• Home
  • Book List
  • eBooks Page
  • Ludicrous Ludo Free Edition
    • Main Page
  • About the Business
    • Our Team
    • Contact
    • Let Us Annoy You
  • Policies
    • Acceptable Use Policy
    • Shop Policies
    • Content Warning
  • Home
  • Book List
  • eBooks Page
  • Ludicrous Ludo Free Edition
    • Main Page
  • About the Business
    • Our Team
    • Contact
    • Let Us Annoy You
  • Policies
    • Acceptable Use Policy
    • Shop Policies
    • Content Warning
PROJECT ANNUSTARIA
  • Home
  • Book List
  • eBooks Page
  • Ludicrous Ludo Free Edition
    • Main Page
  • About the Business
    • Our Team
    • Contact
    • Let Us Annoy You
  • Policies
    • Acceptable Use Policy
    • Shop Policies
    • Content Warning
Chapter 17: Classes.​
A wizard who has dedicated their life to learning the ins and outs of magic, the soldier who has fight in various battles, and the archer who has had a lot of practice with various weapons: does one of these describe your party? Classes largely define what your party does for a living, as well as their strengths and weaknesses within battle. Because of how classes work, they could provide much depth for a party in terms of both how they function in battle as well as their backstory. This chapter explains the rules and mechanics regarding classes.
17.1 Introduction to classes:    

Classes are what your party generally does in life, whether as a profession or otherwise. The class your party pursues is determined by where they put much of their training and learning. Some put it into learning how to attack with weapons, some put it into being able to wear and properly perform tasks in different armor, and some even know more schools of magic. Regardless of this, there are similar general attributes that all of them share:
  • Weapon Accuracy.
  • Armor.
  • Free Sidearm Knife Perk (if applicable).
  • Special Combat Item Proficiency (if applicable).
  • Spell Schools Known.
  • Free Magic School Proficiency (if applicable).
  • Free Spellcasting Focus Perk (if applicable).
  • Free Engineering Focus (if applicable).
  • Bonus Perk, with Plus Ability.
  • Pivotal Moment.

    Every party only gets one class. Multi-classing is not possible in Ludicrous Ludo. Any race can choose any one of them, and a party can be any class. The 6 available classes in the free edition of this game are as follows, listed in alphabetical order:
  • Archer.
  • Devel’s Cultist.
  • Hunter.
  • Knight.
  • Soldier.
  • Thief.
12 more unlockable classes are contained within the Complete Version of Ludicrous Ludo.
Ludicrous Ludo Complete Edition

​This section, “Ludicrous Ludo Free Edition: Section 17.1”, is adapted from pages 57-58 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo Free Edition: Section 17.1” is under a CC BY-SA 4.0 license.

17.2 Basic Attributes:    

Most attributes that make classes unique from others will be listed here. Some of them, however, will be given their own section.


Weapon Accuracy:
    
​
Weapon accuracy ranges from inexperienced to Mastered. Each of these is given a number from -1 to +3. The party’s weapon accuracy score is added with your party’s dexterity modifier and, if applicable, the weapon’s proficiency bonus to form each weapon’s attack value. All of the weapon accuracy values are as follows:
Picture

Armor:

​Armor ranges from no armor to heavy armor. Each of these is given a number from 0 to +4. Your party’s armor score is added with your party’s dexterity modifier to form the party’s defense value. All of the weapon accuracy values are as follows:
Picture

Special Combat Item Proficiency:
    
Ludicrous Ludo will explain Special Combat Items in an upcoming section.


Spell Schools Known:
    
Different parties know different schools of spells. Every party knows legendary type school spells. Most classes allow for other ones to be known. 


Some classes will say which other ones are learned. Some will offer you a defined choice between a couple or a few options. Some will give you a choice of any. The game might combine some of the methods for certain classes. The list of spell schools, excluding legendary, is:
  • Elemental.
  • Enchantment.
  • Healing.
  • Hex.
  • Psychic.
  • Reaction.
  • Summoning.

Free Sidearm Knife Perk:
    
Some classes gain a free sidearm knife perk. Not all do, which is denoted with the word “none.” The one gained does not count towards the total perk limit for parties. If a player chooses so, they may decline this perk if they choose so.


Free Magic School Proficiency:
    
Some classes allow your party to become proficient with a school of magic. Not all do, as denoted by the word “none.” If multiple features give your party proficiency in the same school of spells, your party is only normally proficient with them.


