Classes

Description
''A Bard is a class that typically uses instruments as their weapon accompanied with magic. They are a class designed more for support. Bards are good at stealth and crowd control. ''

Class Traits/Abilities
Class Ability: Bards May use non limited abilities of adjacent party members.

Bonus Health: +6



Armor: None/Light

Class Spells
Bolster Spirits: Plays an instrument to wake up an unconscious ally. Requires half of bards health. Cannot knock bard unconscious.

Charm: Attempts to charm a target. If successful, you control the targets next action until they break free.

Disguise: Change the voice of your character. You may take on the shape and race of anything you choose as long as you maintain the voice. Magic breaks when you stop using the voice.

Lullaby: You may put enemies who hear your lullaby to sleep.

Storyteller: Tell the group a story about your character. If your story amuses the GM, you may gain certain information. eg. An enemies health [Anytime Action]

Somber Tune: Plays a somber tune that damages a targets very soul causing 5 damage.

Description
''The berserker is a heavyweight class. They aren't immune to damage but attacks don't effect a berserker that much. They are very tough to take out and make them good tanks. But if you can get one good hit expect to take them down pretty easily.''

Class Traits/Abilities
'''Class Ability: Berserkers do not go unconscious as long as all allies are conscious as well. Berserkers however cannot use any of their abilities while at 0 health. Critical hits still kill a Berserker at 0 health.'''

Bonus Health: +7

Armor: None

Class Spells
Berserk: Release a mighty roar and transform into a mix of your current race and a bear. While in this form you grow double the size and deal double damage. [Anytime Action]

Cleave: Attack all adjacent targets using your melee weapon. Anytime you are critically hit by a attack you may use cleave as an anytime action.

DoubleFrost: Attack a single target using 2 melee weapons, crossing them down together on your target, this attack will generally decapitate targets on critical hits.

Purge: Purge the sicknesses from your body in a violent spray of vomit. Remove all negative effects on you and become immune to all their magical effects (but not damage) until the start of your next turn. [Anytime Action]

Ravanger: Attack a single target using a melee weapon. Until the start of your next turn every time an ally attacks this target you can attack that target again as an immediate bonus action.

War Cry: Once per combat, release your war cry to the group, if GM feels it was a good war cry, all allies gain an additional bonus action.

Description
''The Booty hunter is a pirate that cares nothing more than treasure. Their entire existence is to get more and more treasure. They respect and follow the Captain but when it comes to treasure it's not uncommon for them to succumb to temptation.''

Class Traits/Abilities
'''Class Ability: Anytime a Booty Hunter rolls a 18 or higher in combat with a non anytime ability, they are given a random treasure. Booty Hunters also start of with 3 treasures.'''

Bonus Health: +1

Armor: Light/Medium

Class Spells
Golden Shot: Destroy 1 treasure to fire a golden shot/arrow with a ranged basic attack that deals double damage. This attack is great at interrupting other ranged attacks. [Anytime Action]

Grapple Gun: Fire your grapple gun to hook it onto an object or target. Once hooked you can use it to swing as a free move or pull a target towards you. If you grappled a target and rolled a 18 or higher you also pull a random treasure. [Anytime Action]

Plunder The Booty: Attack the target with a melee weapon dealing double damage.If you roll an 18 or higher you steal treasure from them. If you successfully steal some treasure from this ability, you may use "Plunder The Booty" again as a bonus action.

Booty Curse: Release a hypnotic wave at all targets facing in your direction. Each target becomes mesmerized until they take damage, attempting to snap out of the spell each turn. Rolling 18 or higher will cause one of the target to come up and give you a random treasure.

Booty Favor: Sacrifice 1 treasure to give your party a buff of your choosing. The better the roll, longer and better the buff is.

Heavy Coat: The Booty Hunter has a coat full of guns, each gun has a 1 time use. You then roll to start the attack, as long as you keep rolling higher than your previous roll you'll keep using more guns for 4 damage each. If you use 6 guns successfully, the Booty Hunter would then pull out a blunderbuss to do 8 damage to all targets in front of him within 10 feet.

