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.