Class record
Carpenter
Artisan / Striker
- Tier
- 1
- Difficulty
- 2 / 5
- Main role
- Artisan
- Secondary role
- Striker
Rules reference
Class mechanics
Entry requirements and the complete level-by-level advancement path.
Entry
Requirements
None
Advancement
Progression
- UnlockKey ability
- Level 2Ability 1
- Level 3SkillsYou gain +5 skill points to spend on Carpentry. You also gain 5 skill points to spend in Athletics, History or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
- Level 4Ability 2
- Level 5HeartYou gain +1 to Fitness or Reason.
- Level 6Ability 3
- Level 7SoulYou gain +1 to Power, Focus or Toughness.
- Level 8Ultimate ability
Identity & lore
Class overview
On Sorthen's Marlone coast, where Lizardfolk pilehouses rise above the crashing waves, to the spires of Merlin's Academy of magic in Northi—wherever Carpenters go, civilization follows.
Since the first dawn of Lyr, these artisans were the backbone of civilization. Between their awl, saw and hammer they built up military camps into fortresses and small villages into thriving metropolises.
Carpenters are far from just competent in their art and tools, they also understand that cooperation is necessary for great works. It doesn't matter if its to erect a guildhall estate or to confront the threat of a siege of hobgoblin raiders—Carpenters always work together with their allies like hammer and nail.
Crafting far more than just still buildings, their carvings can be seen in hand and belt for many denizens of the realm. From the first wooden tools, to finely tuned bows from the finest Yew—their equipment are trusted by all professions. Expert carpenters also have the understanding of specialized oil coatings, imbuing their creations with special material qualities.
In every community, these artisans are known to be indispensable building blocks of society who work tirelessly to push civilization forward, one nail at a time.
Tactical guidance
Playing Carpenter
The carpenter is a crafting class that performs like a striker in combat. With Hammer and Nail, you get the option to do guaranteed damage at the cost of some RP and mana pretty frequently. Useful for ensuring you can finish of weakened enemies.
Felling Strike may look like a normal knockback move, but you get to move before doing the knockback, which lets you more easily do things like push enemies of ledges or knock an enemy back into your team.
Repair Wood Weapon is a simple repair ability. In the zone is a crafting ability that you want to use as late as possible. If you're not using another finishing move such as Standard Finish, it's best to always save it for the last dice. Gains more value the higher quality materials you use, as each extra dice you add to the total gives a +1.