Description
''The Buccaneers are another pirate class that work to support the rest of the crew. Using buffs and support abilities to make sure everyone is the best they can be. Buccaneers are very overlooked in their importance to the crew.''

Class Traits/Abilities
Class Ability: N/A

Bonus Health: +5

Armor: Light

Class Spells
Avast Ye Maties: You and all adjacent allies may use a basic attack for each player that says Avast, you roll for you and your allies that join you when attacking which means you all succeed or fail together.

Jolly Roger: You may control one of you allies this turn if they can hear you, inspiring them with your scallywag attitude and have them using a basic attack or ability in anyway that would seem to fit in with their character. Your character cannot refuse this request without an in character reason.

Scurvy Dogs: Restore 5 health to you and your allies by throwing them so delicious rum. Using this ability reduces your maximum health by 3 for the rest of the campaign. [Anytime Action]

Shiver Me Timbers: You may use a basic ranged attack as well as additional ranged attack every time an ally casts a spell in this upcoming round of combat. You must ask them to "shiver your timbers" and they must agree to take the extra attack.

Parlay!: You attempt to intimidate the target to say Parlay. Should the roll be successful, the target has to perform 2 actions of your choosing.

Weight Anchor: Swing your anchor centered around you in a 360 degree spin. Your allies all roll to duck out of the way and each enemy hit takes 2 damage and are pushed back out of the area of the swing.

Description
''Cabalists are a magic based class mainly focusing on AoE damage. A Cabalist seeks the mysteries of the universe and seeks infinite power. Cabalist are very dedicated to becoming more and more powerful no matter what it costs.''

Class Traits/Abilities
'''Class Ability: While unconscious, a Cabalists Spirit may leave their body and cast spells on their turn. The spirit cannot use items or racial abilities and cannot be targeted by attacks or spells. The spirit must always remain close to the unconscious body.'''

Bonus Health: +1

Armor: None/Light

Class Spells
Night Tide: Create a blanket of darkness in a targeted area. Targets inside this field cannot see, and have a chance to lose their mind every round. Affects Allies. Blanket may be destroyed by the caster at anytime to cause 3 damage to all targets inside.

Raven's Claw: Conjure forth a hand of shadow that swipes a targeted area, dealing 7 damage. You may also use the claw to grab a hold of a target, stunning them for a turn, or toss them across a small area. They take no damage from a toss/stun.

Life Drain: Deals 5 damage and restore health equal to the damage you deal. Also, don't be that guy, and try casting this on targets with no life.

Near Sight: Blind a target with a simple spell, causing all attacks and spells range to be reduced to 1. [Anytime Action]

Pestilence: Release a cloud of disease in a targeted area. At the start of your turn, targets roll to see if they throw up and take 3 damage a round. Each turn you may move the pestilence slightly at the cost of your move.

Flock of Crows: Turns into a flock of crows, moving in a desired direction. Range is affected by your roll.

Description
''Grenadiers based of their class title you can already tell they focus on using bombs and mines created by them as their form of attack. They're pretty versatile and can be very beneficial to a party, as good as they can be they can also hurt a party. When explosions happen you can expect casualties... from both sides.''

Class Traits/Abilities
Class Ability: N/A

Bonus Health: +5

Armor: Light/Medium

Class Spells
Smoke Bomb: Throw a custom made smoke bomb, it breaks line of sight. Good for getting away or disorientating targets. Any targets in the smoke must roll to get out. [Anytime Action]

Concussion Grenade: You throw a custom grenade that deals 3 damage and stuns the targets in range of the radius for 1 turn.

ClusterFuck: You throw a cluster grenade in the air where it splits into 4 dealing 3 damage each to separate targets.

Poppers: Place down invisible land mines that deal 5 damage individually, if you stack 3 of these they will do 20 damage.

