend Recoveries to heal; spend Piety to add effects on top, like removing a condition.
Subclasses (Domains)
Instead of one fixed path, you pick two domains from your deity's portfolio — say Storm and Fate — and the pair becomes your subclass. Each domain gives an extra way to earn Piety and its own effect (Storm hurls lightning; Fate hands someone an enhanced roll). As you level, you choose new abilities from across your two domains, leaning further into one or splitting the difference.
Fury
A brutal frontline warrior who feeds on the fight — building Ferocity by dealing and taking hits, then spending it on throws, leaps, and smash-through-anything force. The raging barbarian, happiest in the thick of it and hurling enemies around by main strength.
Heroic Resource: Ferocity
- Gain Ferocity equal to your Victories at the start of a fight, and 2 more each turn.
- Gain 1 more the first time an enemy damages you each round — staying in the fray pays.
- At 5+ Ferocity you become Empowered for the rest of the encounter, adding bonus effects to your abilities. The tension: spend now, or hold and stay powered up.
- No bespoke maneuver — just better versions of the standard ones, plus Mighty Leaps (you always succeed at jumping, and can leap as a maneuver).
Subclasses
- Berserker — the classic juggernaut: throws people through walls, charges through obstacles, and redirects force (try to move them, and they move you instead).
- Reaver — a sneakier ambusher who fights with cunning and agility over raw strength: advantage to hide and reposition, and a triggered dive out of harm's way.
- Stormwight — a shapeshifter who channels the primordial storm; picks an element and a beast-form kit, transforming to take on its powers.
Elementalist
The classic mage — a spellcaster who shapes the elements through Essence, drawn each turn and from elemental damage flying nearby. Their signature is persistent magic: spells and effects that linger on the battlefield, kept alive through careful management of Essence.
Heroic Resource: Essence
- Gain Essence equal to your Victories at the start of an encounter, and 2 more each turn.
- Gain 1 more the first time each round that you — or anyone within 10 squares — takes damage of any type that isn't untyped or holy.
- Persistent magic: many spells can be sustained from turn to turn for a reduced Essence cost rather than recast, so you're always balancing what you keep running against what you start fresh.
- Practical Magic is your utility maneuver — a little teleport, a little damage, or shove people around.
Subclasses
- Earth — create and reshape terrain, toughen your allies, and grow more durable yourself when knocked about.
- Fire — damage and area effects: melt items, burn holes through walls, and add extra push to forced movement.
- Green — nature, growth, and healing: talk to plants and animals, shapeshift into them, and mend allies (though not amped up like the Conduit's healing).
- Void — see through illusions (and share that sight with allies), and teleport around the field.
Summoner
A battlefield controller who overwhelms encounters by commanding squads of summoned minions. They trade personal action economy for control, attrition, and denial — shaping the map with bodies, formations, and forced responses. You rarely deal damage yourself; your army does it for you.
Heroic Resource: Essence
- Gain Essence equal to your Victories at the start of combat, and 2 more each turn.
- Gain 1 more the first time each round that a minion dies within your Summoner's Range — yours or the enemy's.
- Sacrifice your own minions to reduce the cost of summoning and abilities. Losses aren't a setback; they're fuel.
- Essence resets at the end of the encounter.
Core Mechanics
- Control up to 8 minions, organised into two squads, and command them within your Summoner's Range.
- Issue orders per squad, not per minion. Minions block space, absorb hits, redirect damage, and set up your allies.
- You're expected to lose minions — their deaths feed your engine — and can let them strike in your place. Formations and quick commands reshape the flow of the fight.
Subclasses (Circles)
- Demon — aggressive pressure and self-destruction; corruption and punishment for getting close.
- Undead — attrition, durability, and zone denial, with triggers on death.
- Fey — mobility, forced movement, and swarms; positional control.
- Elemental — terrain effects, area control, and elemental punishment.