The Player's Book · The classes

The classes and their
Sylkaen archetypes

The Vestiges TTRPG offers two families of playable vocations: the twelve SRD 5.2.1 classes, in their original rules, each paired with a Sylkaen archetype that roots it in the setting. Added to them are two brand-new classes, the Archaeomancer and the Mechanist, built from the ground up for this world with their own signature resources. No class is neutral: each is a particular way of touching the forces that run through the Crown-World.

The archetype is never mandatory: it adds and removes nothing from the SRD class rules. It is a ready-to-use narrative frame: adopt it, adapt it, or ignore it.

ProtectionFighter, archetype Warden of the Vestiges (JdR Vestiges)
Fighter
Warden of the Vestiges
Melee DamageBarbarian, archetype Primordial Fury (JdR Vestiges)
Barbarian
Primordial Fury
ExplorationRogue, archetype Ruin-Plunderer (JdR Vestiges)
Rogue
Ruin-Plunderer
Targeted DamageRanger, archetype Scar-Stalker (JdR Vestiges)
Ranger
Scar-Stalker
SupportCleric, archetype Oracle of Cycles (JdR Vestiges)
Cleric
Oracle of Cycles
ControlDruid, archetype Warden of the Strata (JdR Vestiges)
Druid
Warden of the Strata
ProtectionPaladin, archetype Keeper of the First Oath (JdR Vestiges)
Paladin
Keeper of the First Oath
SupportBard, archetype Chronicler of Ages (JdR Vestiges)
Bard
Chronicler of Ages
VersatilitySorcerer, archetype Blood of the Ancient Cycles (JdR Vestiges)
Sorcerer
Blood of the Ancient Cycles
ControlWarlock, archetype Pact of the Broken Cosmos (JdR Vestiges)
Warlock
Pact of the Broken Cosmos
MobilityMonk, archetype Way of Resonances (JdR Vestiges)
Monk
Way of Resonances
ControlWizard, archetype First Tracings (JdR Vestiges)
Wizard
First Tracings
The brand-new classes

Archaeomancer. Mechanist.

Built from the ground up for Sylkaen, each with four specialization Paths, chosen at levels 3, 6, 10 and 14.

The Archaeomancer

A versatile explorer powered by Resonance: they read the dormant magic of the ruins.

The Mechanist

Control and support through Inventions: they wake the machines three Cycles failed to switch off.

The Archaeomancer weaving the magic of the ruins

The Archaeomancer's four Paths

Curator of Anomalies

Primary role · Protection

“They don't destroy the impossible: they teach it to stay within its limits.”

Awakener of the Vestiges

Primary role · Support

“Where everyone else sees a dead machine, they still hear someone dreaming.”

Mnesarch of the Ruins

Primary role · Exploration

“They dig less through stones than through memories that refuse to leave them.”

Cartographer of Cycles

Primary role · Mobility

“Their maps don't show where places are, but when the Cosmos agrees to bring them closer together.”

The Mechanist's four Paths

Architect of the Vestiges

Primary role · Control

“They don't build machines: they convince forgotten laws to work together.”

Artillerist of the Ruins

Primary role · Damage

“They don't aim at the enemy. They aim at the place the enemy thought was safe.”

Kinetic Thruster

Primary role · Mobility

“Terrain is only an obstacle for those willing to stay on it.”

Exo-Guardian

Primary role · Protection

“They don't stand in front of the blow. They stand in front of those who would have taken it.”

Frequently asked questions about the classes

Is the Sylkaen archetype mandatory?

Never. The archetype adds and removes nothing from the SRD class rules: it is a ready-to-use narrative frame that you can adopt as is, adapt, or ignore entirely. Playing a Fighter without being a Warden of the Vestiges remains a fully valid choice: the SRD class alone is enough to sit down at the table.

Are the official SRD subclasses still available?

Yes. The twelve core classes keep their original mechanics, with the same SRD 5.2.1 subclass options. The Sylkaen archetype layers on top as an origin, a view of the Cosmos and a place in the world. The rules themselves do not change.

What is the difference between the Archaeomancer and the Mechanist?

Two opposite signature resources: the Archaeomancer is a versatile explorer powered by Resonance, the dormant magic of the ruins; the Mechanist does control and support through Inventions, machines woken from the ancient Cycles. Each specializes through four Paths, chosen at levels 3, 6, 10 and 14, which determine their precise role at the table.