Bomb Jacket: The Grenadier has a jacket filled with explosives. Upon pulling the pin, they have 1 round to move to a desired location or target. After the round is done, the jacket goes off. This deals 15 damage to the grenadier but 15 damage to anyone caught within 10 feet as well. Can be used as a method to break doors or other things open. Cannot be used if the effect would kill the Grenadier. Once per combat.

Gravity Bomb: The Grenadier throws a grenade in an area. The grenadier selects whether the bomb pushes or pulls the targets. This affects all targets caught in the grenades 20 ft field.

Description
''Lumberjacks are one with the woods, need to cut down trees to survive they've learned the importance of the forest. A lot of times from a Lumberjacks loneliness they would make friend from a woodland companion. Lumberjacks typically treat their companions as equals, and therefore the woodland companions are very helpful towards the Lumberjack.''

Class Traits/Abilities
Class Ability: Lumberjacks may select a beast companion at character creation from a random 3 that are chosen by the GM.

Bonus Health: +7

Armor: None/Light

Class Spells
Earthquake:  The Lumberjack slams the bunt of his axe down into the ground and causes tremors to rip the earth apart. Select a medium sized location to become rocky terrain within a 50 ft. radius, preventing targets from moving past them in a single move. If you select a space with the target already on it the target will take 5 damage instead.

Mount: Climb on top of a target and attempt to dominate it. If successful, you now play for the target on their turns.Targets make an attempt to throw you off each turn. On your terms, you must roll to attempt to move with whatever you mounted.

Wood Throwing: Throw a piece of wood at a target that deals 3 damage. With your strength it will bounce to as many targets you like until you fail a roll. Failing a roll however will for you to take 1 damage for the number of bounces you went for.

Woodland Companion: Summon a woodland companion to your side as a pet. Your pet deals 3 damage. You must name your pet and not disrespect it or it will leave you forever. The creature who will be your woodland companion is determined at character creation.

Yodel: Release a powerful yodel in a direction that dazes targets making them less like to hit with their attacks. Your yodel is also so powerful that it is possible to bank it off walls and knock small objects over. [Anytime Action]

Timber: The Lumberjack summons up a tree from the earth. He then proceeds to chop it down, and let it fall on a target. The target has to roll very high to get out of the way. If they are hit by the tree, they take 8 damage and are incapacitated for 1 round.

Description
''Magicians are a class that primarily bases their magic around traditional magicians who put on shows. Little do a lot of people know but magicians can also use that magic for combat. Instead of using their spells for entertainment they then use them to fight. You never know what you can expect from a magician so be careful.''

Class Traits/Abilities
'''Class Ability: Choose a lucky number other than 1 or 20. Anytime your lucky number comes up, you may use a spell ability as a bonus action.'''

Bonus Health: +5

Armor: None

Class Spells
Copycat: Casts a non limited spell your ally had casted in the previous round of combat.

Encore: Recast the last spell you cast from your top hat.

Flock Of Doves: Turn into a flock of doves, moving in a desired direction, Range is affected by roll.

Levitate: Levitate as many targets as you wish in an area centered around you. Each target may be moved up to 3 spaces.

Optical Illusion: Summon an optical illusion of any character from any campaign. This character only lasts for a few minutes and will explode in a puff of smoke from a single touch of a living creature. The magician may speak using ventriloquism on behalf of this character. [Anytime Action]

Lucky Hat: You can use this hat to pull out a random spell from all classes and use as your action.

Description
''Monks are a peaceful class focusing on their spirit all their life has made them a very tough class to deal with though. Monks mainly use their fists to fight but some are known to use staffs. They fight your very soul and if that doesn't get through to you they'll pound your soul back into place.''

Class Traits/Abilities
'''Class Ability: All Monks have a Nimbus Familiar. Your Nimbus Familiar must represent a person in your life who has passed on and cannot be damaged in any way. Once per round, your Nimbus may intervene an attack by moving an ally 1 space.'''