Free Spellcasting Focus Perk:
    
Some classes gain a free spellcasting focus perk. Not all do, which is denoted with the word “none.” The one gained does not count towards the total perk limit for parties. However, it does make it so that, if accepted, the party cannot take another spellcasting perk. If a player chooses so, they may decline this perk if they choose so.


Free Engineering Focus:
    
​
Some classes gain a free engineering focus. Not all do, which is denoted with the word “none.” A party may only have a maximum of two engineering focuses at a time. This free engineering focus counts against this if accepted. If a player chooses so, they may decline this free focus.


This section, “Ludicrous Ludo: Section 17.2”, is adapted from pages 57-58 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 17.2” is under a CC BY-SA 4.0 license.

17.3 Special Combat Items:    

Some classes provide proficiency with certain items that could prove helpful in combat. Not all do, as denoted by the word “none.” If your class does provide one, you may choose to take it or decline it. If you decide to take it, the special combat item takes up your second weapon slot, and your party does not become proficient with the other weapon they possess. The special combat items are as follows:


Horseback:
    
Your party rides on horseback. On your turn, you may take an action to add +1 to the first movement roll on the movement phase of that turn. Your party gains no other advantages from riding on horseback.


Magic Wand:
    
Your party gains the magic wand item. When making attacks with it, you add your magic modifier to the damage dealt instead of your attack modifier. Its stats are as follows:


Magic Wand
Unlocked at Level 1.

  • Weapon Type: Ranged.
  • Handedness: One-handed.
  • Damage: 1d4.
  • Range: 3 spaces.
  • Stun factor: 0.
  • Ammo type: Magic Charges.
  • Maximum Ammo: 4.
  • Ammo Regeneration: +2.
  • Special Attributes: 
    • Special.

When attacking with this weapon, add your magic modifier to the amount of damage dealt instead of your attack modifier.

Religious Symbol:
    
When one of your pieces lands a weapon attack, you may take a bonus action to deal an additional 1 normal damage. A party may only use this item a maximum of once per turn and this item cannot be used for opportunity attacks or retaliations.


Shield:
    
Your party gains shields. You may use a reaction to gain a +2 bonus to rolls for avoiding attacks. Your pieces cannot benefit from both shields and dodging at the same time, and must choose one of them to take effect.

​
Disguise Kit:
    Your party may use an action to put on a disguise until the beginning of your next turn. When another player’s piece attacks one of your pieces, your opponent must make a saving throw before the attack contest roll is made. The goal of the roll is 2, and no modifiers are added to either side. If they succeed, they attack as usual. If they fail, they must attack at disadvantage.

This section, “Ludicrous Ludo: Section 17.3”, is adapted from page 63 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 17.3” is under a CC BY-SA 4.0 license.

17.4 Free Perk with Perk Plus:    

All classes gain a free perk, with it not counting towards the maximum amount of perks a party can have. It presents something that your party has worked on and does differently compared to others who do not undergo that training. For more information on perks, check Chapter 23.

    
Your party also subscribes to a (fictional) subscription service called Perk Plus for $5.99 a month. This subscription service allows their free perk to gain an additional ability or improvement. It takes effect whenever the free perk becomes active, unless otherwise specified.

17.6 Pivotal Moment:    

A pivotal moment is an ability that makes each class more unique. Pivotal moments can be used as an action, a bonus action, a reaction, or even no action at all, depending on the class of the party. The resource needed, if any, is listed under the name of the pivotal moment. After they are used, they consume a slot. A party must have a slot to use their pivotal moment.


At the beginning of the game, each party gets one slot. Whenever a piece enters their home area, every player’s party gains another pivotal moment slot, assuming that the game is still going. A party may only have one pivotal moment slot at a time, so it's use it or lose it.

    
When a pivotal moment is used, follow the rules that are described. If it is impossible to do so for any reason, that party cannot use it. The pivotal moment typically begins as soon as it is used and ends before the turn is over, unless otherwise specified.

17.7 Classes:

Archer:
Unlocked at Level 1.

As their name implies, parties and characters of this class specialize in the bow and arrow. Mastery in the bow and arrow is often done by spending a lot of time practicing in the discipline. Due to this training, archers can do things with the bow and arrow that many others can’t, like shoot many arrows quickly or shoot further.

