The only "class" in Guildonia, all members of the Guild are Adventurers. For information on anything in this class, please refer to whatever version of D&D you use. I personally use 5E, and thus any reference to a particular version will be related to 5E specifically. Redoing some things, can be flexible with other versions. Adventurers come from all walks of life. Because of this, their starting equipment is often based on their proficiencies. So whatever starting equipment you choose decides what you are proficient with. Any other proficiencies have to be learned after character creation. So if you choose to start with a Longsword, Shield and Longbow, you are proficient with those specific things, not all Martial weapons. Likewise, if you choose a sickle and a light hammer, you are proficient with those two weapons, not all simple weapons. However, choosing Leather Armor for your character makes you proficient with Light Armor, but Padded armor is standard issue, being underneath all forms of armor, and is not a part of any armor category. It provides protection, but does not require proficiency, and does not have the same stats as 5E. Unlike weapons and armor, choosing a magical focus/holy symbol/spellbook does NOT make you proficient in magic. Magic is related to a new system I'm implementing: a Flaws and Perks system. All Adventurers come into the game with 1 Perk and 1 Flaw based on racial options. However, they also receive 1 Perk Point and 1 Flaw Point to spend freely on any Perk or Flaw of their choosing. These Points must be spent upon character creation. Thus, all Adventurers start the game with either advanced Perks and/or Flaws or two level 1 Perks and/or Flaws.
None. Any features must be learned by a character with compatible proficiencies and Perks.
Depends on Perk Point allocation and choice of Focus.
Free-form.