Bonus Health: +7

Armor: None

Class Spells
Force Pillar: Using your inner spirit, bend the earth in an area to summon a pillar out of the ground, walls, ground, or ceiling; creating a immovable pillar of earth. Targets in the way may attempt to roll away. Causes 3 damage otherwise. [Anytime Action]

Nimbus Familiar: Summon a Nimbus to your side. Your Nimbus cannot be damaged in any way. Once per round of combat, your Nimbus may move a target of normal size. It's like a fancy dodge. [Anytime Action]

Serenity: You and all adjacent allies are protected by a barrier of magic. All damage received whilst in the barrier, is reduced to 1. [Anytime Action]

Soothe Spirits: Attempts to sooth the inner spirit of a target, reducing an emotion of your choice in the target. Some targets can be removed from the combat or join your side, with proper use of your spell.

Spirit Rush: You may use 3 more actions this turn. Your other class skills, that are limited, are not limited this round. Can only be used once per combat.

Shift-Style Punch: Unleash a series of punches, that each deal 2 damage. You only fail if you roll a 1 plus however many other punches you've done so far. With each punch, you can move one space and even change target. If you manage to punch 7 times in a row, all targets hit take 5 extra damage.

Description
''Necromancers use magic to communicate with the dead - typically by summoning their spirit as an apparition or raising them bodily. They do this for many reasons like divination, foretelling future events, discovering hidden knowledge. Some turn to necromancy because they want to bring someone close back to life. A lot of necromancers also use the deceased as a weapon.''

Class Traits/Abilities
Class Ability: N/A

Bonus Health: +3

Armor: None

Class Spells
Raise Undead: The Necromancer raises a dead skeleton or zombie from the ground. This is a permanent party member till killed or banished. It is treated as a pet and only 1 can be out at a time. [Anytime Action]

Life Siphon: You siphon the life out of a target and transfer it to your pet. This causes 5 damage to the target and 5 health to your pet.

Compel Undead:  You can compel an undead target to join your side. If it works, the target joins your side for 2 rounds. If it's a 20, the target becomes the Necromancer's pet.

Suffering Souls: You shoot a blast of dark magic to hurt a target for 6 damage. If you shoot it at an area on the ground, any target caught within 5 ft. become slowed for 1 round.

Soul Shard Charge: You select a target to slowly drain the soul from, and put it into his soul shard. The target is weakened during and upon completion of this process, and do less damage and take more damage. Completing this action fills the soul shard. Can only be used once per combat.

Soul Shard: You use the soul charges, allowing you to use all abilities and actions of a necromancer regardless if you have it or not. You also now have a cap of 3 pets at a time now.

Description
''Paladins are a holy warrior. They are very dedicated to their religion, so try not to say anything bad about their beliefs otherwise you might be on the end of their sword.''

Class Traits/Abilities
'''Class Ability: Paladins are always under the effect of blessing of strength, even if they do not have this ability. Paladin's may take incoming damage on behalf of adjacent tiles.'''

Bonus Health: +5

Armor: Heavy

Class Spells
Blessing Of Strength: Cast a blessing on a target that causes them to deal double damage with basic attacks until end of combat. Paladin's must yell a phrase chosen by the paladin when they attack or they will lose this effect. [Anytime Action]

Divine Intervention: You may force a re-roll for yourself, allies, or foes. You may not however use this ability on a critical or critical failure. [Anytime Actions]

Honor Chains: Shackle a target using chains made of pure light to another target. These targets will not be able to move and take 3 damage at the end of each of your turns. A Paladin may break the chains by whispering in an ancient word of honor that they choose.

Lay On Hands: Release a wave of light onto a target that restores all of the targets Health.

Unholy Water: Throw a flask of unholy water at a target. If the flask hits, you may change the target of their next attack, action, or spell. [Anytime Action]

Holy Light: Release a wave of light onto a target that damages them equal to half of their roll. Does extra damage to undead.