Attributes:
  • Weapon Accuracy: Mastered (+3).
  • Armor: Partial Armor (+1).
  • Special Combat Item: Horse.
  • Spell Classes Known: 
    • Legendary.
    • Enchantment.
  • Bonuses:
    • Free Sidearm Knife Perk: Knife Thrower.
    • Free Magic Proficiency: None.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Superior Range.

Your party gains an additional 1 space in range for your ranged weapons. If your pieces attack from a range of that extra square, you get a -4 penalty on the contest roll.

Perk Plus:

Your party gains 1 more additional space of range for ranged weapons. If your pieces attack from a range of two extra squares compared to its usual range, you get a -6 penalty on the contest roll.


Pivotal Moment:
Rapid Fire.
Action.

Choose a space within range of one of your ranged weapons. On that space and the ones adjacent, that piece makes a shot for every enemy piece within those spaces, directed so that there is exactly one arrow for each target. Your party must have enough ammo to use this pivotal moment.

Resolve each shot from the closest to your piece, using the pivotal moment to the one that is the farthest. Structures that are adjacent to an enemy piece are attacked first. This attack cannot deal collateral damage.


Hunter:
Unlocked at Level 1.

    Hunters are primarily characterized by spending extended periods in the woods or other natural habitats. They might know the area they inhabit like the back of their hand. A skill that is often needed for them is advanced survival skills. These include skills such as weapon and armor training, fishing, and increased hunting skills.

Attributes:
  • Weapon Accuracy: Very Experienced (+2).
  • Armor: Light Armor (+2).
  • Special Combat Items: Horse.
  • Spell Classes Known:
    • Legendary.
    • 3 other spell classes of your choice.
  • Bonuses:
    • Free Sidearm Knife Perk: None.
    • Free Magic Proficiency: None.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Luck of the Sea.

Your party gains a +1 bonus to all checks to see if they caught a fish or an item from the fishing action. This perk does not affect rolls on the fishing table.


Perk Plus:
    
Your party gains a +2 bonus instead of a +1 bonus to all rolls to check if your party caught a fish or item. This perk does not affect rolls on the fishing table.


Pivotal Moment:
Hunter Sight.
No action.

Your party can know the location of the vital organs of various races, such as the heart and lungs. They are also able to try to attack them specifically. Your party may use this when using an action to make a weapon attack. If the attack landed, it is automatically counted as a critical hit. Follow all of the rules related to critical hits. This pivotal moment does not work against structures.

Soldier:
Unlocked at Level 1.

Soldiers are one of the most battle-experienced classes in the game. They are the ones who have served either in the military or as mercenaries. One of the main distinctive features that separates soldiers from knights is that soldiers typically spend more time training in areas other than combat, such as survival and magic.

Attributes:
  • Weapon Accuracy: Very Experienced (+2)
  • Armor: Medium Armor (+3)
  • Special Combat Item: Shield.
  • Spell Schools Known: 
    • Legendary.
    • Elemental. 
    • Reaction.
    • Healing.
  • Bonuses:
    • Free Sidearm Knife Perk: None.
    • Free Magic Proficiency: None.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Offensive.

When your party eliminates a piece, you may make another movement roll. You may only benefit from this perk a maximum of once per turn.

Perk Plus:
    
You may add 2 additional spaces to your movement for the extra roll that accrued from the offensive perk. You must choose if you wish to add these 2 additional spaces before you make the roll. If you say nothing, you do not get to add the spaces. You may only benefit from this perk a maximum of once per turn.


Pivotal Moment:
Stun Resistant.
No Action.

After one of your pieces that has taken damage, and your roll the contest roll for being stunned and fail, you may make the roll an automatic success.

Thief:
Unlocked at Level 1.

Thieves make crime their occupation, especially theft. Some are very poor, while some could make a moderate amount of money from performing crimes. However, it does come at a cost, as thieves are on the run from the law and the authorities. Thieves are often stealthy, dexterous, and quick to action to excel at their way of life.

Attributes:
  • Weapon Accuracy: Little Experience (+0).
  • Armor: Partial Armor (+1).
  • Special Combat Item: Disguise Kit.
  • Spell Schools Known:
    • Legendary.
    • Enchantment.
    • Psychic.
    • Reaction.
  • Bonuses:
    • Free Sidearm Knife Perk: Sneak Attack.
    • Free Magic Proficiency: your choice of enchantment or psychic.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Stat tradeoff.

Choose one ability stat to increase by one. You may not increase an ability stat above +2. You must then pick a different ability stat to decrease by one. You may not increase an ability stat below -2. This perk can be taken multiple times, but the player must choose a different ability stat each time, which gains a point.

