Ficool

Chapter 1 - Classes

Now I know that the title is kind of weird for a fanfic idea but you have to hear me out on what I am going to explain.

Now image this:

The MC dies, get transported, send, or whatever the hell you want, I don't fucking care as long it make sense.

Then he is in front of a R.O.B, god, entity, or anything of your pick who offer the MC to pick a classes out of 18 of them for whatever reason you want.

Now keep in mind, I am just setting out the explanation for the classes, you can do start your fanfic however you want to, this is just a example for a fanfic idea.

Yet before I explain what each class does and is, let me explain what a class is and it does.

Explanation for a Class

A class is a package of identity and capability, and by picking a class is like choosing the lens through which you perceive and act in the world that they are in.

A class is a framework that define:

A) What you can do like the abilities, skills, and powers a character can access.

B) How one approach problems like whether you fight head-on, sneak in shadows, manipulate magic, or inspire allies.

C) What one specialize in, each class emphasizes certain strengths while naturally limiting others.

Each class comes with a set of tools, both physical and magical:

A) Weapons & Combat Style

B) Special Powers / Magic

C) Skills & Reflexes

Classes carry mental and moral frameworks:

Example:

A) A Paladin is defined by their oath and moral compass.

B) A Warlock's choices and powers are tied to their Patron, which comes with inherent risks and obligations.

C) A Bard sees the world as a story, opportunity, and melody to be influenced.

Why thinking carefully about picking a class matter:

A) Instinctive Abilities: Classes grant reflexive knowledge.

B) Narrative Identity: They inform how your character reacts, what choices feel "natural," and what they value.

In short: a class is a bundle of instinct, training, magic, philosophy, and identity that defines how you experience the world, solve problems, fight, and grow. Picking a class isn't just choosing what your character can do — it's choosing who your character is at their core.

Side note: That a class will change a character, like how a horrible person MC may pick the class of a Cleric then by picking that class, that MC will be slowly turn into a more caring and kind person. Now all of the classes can and will change a person for the better and the worse, that depend on you as a write.

Other side note: You can apply this to your Fanfic if you want to but you do not have to at all.

Classes

Now you can fully change what each class give to the character, I am just giving a base for the class and what it do, also for the books/scrolls, I am going to leave that up to y'all to come up what is inside of them.

For the classes, I took a huge inspiration from Dnd and I have no shame in admitting that at all cause DnD did change all of fiction for the fantasy part of it.

Also if you want to, you can make these classes into a Gamer Fanfic fi you want to cause I am kind of giving you the set up to do so in a way.

Alchemist class

Knowledge / Instincts (drilled into their brain):

Basic Chemistry & Herbology – instinctual recognition of common reagents, herbs, minerals, fungi, and their basic properties.

Recipe Recall – automatic knowledge of staple alchemical recipes like healing salves, fire powder, smoke bombs, preservation tinctures, and basic transmutations.

Measurement Intuition – they "just know" how much of an ingredient is enough (pinches, drops, measures) without needing to think too hard.

Safe Handling Practices – reflexes to not inhale toxic fumes, how to swirl instead of shake, never taste unknowns, etc.

Potion Crafting Basics – how to stabilize a mixture, when to heat/cool, how to stir clockwise vs counterclockwise for different effects.

Field Improvisation – instinct to identify useful reagents in the wild (knowing that this moss reduces fever, or this mineral can stabilize volatile compounds).

Equipment (starter kit):

Alchemist's Satchel/Case – padded leather case or messenger bag with compartments.

Portable Mortar & Pestle – stone or steel, compact.

Glass Vials & Flasks – some empty, some pre-filled with neutral bases (oil, water, alcohol, vinegar, quicklime solution).

Mixing Rods & Tongs – wooden, glass, or steel, heat resistant.

Small Burner or Spirit Lamp – for heating.

Protective Gear – thick leather gloves, tinted goggles, light apron.