Description
''The Pirate Captain is the leader of the crew of pirates. They are typically respected among all their crew and do everything they can to help his crew out. He makes all the decisions however if they're crew doesn't feel that the captain is fit to lead anymore they will start a mutiny.''

Class Traits/Abilities
'''Class Ability: Must choose a first mate. The first mate can give the captain items out of combat.'''

Bonus Health: +7

Armor: Light/Medium

Class Spells
Captain's Orders: The captain orders a target to follow his command, even allies. If successful, the captain forces the controlled target to listen to him for 1 round. He can roll for each round afterward to keep control, but has to roll at least 4 times higher each time. Can only last for a max of 4 rounds.

Walk The Plank: The captain throws out a long board of wood within a small area in front of him. During combat, if any enemies come within 10 ff. of the plank, they have to stop all actions and get on it. During the plank walk, the target has to roll at least a 10 each round to stop walking the plank. They also have to roll at least 1 point higher each round to stop this. The target cannot be hurt during this, and only one target can be effected. Should they fully walk the plank, they die or join the captain's side for the rest of the combat. Once per combat.

Flag Plant: The Captain plants a flag in an area. All allies in the area do more damage and take a little less damage. Enemies that enter the area are also demoralized, and do less damage. Should the captain's flag be destroyed, he can no longer use this ability till he gets another from his first mate. Can be used once per combat.

Why Is The Rum Gone?: The captain throws out a barrel of rum, and all enemies and allies are compelled to share a drink together. Should all of the targets and allies be compelled to drink together, after the barrel is drank, the enemy's wave the group off and the combat ends. The barrel can be destroyed and if it is, the captain needs his first mate to give him another. Allies and enemies can resist this effect. Once per combat.

Field Enlistment: Attempt to convert a target to your crew, if you rol poorly this will instead anger them and cause them to be more aggressive.

Cutesie: The Captain pulls out a miniature cannon and fires it in a desired direction, anything caught by the cannonball takes 10 damage and loses 1 round of combat. Cutesie can be destroyed, if it is he needs another from his first mate.

Description
''Growing up Puppeteers have some natural attraction to puppets. This in turn turns them to puppet-like magic. People never took them very seriously but they are now a force to be reckoned with. They can turn the tide of combat with manipulation of body and mind.''

Class Traits/Abilites
Class Ability: You can move any ally as your move and force any ally to basic attack as an action on your turn.

Bonus Health: +5

Armor: None

Class Spells
Foreshadow Minds: Foreshadow a series of events of how every ally and target acts and moves that the GM will play out the next turn. if the table of agrees to said events, the foreshadowed turns will begin after the next GM’s turn. As long is no critical or critical fails would break what you described to happen, all characters will be locked to playing into your will.

Lascene: The entire world becomes frozen in time for a few brief moments. All Targets in range become puppets you control with psychic strings. You may move as many targets as you like up to 5 spaces and then unfreeze time. This attack may be used in the middle of an attack or spell to change the results. [Anytime Action]

Mon Amie: Bring to life a wooden marionette. Your wooden marionette must always remain within 3 spaces of you and can attack for 2 damage at the end of your turn. You may start each combat with 2 marionettes already in play.

Puppet Master: Assault your mental will onto a target making it believe that your will is their own. You can move, attack, and use any ability you know they can use if it was a full turn. You cannot have the puppet harm itself or put it in immediate danger or else the mental tether will break.

Spirit Vessel: Remove the spirit of a dead or unconscious ally and place them in a small wooden marionette. This character will be able to use all of their class abilities for free and can basic attack in melee range for 3 damage. For all other purposes, this character plays out like a pet. An unconscious ally who wakes up has their Spirit returned to them.

Combine Puppets:  Combine 3 marionettes to make a larger one that deals 8 damage at melee range. Cast this ability again to separate them.

