Classes —
Here's what they do
Warrior - The warrior starts with a short sword and can easily use melee weapons, the warrior is also excellent at intimidation; Warriors are able to go into a rage state once their health is below 25, they take double damage but their attacks also do double damage, this lasts for 3 of their turns
Archer - The archer starts with a bow and 120 arrows, they also have razor sharp vision as well as the respect of certain villages and elves, archers tend to be able to make traps as well and can use various coatings on their arrows
Mage - A mage studies the elemental arts and can only study spells from the four elements (Fire, Water, Air, Earth) They start with one spell from one of these elements but can learn all four of them
Paladin - Paladins are well respected, holy warriors they start with a broadsword and a sheild, if they pray everyday then they can channel the spirit of their deity into themselves, they must wait 5 in game days before doing this again
Engineer - Engineers are smart and quick on their feet, always carrying their trusty toolbox to make weapons or machines out of anything or even turn things into other things
Sage - Sages understand magic regarding nature and healing but are widely targeted for kidnappings due to their high demand , they start with a basic healing spell
Necromancer - Necromancers perform black magic, which is widely shunned from most cultures, they start with a basic revival spell and are able to manipulate the undead
Thief - Thiefs are commonly seen in areas of poverty and are expert pick pockets, the thief starts with a sum of stolen gold (50 coins) as well as the ability to either pickpocket or lockpick
Bounty hunter - Bounty hunters are respected by those in poverty but despised by Paladins and Royal guards, bounty hunters have a 100% chance of getting bounty information and get paid double
Outlaw - Outlaws are always on call for those in need, armed with a crossbow and 30 bolts they go and help those who the law ignores, they start with their crossbow, grappling hook and the ability to speak Thieves can't (Say something that sounds completely different to other people other than your party)
Royal guard - Royal guards are respected by Paladins but are feared by lower classes due to brutality, they come equipped with a mace or a spear, accompanied with a sheild
Bard - Bards enchant those around them with their music, the effects a bard can have can be gentle and healing or harsh and damaging, bards have an entertainment value, allowing them to make money easier, they start with a wooden lute and the song "Inspire!" (Allows the bard or another player to add a second roll onto any action, keep in mind, this is not a re-roll but an additional roll to add up)
Chaos mage - Chaos mages study chaos magic, magic that they can barley control but is devastating in damage, they start with a lightning strike spell or an explosion spell
Rouge - A rouge is always on the run for the law but are very sneaky, they utilise the shadows and stealth takedowns to kill their opposition, they come equipped with a dagger
Beast master - Beast masters are quite uncommon in this world but they have honed the ability to communicate with animals and can summon them to do battle, beast masters come equipped with a wolf familiar
Unknown - These people can learn another class later on but have to stick to it once they learn it, these people gain no advantage or disadvantage
Astrologer - Astrologers look to the stars to gain their power and even predict and alter the future, they gain boosted stats depending on the in game month but they are largely seen as scam artists due to the amount of fakers out there, astrologists start with a steel telescope
Cleric - Clerics are worshippers of various god's and can keep their faith to boost their stats and even summon holy spirit's, they start with a staff and later on can call for divine intervention (If a player or NPC is about to die in battle, call upon the holy figure that you worship and prevent that death but your holy abilities are silenced for 7 in game days)
Monk - Monks cannot weild weapons but can instead increase their physical strength through training and can turn damage against their enemies, Monks start with a parry ability
Occursed - Weilders of various magic, the occursed are beings that have sold of great values for the ability to weild magic, some sell their souls, some take a loan of debt and others will be bound to a possessed weapon, they start with either - Curse of the souless (Cannot have their souls taken) or Debt penalty (Cannot die but cannot own any gold until their debt of 100,000 gold is payed off, all gold they own is automatically put into their debt) or Cursed blade (Have a sword that deals a 5+ multiplayer to rolls, this sword is not able to be unequipped and contains a demon within) All Occursed can learn up to 4 of any spells but only via teachings rather than tomes
Cultist - A cultist worships their leader and instead of praying, they gain their power through bloodshed, being their victims or themselves, rather than learning magic, they can learn components used within magic to create "budget" spells, less damage overall but they are able to substitute these ingredients for blood if so needed, they learn spells via sacrifice, they start with a sacrificial dagger and later on can use divine intervention (If a player or NPC is about to die in battle, call upon the holy figure that you worship and prevent that death but your holy abilities are silenced for 7 in game days)
Alchemist - An alchemist specializes in crafting potions, the effects of the potions have little limitations, the alchemist first has to know how to make the potion with the correct ingredients; potions also cannot be brewer mid battle, the alchemist will start out with a book of potion formulas as well as 10 glass bottles and a vitality root.
Illusionist - These are specialised class of mage, who study the art of deception and trickery, they tend to be a lot better at lying than most and they tend to be quite convincing; they start with a shape shift
Jouster - These are knights who have retired to a life of entertainment, participating in jousting tournaments throughout their kingdom, they tend to be popular amongst kingdom folk and horses, they start with their very own horse and a lance
The bound - The bound are an organisation that studies a long forgotten form of magic, they have the ability to restrict almost any thing; ranging from stopping movement, spells or in some rare cases, breathing as a whole, the bound's moral code requires that they restrict themselves as well, removing a part of themselves, such as a sense or a certain emotion, they start with a simple chain spell (Allows the user to target an enemy and wrap them in chains, the enemy has to roll to escape)
Ventriloquist - A ventriloquist is not a simple puppeteer, a ventriloquist's puppet or doll has been possessed by a demon or spirit, they have found out how to summon these spirits through movement on their cross brase, whilst the puppeteer doesn't do much fighting themselves, they can take control of their spirits or even other bodies, they start with their cross brase (Allows control over spirits and weak minded people) and a basic marionette
Elemental bender - Choose an element from the mage's selection (Fire, water, air, earth), this class can control that element and manipulate it without using mana, although the element itself has to be nearby and cannot just be used randomly, they start with basic bending techniques
Hunter - A hunter is someone who kills for their own gain, instead of gaining money for their kills, they can take parts from the bodies of their victims and turn them into weaponry, they start with a hunting knife
Runecaster - Runescasters can learn wide variety of spells, whilst using very little mana, this is because they channel runes, spells contained within depictions, such as drawings or chants, these spells are written or sketched within their rune time and are cast using their flare spell if they "draw" the rune successfully, they can channel the effects through themselves or small objects, they start with a rune time and a flare spell
Pirate - The pirate hails from the seven seas, having extensive knowledge on the creatures of he sea, they are very good at stealing and know how to pilot a ship, they start with a cutlass and a spyglass
Ninja - Adopting the ways of stealth, the ninja relies on the element of surprise, allowing them to be almost silent when sneaking around, they are also incredibly acrobatic, allowing them to maneuver swiftly, they start with a set of returning throwing stars and 3 smoke bombs
Mindflayer - Achieving wisdom beyond any comprehension, the mindflayer's domain is the mind, able to use its mind to affect the real world with telekinesis and the mental terrain with psychic abilities, they start with a communication spell and a novice telekinetic spell
Artificer - Much like the engineer, the artificer makes items but instead with magical properties, they can create numerous gadgets using spells or combining things with magical items or artifacts, they start with a (reasonable) creation of choice
Grappler - Choosing to use their own body instead of conventional weapons, the Grappler brings enemies up close and keeps them there, they are able to grab people and piledrive them, the grappler gets a second dice roll on damage if the enemy is near them or grabbed