Class System

Source

Original Document — Last synced: 2026-04-03

This roleplay system provides mechanical advantages through class selection without requiring character sheets.

Core Rules

  • Players may hold only one class at a time
  • Classes grant dice bonuses in specific areas
  • Class changing requires "1d4 days as rolled for by a DM" during intensive training
  • Roleplay flexibility exists beyond mechanical bonuses

Anyone can perform any action another class can do, but will not receive an advantage on the roll if it is not the singular class they have. This balances mechanical fairness while preserving creative roleplay expression.

Available Classes

Fighters

Melee specialists with advantage on melee combat and martial-based rolls.

Rangers

Wilderness experts with advantages in ranged weaponry, perception, stealth, and disarming traps.

Healers

Support characters with advantage on healing rolls and medical knowledge. See also: Alchemy — Healer benefits.

Mages

Spellcasters with advantage on casting or magical understanding. See: Magic Lore for full details on affinities and mechanics.

Crafters

Artisans with advantage on enchantment, runesmithing, mending, and crafting items. See also: Alchemy — Crafter benefits.

Scholars

Information specialists with advantages in lore checks, history, identification, research, and investigation.