Description
Sorcerers typically use support magic, you'll find them in parties a lot because they are very beneficial to winning a combat whether they use crowd control or buff you they will be a lot of help.

Class Traits/Abilities
Class Ability: When you deal damage with your non sorcerer abilities or attacks on your turn, you may immediately use one of your sorcerer abilities as a bonus action.

Bonus Health: +5

Armor: None

Class Spells
Blink: Teleport to target space and interrupt another targets action with one of your own if you roll well. [Anytime Action]

Enlarge: Dramatically change the size of a target or object increasing it up to 4 times its normal size. this transformation will only last a few minutes, but will increase the target size, and double their damage with basic attacks. Critical failures can have an inverse effect so use with caution.

Flare: Summon forth a powerful ball of light in your hands that can be thrown for 5 damage. You are able to change the properties of this ball in many ways. you can specialize it to blind or burn. change its size for distance or power. Have it explode on contact or even split into 5 separate balls and hit five separate targets.

Ray Of Frost: Shoot forth a beam of ice that deals 3 damage and freezes a target in place, stunning them for a turn.

Rolling Fog: Create a dense fog at target location. The fog expands at the end of your turn. The fog will morph to protect the sorcerer, but not his allies. The fog makes moving and attacking through it difficult for everyone, except those who can cast this spell. The fog is also very flammable exploding for 3 damage to all targets inside of it if ignited.

Anti-Magic Field: Negates Magic based abilities around Caster. Lasts until a bad roll or if a target gets a Critical Strike on you.

Description
''This class primarily uses their allure to their advantage. They like to be in control at all times. They will seduce and use their slaves to win in combats. If you see one in combat do not fall into the temptation or you could be lost forever.''

Class Traits/Abilities
'''Class Ability: Choose an ally to be your concubine, they must agree then also must refer to you as Mistress/Master for the campaign. Anytime your concubine uses an ability, you may attack with your succubus whip as a bonus action.'''

Bonus Health: +7

Armor: None/Light

Class Spells
Abusive Shriek: Let out a bellowing shriek that forces all targets who hear it to attack themselves with a basic attack. You and your concubine are immune to this effect.

Infatuation: Mesmerize all targets facing in your direction with an enchanting love spell. Target's mesmerized cannot attack and can only move towards the succubus. If the target has any beneficial skills, they will attempt to use them on the succubus or their concubine.

Lucky Kiss: Blow a kiss to an ally in range granting them a bonus action to immediately use. You do not need to roll if you blow a kiss to your concubine as your kisses cannot miss them. [Anytime Action]

Painful Pleasure: You release a scent that causes all allies to become attracted to pain. All attacks against allies this round of combat heal their health rather than damage it. Your concubine receives double the health from this effect.

Taste Of Blood: Attack fiercely with your whip, doubling both the damage it deals and the health it restores to you and your concubine.

Energy Drain: Channel an ability that will effectively drain the energy and life from a target after 3 rounds. You remain static, and the target still gets all actions.

Description
''The Sun Clerics worship the sun and in turn the sun grants them power emanating from, nobody really knows whether the sun is actually giving them power or if their obsession brought out a new type of magic. Either way Sun Clerics are a nuisance to deal with because of their massive damage they can do or heals.''

Class Traits/Abilities
'''Class Ability: When you deal damage with your sun cleric abilities, create a suntile in an adjacent space That explodes and burns foes that pass over it for 2 damage. Whenever a suntile, or multiple suntiles, explode on a target, You may immediately use one of your sun cleric abilities as a bonus action.'''

Bonus Health: +5

Armor: Light/Medium

 Class Spells 

Aurora Borealis:  A wave of colorful lights flies over the battlefield shooting down 20 bolts of pure sun energy. These bolts deal 1 damage or restore one health to each target hit.

Consecration: Release a ring of yellow Sunfire that deals 1 damage plus an additional damage for each Sun tile on the battlefield.