Ingredient Starter Pack – dried herbs (mint, sage, feverfew, willow bark, valerian), powdered minerals (sulfur, saltpeter, charcoal, chalk), solvents (distilled water, ethanol, vinegar), binding agents (beeswax, resin, gum arabic, flour paste)

Books/Scrolls:

The Primer of Practical Alchemy – simple recipes with illustrations (healing draughts, poisons, smoke powders, alchemical glue, etc.).

Field Guide to Natural Reagents – pictures and descriptions of common plants, fungi, ores, and where to find them.

Alchemy for Defense – intro to alchemical weaponry: basic acids, fire mixtures, and nonlethal concoctions.

Notes on Safety & Failure – lessons from disasters ("Never mix mercury with sulfur unless you WANT explosions").

(Day 1 Knowledge)

Healing Salve (Minor) – accelerates clotting and reduces infection.

Flash Powder – quick-blind opponents, good for escapes.

Fire Oil – thick, flammable liquid that can be smeared on a weapon.

Antitoxin Draft (Weak) – mild neutralizer for basic poisons.

Stabilizing Paste – patch cracks in glass/metal containers in the field.

Shaman class

Knowledge / Instincts (drilled into their brain):

Spirit Awareness – an innate "sixth sense" for nearby spirits, lingering energies, curses, and blessings. They don't need to think; they feel it.

Ritual Patterns – they instinctively know how to trace runes, arrange offerings, and chant simple prayers or mantras.

Ancestral Connection – a reflex to call upon the wisdom of spirits/ancestors for guidance.

Herbal Knowledge – what plants, roots, and resins are used for spiritual cleansing, healing, trance induction, or warding off evil.

Trance Induction – natural ability to enter a meditative or altered state to commune with spirits, using breath, drumbeat, or smoke.

Divination Basics – reading omens in smoke, bones, shells, or animal behavior without "thinking it through" — it just clicks.

Healing Instincts – gut knowledge of how to use charms, poultices, and spirit-invoking chants to stabilize the wounded or ease sickness.

Equipment (starter kit):

Shaman's Staff or Wand – carved wood with feathers, beads, or bones, acts as a focus for channeling.

Spirit Drum or Rattle – small, portable, used to enter trance states or summon spirits.

Pouch of Sacred Herbs – sage, mugwort, tobacco, cedar, and other burning herbs for cleansing.

Charm Pouch – animal teeth, carved stones, bones, or feathers for rituals and protection.

Skin/Leather Satchel – holds tools, offerings, and books.

Simple Cloak or Shawl – marked with traditional symbols of protection.

Offering Kit – small bowls, salt, and incense for sacrifices and blessings.

Books / Scrolls:

The Path Between Worlds – intro to spirit communication, safe summoning, and avoiding possession.

Herbs of Body & Spirit – medicinal and mystical uses of plants.

Ancestral Voices – simple chants, prayers, and meditations to call on protective spirits.

Wards and Bindings – how to set spiritual defenses, break minor curses, and anchor totems.

(Day 1 knowledge)

Spirit Lantern – light a flame that repels hostile spirits and reveals illusions.

Ancestral Blessing – call upon a guiding spirit for courage or wisdom.

Smudging/Cleansing – burn herbs to drive out corruption or sickness.

Minor Healing Rite – stabilize wounds with herbs and spirit invocation.

Totem Carving (Basic) – craft a simple charm or protective token.

Bone Casting (Divination) – quick method of asking the spirits yes/no or directional guidance.

Gunslinger class

Knowledge / Instincts (drilled into their brain):

Draw & Fire Reflex – lightning-fast draw, sight alignment, and trigger pull feel natural, like muscle memory they've had for years.

Marksmanship Intuition – they can instinctively judge distance, wind, bullet drop, and lead on moving targets.

Reload Flow – without thinking, they know the fastest way to reload, clear a jam, and check ammo under pressure.

Situational Awareness – instinctively scanning corners, exits, and potential threats—like a sixth sense for danger.

Duelist's Calm – nerves steady under fire, no shaking hands, no hesitation.

Gun Maintenance Knowledge – cleaning, oiling, and repairing firearms feels second nature.

