Barbarians Lv 1: Earthen rage- can use moves like rock fist and stone splitter. Earthen armour- creates an encased form of stone around the body. Lv 2: Earthen weapon- creates weapons made from light metals and stone. Lv 3: Earthen might- also known as walking tank, the barbarian can charge through opponents using Earthen armour. Earthen Launch- able to catapult boulders. Bard lv 1: Ballad of the lost- casts confusion on enemies ballad of the bold- strengthens allies by 10 lv 2: Ballad of fire- creates rings of fire around enemies and firebomb them. Balled of water and wind - surrounds enemies with water walls then freezes them. lv 3: Ballad of shadow- cast invisibility on allies and self. Ballad of mummification- wraps up enemies in bandages stopping them from moving. Cleric lv1: Healing aura- creates an area of healing light that prevents enemies from entering the sacred field. Karma aura- creates a sacred field of judgment, + 20 to all stats if you pass/ -20 to all stats and 20 damage to those who fail. lv 2: Divine strength- boost the party strength by 25 Holy light- raises the party faith by 25 lv 3: House of life- this sub-class grants + faith lv to all your stats Druid lv 1: Linguistics- Can learn all languages by study of their runes primal form- Striped Hyena lv 2: Wild form- Aardwolf lv 3: Land power- gift of the elements Fighter lv 1: Weaponized xp- 10% of damage against opponent becomes xp. Advancment- take a second action/ move. lv 2: Surging feet- + 5 on speed lv 3- Champion of the gods. Monk lv 1: Healing hands- restore health through praying hands Battle spirit- channel your god's fighting style lv 2: Focus strike- Pool your energy/ magic into one attack (+ amount of current mp) lv 3: Inner warrior- + elemental damage every 4th attack Paladin lv 1 Healing light- your pray of healing fully restores using all your magic every 10th healing touch weaponized spear xp- gain 10& of spear attacks to xp lv 2: surrounding safeguard- highly trained senses pick up on approaching creatures lv 3: Oath of the highest- based on your god you hold to upholding their truths. Ranger lv 1: weaponized bow xp- gain 10% of bow attacks to xp Wild sense- picks up on approaching creatures lv 2: Shadow arrow strike- one arrow strike per encounter goes unnoticed. lv 3: Hunter- your shots hit vital points, and you gain 10% of crit shots Rogue lv 1: Hands of the Duat- when using bows your arrows do poison damage of 3 per move Shadow form/ assault- once per encounter approach unseen and do a crit shot lv 2 Hands of the cunning- you can move after a kill and hide fast. lv 3: sub class assassin- bonus+ 10 on stealth kills Sorcerer lv 1: innate magic- based on base element lv 2: Metamagic- upgrade spells of the innate lv 3: Elemental specialist- + 25 to spells from base element Warlock lv 1: pact magic- provided by your good through contract lv 2: binding ritual- binding creatures (animal/ demon/ shadow) lv 3: summoning familiar- call familiar to your side Wizard lv 1: Arcane caster-use basic magic from what you learned in school lv 2: scholar- upgrade your magic to stage 2 lv 3: Evoker- summon battle spirits of the elements |