Solar Eruption: Detonate a suntile In range sending an explosion towards another adjacent space. This explosion does 3 damage or knocks a target back 2 spaces.

Sunbolt: Release 2 bolts of sun  Energies at up to 2 different targets that each deal 3 damage.

Sunwall Armor: Enshell you and your allies with an armor made of pure sun energies. If you and your ally is attacked, they restore 1 health and you deal 1 damage to the attacker.

Sunbeam: Shoot a ray of light in a straight line dealing 4 damage and causing blindness.

Description
''A swashbuckler is a skilled swordsman of the seas. While a pirate down to the bone, the Swashbuckler should never be pushed off as an easy opponent. Armed with a sharp wit, and a sharper sword, the swashbuckler thrives off of sword play. A swashbuckler has no problems with cutting down anything standing in their way, even friends.''

Class Traits/Abilities
Class Ability: N/A

Bonus Health: +5

Armor: None/Light/Medium

Class Spells
Buckle Buddy: Choose an ally with 3 spaces of you to be your Buckle buddy until end of combat. When one of you moves the other is pulled as well to always remain close to you. Whenever your body is attacked you may take the hit for them and counter with a melee attack of your own.

Grandpa Smokescreen: Fire some of the ashes of your dead Grandpa at a target to create a smoke ring around them. Anyone besides you inside the smokescreen is unable to use any of their abilities or attacks using this attack makes you very emotional about the loss of your grandfather. [Anytime Action]

Lunge: Dart forward up to 3 spaces an attack with your melee weapon, afterwards you may retreat backwards up to 3 spaces as well. You may use lunge as your move.

Parry: Attempt to parry a melee attack. If successful you can counter-attack with your own action, but if your roll very poorly, you will be unable to parry again in this combat.

Swish Swash: Take a swig of Ale restoring 5 health and spit in the faces of all targets in range causing them to focus their attention on you. Using the skill will intoxicate you.

Dance Of Blades: The swashbuckler runs forward in a flurry of sword slashes. Anyone, including allies, caught within this line of attack, takes 6 damage. Enemies are also stunned for 1 combat action.

Description
''Thanes are a powerhouse class typically using hammers and lightning magic as their main weapons. They are relentless in their assault, if they want you dead they will fight to their very last breath. They have a very noble idea on how you fight. You die as you live, fighting.''

Class Traits/Abilities
Class Ability: Thanes may use their move to attack with one of their hammers.

Bonus Health: +10

Armor: Medium/Heavy

Class Spells
Call Mjolnir: Request the aid of the Siffiran, summoning 3 giant astral hammers from the skies above that slam down on the ground dealing 3 damage each in a small area.

Draggin Lightning: Slam your 2 hammers together creating a electrical tether that yank the target in range as close as possible to you and shocks them for 3 damage. this can be used as a free source of damage, a way to close in on a foe, or a dodge for allies. [Anytime Action]

Gift of Siffiran: Empower yourself with the gift of the Siffiran. Double the damage you deal with your silver hammers this turn and grants you the ability to move 1 space before and after each time you attack with one of these hammers.

Shocking Disarm: Attempt to disarm a target with an electric shock causing them to drop whatever they are holding to the ground. Also dealing 2 damage.

Thunder Roar: Throw one of your hammers at a target dealing 3 damage marking them and then let out a fierce roar. You and your allies may each cast a damaging spell at this foe as a bonus action.

Thunderborn Wrath: Once per round when you attack an enemy any enemy adjacent to you will take Thunder damage equal to 3 high roll being 5 damage.

Description
''The elemental summoner. They typically don't fight themselves but summon elementals to fight for them. Sending out barrage after barrage of minions to overwhelm the opposition. If they aren't using elemental summons they are using elemental magic to wear you down. When you think you can finally take him out he can use turn to rock to stop your blows.''

Class Traits/Abilities
Class Ability: At the start of each combat, you may cast Call Earthling and Summon Air Sprites as immediate bonus actions even if you do not have these spells.

