Sportsman class for old-school D&D
HP as Fighter +1
AB as Cleric
9 AC
Throwing weapons +1
Moves at 240'
Can only use club and javelin
Homerun: Once per L2 Spell as per Wizard a Sportsman can make an attack roll to deflect a projectile and knock it back
Knows Ball: Once during the campaign, a Sportsman can understand something by asking the referee.