Perk Plus:
    
For the bonus perk gained, you do not have to decrease an ability stat by one.


Pivotal Moment:
Cunning Action.
No Action.

On your turn, any time before your movement roll, you may take one of the following actions without using an action, bonus action, or reaction: dodge, ready, sneak, or struggle. You may not use it while in the middle of an interaction, such as an attack or taking damage by landing on a certain space.

Devil’s Cultist:
Unlocked at Level 2.

Parties and characters in this class follow dark deities in often pactful ways. Fellowship is done like a religion, but with the extremity of a cult. Most of them choose to live within the kingdoms or settlements of these deities, which creates deep cultures of servitude and militaristic training.

Attributes:
  • Weapon Accuracy: Experienced (+1).
  • Armor: Light Armor (+2).
  • Special Combat Item: Religious Symbol.
  • Spell Schools Known:
    • Legendary.
    • Hex.
    • Summoning.
    • 2 other schools of your choice.
  • Bonuses:
    • Free Sidearm Perk: None.
    • Free Magic Proficiency: None.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Twinned Movement.

You may split the number of spaces moved between 2 pieces from up to 5 spaces away instead of just 3. If you use this perk, you may not use either of the moves to land on an enemy piece or move either piece into their home area.

Perk Plus:
    
You may split the number of spaces moved between 2 pieces from up to 6 spaces away instead of just 5. If you use this perk, you may not use either of the moves to land on an enemy piece.


Pivotal Moment:
Hypnosis.
Action.

    Pick an opponent piece within a range of 3 spaces of one of your pieces on the pathway. That opponent piece must make a contest roll with you, with you being the offender. No modifiers are added for each player.
If the defender wins the roll, nothing else happens. If the offender wins the roll, the defending player becomes hypnotized.

Knight:
Unlocked at Level 2.

Individuals of great honor who have earned their title of knight. Knights often get this title through the royalty of their nation, which is one of the main differences that separates them from most other soldiers and warriors. However, excellent combat skills alone are not enough for this honor, as bravery, leadership, and other significant characteristics are also necessary.

Attributes:
  • Weapon Accuracy: Mastered (+3).
  • Armor: Heavy Armor: (+4).
  • Special Combat Item: Horse.
  • Spell Classes Known:
    • Legendary.
  • Bonuses:
    • Free Sidearm Knife Perk: None.
    • Free Magic Proficiency: None.
    • Free Spellcasting Perk: None.
    • Free Engineering Focus: None.

Bonus Perk:
Comeback.

When you have all your pieces in your start space or yard area and three turns have passed without you being able to move a piece out of the start square, this perk takes effect. You may use your action on the fourth turn to move a piece out of your start square.

Perk Plus:
    
When you have all your pieces in your start space or yard area, and two turns instead of three have passed where you could not move a piece out of the start square, this perk takes effect. You may use your action on the third turn to move a piece out of your start square.


Pivotal Moment:
Smitten Blade.
Action.

Lightning from the gods strikes your blade. There is static electricity going up and down the blade. Make a melee attack with advantage toward an opponent's piece. That piece takes the weapon’s regular damage + 2d4 pure attack damage. A party may not use this pivotal moment if they do not have access to a melee weapon.
12 more unlockable classes are contained within the Complete Version of Ludicrous Ludo.
Ludicrous Ludo Complete Edition

This section, “Ludicrous Ludo Free Edition: Section 17.7”, is adapted from pages 38, 40, 57-58, and 63 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo Free Edition: Section 17.7” is under a CC BY-SA 4.0 license.

17.8 Randomly Selecting Spell Schools for Your Party to Learn:

Some classes have you select a spell school of your choice to learn. Due to the variable number of options that these classes offer, determining these choices randomly with dice would not be efficient. To do the process described in this section, you will need a deck of spell cards. You may choose to go through the deck and take out any cards that do not represent your available choices, including meta magic cards.

To choose spell schools randomly, you would need to shuffle the spell card deck (whether the entire deck or just the relevant cards). If you get a card from a school that is not a choice, one that your party already knows, or a meta magic card, keep drawing until you draw one that works. If multiple spell schools need to be chosen, you may repeat the process without shuffling until all of the spell schools you need to choose have been determined.
Previous Chapter
Ludicrous Ludo Main Page
Next Chapter
eBook Shop
book list
Contact