Bonus Health: +5

Armor: Light/Medium

Class Spells
Call Earthling: Call forth an earthling out of nearby earth, mud, dirt, and stone. The earthling will charge at a single target and deal 3 damage to it at the end of each turn. Earthlings return to the ground when their target is defeated.

Ice Bolt: Release a shard of ice from your hands that deals 1 damage plus one additional damage for every ice Bolt that has been fired by you or your Frost Elemental up to a maximum of 5 damage.

Summon Air Sprites: Summon up to 4 Air Sprites onto the battlefield. Air Sprites deal 1 melee damage to the nearest enemy target. They are controlled by the GM at the end of your turn on your behalf. Air Sprites will not listen to their Summoner or their wishes and will simply attack nearby hostile targets.

Summon Frost Elemental: Summon forth a Frost Elemental from a nearby pool of water reducing your maximum stamina by 10 you control your Frost Elemental on your turns. your water elemental can use the Ray Of Frost or Ice Bolt for free each turn. You may have multiple Frost Elementals.

Wind blast: Deal 9 damage to a target and knock them back up to 5 spaces. Wind Blast may also be used to attempt to dodge out of the way of harmful attacks as an instant action without the damage component although doing so will cost you your move on the next turn. [Anytime Action]

Stoneskin: Prevent all damage that would be done to you at the cost of your action and move for however long you want to keep this active.

Description
''The warrior is the pinnacle of tanks. Using their shield and sword to fend of all foes. As they're taking the damage and helping out their party they'll also be putting in damage. They are the best of both worlds.''

Class Traits/Abilities
Class Ability: Anytime you take damage you may immediately counter attack the target with a basic attack if they are in range.

Bonus Health: +10

Armor: Medium/Heavy

Class Spells
Charge: Run forward as fast as you can in a straight line. Charge will deal 5 damage. Also pushes any target that you hit. Allies may roll to jump out of the way.

Blockade: Raise up your shield, preventing all damage from reaching you and all people behind you, as long as you keep your balance.

Chivalry: Jump to the aid of a nearby target, taking all the damage they would have taken from the attack. [Anytime Action]

Tosser: Lift an adjacent target and throw them at target space. Both targets take 5 damage and are stunned for the next round of combat. Allies can roll to avoid the damage, or even use an ability.

Cleave: Massive slash with your weapon, hitting any targets within 180 degrees and dealing 4 damage to each.

Colossal Grip: Put away off-hand weapon and place it on weapon, doubles the damage. More vulnerable to attacks.

Description
The wizard is an absolutely destructive magic user, he does the most magical damage in the entire game.Whether he's using arcane magic to smite you down, freeze you to death in a blizzard, or burn you alive with fireballs you will have a tough time fighting them.

Class Traits/Abilities
'''Class Ability: Casting a spell for the first time each battle does not use a Wizards action. '''

Bonus Health: +3

Armor: None

Class Spells
Arcane Beam: Shoot for a penetrating beam of pure Arcane energy that deals 5 damage in a line.

Arcane Missiles: Unleashed a barrage of 7 missiles that deal 1 damage each. These missiles can be split at any number of enemies or focused on a single target.

Blizzard: Summon forth a storm of ice rain in a targeted area. The storm deals 3 damage at the end of each of your turns and lasts until combat end or the cloud is disrupted.

Fireball:  Throw a ball of fire that deals 10 damage at a target rolling a critical drastically increases the size of this Fireball to hit a 3x3 area around your target.

Ice blast:  Do 8 damage to all targets adjacent to you. If you have not moved and cast Ice Blast a second time it deals 10 damage.

Rampant Chorus: Once per Campaign,You may summon forth an extremely powerful spirit to aid you in battle for a single turn. Your group's health is restored to full, all allies take additional actions on their turn, and your spirit will attempt to protect your allies from any damage if they can.