Alchemists are geniuses and fascinated with the secrets of science and the natural world. They prepare potions and elixirs everyday which cover multiple areas: Be it simple healing, to explosives, mutations and mundane buffs. (++) You have a large arsenal of availible elixirs and potions to brew, each with varying effects on both enemy and allies (+) if the situation calls for it, you can also be a great healer (+) mid-combat, you may brew short-term potions that can fit the battle easily (+) at greater level, you can fully mutate yourself or allies into dangerous beasts ---- (-) Huge arsenal may put you too confused on what to pick (-) Potions are brewed during the morning, and you'll have to choose which ones to brew
BARBARIAN (Difficulty: ★☆☆☆)
Consumed by the rage, Barbarians excel in combat with powerful weapons and a disregard to their own well-being. Barbarians pose incredible durability, and draw their powers from their instinct they rely upon. (+++) BEEFY. You gain 12 HP MINIMUM every level up (++) Your rage increases your damage by alot, aslong as you fulfill your instinct's requirements (+) Your rage changes you depending on the instinct, for example the dragon instinct slowly turns you into a dragon as you progress, giant instinct makes you bigger, etc. (+) unlike 5E, you can get light and medium armor without penalties ---- (---) You will get hit, alot. AC does not exist for barbarians (-) You are restricted to melee, as ranged is not so strong with barbarians (-) During rage, you cannot do complicated tasks requiring you to think. (things such as deceiving or feinting) (-) Your instinct gives you a rule you must follow. Breaking it will mean you lose your powers for the rest of the day.
Bard (Difficulty: ★★☆☆)
A jack-of-all-trades, bards are scholars of lost secrets, a persuader, and a master of art. Bards buff up their teammates with their instruments, powered by a Muse they draw inspiration on. (+++) Spontaneous Casting! You do not need to prepare your spells at every morning, and can cast every spell with your spell slots, unlike Vancian casting (+) Proficiency in light armour makes you tougher than other spellcasters, including your 8 hp per level (+) Your spells considerably boost up your allies, making them tougher and deadlier (+) You have a vast knowledge of the lore, and you're great at persuading. ---- (--) You cannot focus solely on damage
CHAMPION (Difficulty: ★★☆☆)
Champions are devoted servants to a Deity, of which they abhere to a code. They posess powerful defenses, which they share with allies. (+++) The best tank class out there. They can use their reaction to reduce damage of their allies, and punish enemies for not targeting themselves. (+) you own some magic from your deity. (+) Your holy powers increase the damage of your common weaponry (especially your deity's favored weapon) ---- (-) Ranged is less effective on this class. (-) You are locked to the good allignment, and must follow a strict oath of codes. CLERIC (Difficulty: ★★★☆) Clerics are mortal servants of the deities. They live by their ideals, train with their favored weapons, heal and protect allies and punish foes against your faith. Clerics spread their faith through word and deed. (++) The tankiest fullcaster, a cleric can combine both melee and magic to fight in combat (+++) You are THE healer. No one can amount to your abilities. (+) Simple weapons favored by your deity become deadly on your hands. ---- (--) You must follow a strict idealistic lifestyle of your chosen deity. Breaking any of the codes brings dire consequences.
DRUID (Difficulty: ★★★☆)
Druids answer to the call of nature. You awe at it's majestic power and beauty, and give yourself in to service it. You have wild elemental spells, a keen sense to taming plants and animals, and the ability to morph yourself. (+) You can wildshape into various animals, partially or fully (+) You are attuned to the elements, and may use them at their full powers (+) You may get access to an animal companion, a powerful and strong beast that grows alongside you. (+) If the situation calls for it, you can also be the party's healer (++) medium armor proficiency! ---- (-) You cannot wear any metal and you must follow a few druidic rules
FIGHTER (Difficulty: ★☆☆☆)
Experts at every weapon availible, fighters are known for using multiple weapons at once, being absolute masters of the shield, and the fastest at shooting their bows. Every fighter has their own special maneuevers, which specializes them in a special fighting style (Such as: Bows, Shields, Dual-weapons, Heavy weapons, etc.) (+) The only class to start out with Advanced weapon proficiency (++) Starts out at expert proficiency with weapons, unlike any other class (+) Incredible flexible at builds, can specialize at nearly every category (+) Starts out with attack of opportunity at level 1 ---- (-) Core class offers no magical abilities at all
MONK (Difficulty: ★★☆☆)
Seeking perfection, you hone your body into a flawless instrument and your mind into a bastion of wisdom. You're both fierce in hand-to-hand combat and philosophical questions. Monks are deadly with their fists, and can use KI if built towards there. Otherwise monks use stances that switch major parts of their combat tactics. They're pretty quick, too. (+)Experts at striking multiple times per turn (+) quick and guaranteed path towards magical fists to ignore armor (++) the stance system allows your monk to fight in a special way, shaping the way they stand, move, attack, dodge, block etc. They grant massive bonuses too ---- (-) No real options to build towards heavy weapon use.
RANGER ((Difficulty: ★★☆☆)
As a ranger, you may be multiple things: a scout, tracker, or hunter of fugitives or beasts. Civilisation wears you down, and you much more prefer the nature, going as far to protect it. You're a jack-of-all-trades, able to pretty much pick up any armour and weapon of your choice. You may have a strong bonded animal companion, be exceptionally good at stalking, or be an incredible monster hunter. (++) Rangers can hunt down their prey without much resource use, and can snipe them from very long range (they converted hunter's mark into a resourceless, 1 action only ability) (+) You're the best at crafting snares, a category of traps activated by people entering the area. They have multiple, potent or deadly effects against the victims. You are the one that fortifies the room before sleeping. (+) You're very flexible. Sometimes, you are out in the back, sniping with your bow, as your bear covers the frontline. Other times, you may rush head in with your dual blades to the frontlines --- (-)