Trick Shots (basic) – bouncing a bullet, shooting ropes, or hitting small targets comes unnaturally easy.

Cover Usage – they naturally move and fire from cover, minimizing their exposure.

Equipment (starter kit):

Primary Sidearm – typically a sturdy revolver or pistol, reliable and balanced.

Backup Weapon – a smaller derringer, knife, or sawn-off.

Ammo Belt / Bandolier – loaded with basic rounds.

Gun Oil & Cleaning Kit – brushes, rags, and oil flask.

Holster Rig – quick-draw leather rig, maybe dual holsters.

Hat / Coat – wide-brim hat or long coat with inner pockets for ammo and tools.

Utility Pouch – powder flask, extra bullets, maybe some throwing knives or brass knuckles.

Books / Manuals:

The Way of the Pistol – fundamentals of marksmanship, stances, grip, and dueling techniques.

Gunslinger's Code – etiquette of challenges, reputation, and survival on the frontier.

Tricks & Precision Shots – techniques for hitting moving targets, disarms, and flashy stunts.

Maintenance & Modding – guide to customizing and repairing firearms.

(Day 1 usable)

Quickdraw – draw and fire in one seamless motion.

Fan the Hammer – rapid-fire a revolver for short bursts.

Deadeye Focus (Minor) – brief heightened accuracy, instinctive aim slows everything down in their mind.

Ricochet Shot (Basic) – bounce a bullet off a surface at short range.

Disarm Shot – instinctive aim for weapons/hands instead of killing shots.

Intimidation Stare – their instincts push them to project confidence, forcing hesitation in opponents.

Swashbuckler class

Knowledge / Instincts (drilled into their brain):

Fencing Reflexes – parries, ripostes, and thrusts flow naturally as if they've trained for years.

Footwork Mastery – they instinctively know how to sidestep, lunge, and pivot with balance and flourish.

Improvisational Combat – turning chairs, ropes, mugs, or curtains into weapons or distractions feels natural.

Theatrical Awareness – their body leans toward flashy, stylish moves that are just as effective as they are impressive.

Duelist's Composure – they stay calm, witty, and confident in high-stakes situations.

Acrobatics Instinct – flipping, vaulting, swinging from ropes, and balancing on beams comes unnaturally easy.

Charm & Banter – reflexive wit, intimidation, or seduction to distract or disarm opponents verbally.

Weapon Familiarity – instinctive ease with rapiers, cutlasses, daggers, and main-gauche (parrying daggers).

Equipment (starter kit)

Rapier or Cutlass – elegant, sharp, and balanced for duels.

Main-Gauche (Parrying Dagger) – off-hand blade for defense or flourish.

Light Leather Jerkin – flexible armor that allows movement.

Boots with Hidden Blade/Knife Slot – practical and stylish.

Bandolier or Belt Pouch – holds daggers, rope, chalk, and coins.

Grappling Hook & Rope – for swinging, climbing, or daring escapes.

Plumed Hat or Scarf – iconic flair (not mechanically important, but they'd feel wrong without it).

Small Satchel – polish cloth, whetstone, flask of rum/wine, and a deck of cards/dice.

Books / Manuals:

The Art of the Blade – fencing basics, footwork drills, and advanced dueling techniques.

Grace in Motion – balance, tumbling, rope work, and acrobatic improvisation.

The Swashbuckler's Code – part philosophy, part bravado: courage, charm, and showmanship in equal measure.

Tricks of the Rogue – knots, grappling, disarms, and sleight-of-hand maneuvers.

(Day 1 usable)

Dramatic Flourish – instinctively add style to every attack, boosting intimidation or distraction.

Disarm Twist – natural knack for flicking weapons out of enemy hands.

Parry & Riposte – automatic counterattack after a successful block.

Acrobatic Vault – leap over tables, swing on ropes, or roll under attacks without breaking flow.

Taunting Banter – witty remarks that instinctively draw attention and unbalance foes.

Improvised Weapon Use – mugs, bottles, candlesticks, or chair legs become effective tools in their hands.

Arcane Trickster class

Knowledge / Instincts (drilled into their brain):

Sleight-of-Hand Reflexes – picking pockets, slipping locks, and palming objects feel like second nature.

Silent Movement – instinctively avoid creaky boards, move with padded steps, and melt into shadows.

Arcane Senses – they just feel when a room is enchanted, a chest is trapped, or a ward is active.

Cantrip Instincts – simple spells flow like muscle memory (Mage Hand, Minor Illusion, Prestidigitation, etc.).

Distraction Sense – gut knowledge of how to create diversions with both mundane tricks and magical illusions.

Escape Intuition – when cornered, their instincts push them toward evasive tricks rather than brute force.

Rogue-Mage Synergy – they think in terms of combos: "Pick the lock, silence the guard, vanish in smoke, charm the witness."

Street-Smart Improvisation – an automatic knack for using environment + magic in clever ways.

Equipment (starter kit):

Daggers (2–3) – light, balanced for throwing or stabbing.

Short Sword or Stiletto – slim blade, easy to conceal.

Lockpicks & Thieves' Tools – picks, tension wrench, thin wire, and files.

Small Spellbook / Grimoire – basic spells and runes scribbled with rogue's shorthand.

Component Pouch – chalk, bits of copper wire, colored dust, and candle stubs for spellwork.

Cloak of Shadows (basic) – dark, light fabric, hooded, practical for blending in.

Satchel – false-bottom bag for smuggling loot, also carries rope, grappling hook, and chalk for marking.

Coin Purse– because a Trickster never starts broke.

Books / Manuals:

The Grifter's Grimoire – spells tailored to trickery: illusions, distractions, silence, charm.

Shadows and Secrets – lockpicking, traps, and escape artistry.

The Subtle Arts of Arcana – how to bend basic spells for creative uses.

Masks & Lies – on disguises, manipulation, and reading other.

(Day 1 usable)

Mage Hand (Silent) – instinctively able to use it for delicate theft, misdirection, or sabotage.

Minor Illusion – create sounds or images to distract.

Prestidigitation – cheap parlor tricks (snuff candles, soil clothes, flick sparks) for flair or distraction.

Silent Step (Basic) – magically muffled movement for a short time.

Arcane Lockpick – channel magic to feel the tumblers and bypass locks quicker.

Shadow Flicker – instinctive knack for blending into dim light for a heartbeat.

Witch class

Knowledge / Instincts (drilled into their brain):

Herbal Intuition – they can instantly recognize useful plants, roots, and fungi for healing, potions, or poisons.

Brewcraft Reflexes – stirring, steeping, and timing mixtures feels as natural as breathing. They just know when a brew is right.

Hex & Charm Awareness – instinctive knowledge of how to curse or bless with symbols, chants, or tokens.

Spirit Sensitivity – awareness of unseen presences: whispers, chills, and omens stand out immediately.

Familiar Bonding – innate sense of how to call and bond with a spirit animal or minor familiar.

Divination Instincts – automatic knack for seeing signs in smoke, tea leaves, bones, or the stars.

Protective Warding – gut-level understanding of how to ward doors, windows, or people with chalk, salt, and symbols.

Occult Memory – they can recall simple incantations and ritual words as if they've always known them.

Equipment (starter kit):

Cauldron (small, iron) – portable, sized for personal brews and field work.

Athame (ritual knife) – for carving runes, channeling energy, and ceremonial use.

Witch's Satchel – leather or cloth, with compartments for herbs, bones, and charms.

Herbal Pouch – sage, lavender, mandrake root, wolfsbane, and other starter reagents.

Divination Set – a bundle of bones, carved runes, or tarot-like cards.

Candles & Chalk – for wards, summoning circles, and rituals.

Mortar & Pestle – stone or wood, for grinding herbs and resins.

Protective Charm – a talisman bound to their soul (a simple pendant, ring, or cord).

Books / Grimoires:

The Green Book of Roots & Herbs – guide to common plants and their mystical/medical uses.

The Book of Shadows (Beginner's Copy) – ritual structures, chants, and incantations.

Hexes & Healings – the dual nature of witchcraft: how the same knowledge can mend or harm.

Of Moon & Star – basic astrological and lunar cycle knowledge for spell timing.

(Day 1 usable)

Herbal Brew (Basic) – healing tea, sleep draught, or minor poison.

Evil Eye (Minor Hex) – curse someone with bad luck for a short time.

Ward of Salt & Chalk – a simple protective circle.

Spirit Whisper – hear faint guidance from nearby spirits.

Familiar's Call – summon a weak but loyal animal familiar (cat, crow, toad, etc.).

Candle Flame Divination – ask yes/no questions from the flicker of a flame.

Charm Weaving – bind luck, protection, or small blessings into a token.

Blood Hunter class

Knowledge / Instincts (drilled into their brain)

Hemocraft Instinct – they just know how to cut themselves and bleed safely in ways that fuel magic without killing themselves.

Blood Runes & Marks – their mind holds instinctive diagrams of sigils that can be drawn with blood to curse, enhance, or reveal.

Monster Lore – drilled with battlefield memories of creatures: weak points, habits, and what resistances to watch for.

Predator's Awareness – gut-level sense of when prey is near, when something is stalking them, and how to track by subtle signs.

Pain Tolerance – their body naturally braces for recoil, wounds, and agony — pain doesn't slow them like it should.

Weapon Bond – they instantly know how to mark a weapon with blood, turning it into a conduit for their rites.

Dueling Instincts – their fighting style leans toward brutal efficiency: slashes that cripple, thrusts that bleed out.

Equipment (starter kit):

Primary Weapon – longsword, greatsword, handaxes, or twin shortswords (blood-marked).

Secondary Knife / Ritual Dagger – thin blade for controlled bloodletting and sigil work.

Blood Vials – empty glass vials for storing one's own blood or that of slain creatures.

Hunter's Satchel – chalk, bone dice, parchment, and monster-tracking notes.

Bandages & Coagulant Powder – for stabilizing after bloodletting.

Leather Armor (reinforced) – light enough to move, strong enough to endure blows.

Whetstone & Cloth – for blade upkeep.

Red Ink & Needle Kit – for tattooing blood runes onto skin as permanent augments.

Books / Tomes:

The Crimson Codex – instructions on hemocraft rites, sigils, and controlled bloodletting.

Bestiary of the Hunted – weak points, hunting tactics, and anatomy sketches of monsters.

Rites of the Hunter – invocations that let blood fuel the blade.

The Price of Power – notes on corruption, addiction to blood magic, and warnings against overuse.

(Day 1 usable)

Crimson Rite (Basic) – cut self to ignite weapon with elemental energy (flame, frost, lightning, etc.).

Blood Curse of Binding – with a cut and a word, hinder an enemy's movement.

Blood Tracking – sense direction of a target if you have their blood.

Predator's Mark – focus on one foe, instinctively finding their weak points.

Bloodletting Surge – minor self-sacrifice boosts speed or strength for a few seconds.

Hemocraft Sense – faintly detect curses, magical creatures, or corrupted energy by the way it "tugs" at your blood.

Oracle class

Knowledge / Instincts (drilled into their brain):

Prophetic Awareness – flashes of danger or opportunity surface as gut instincts; they know when something is about to happen.

Divination Reflex – they automatically see patterns in smoke, stars, bones, or cards and feel the meaning click into place.

Voice of the Beyond – instinctive prayers, mantras, and ritual phrases pour from them without rehearsal.

Trance Induction – natural ability to slip into meditative states to invite visions or commune with powers.

Symbolic Understanding – they just know what certain omens (ravens, eclipses, dreams) signify.

Guidance Impulse – an almost uncontrollable urge to advise, warn, or guide others, even cryptically.

Healing Light – reflex to channel inner energy into soothing pain or cleansing corruption.

Mystical Composure – instincts push them to stay calm and centered even in chaos, speaking with authority.

Equipment (starter kit):

Oracle's Staff or Rod – carved with runes, a focus for visions and channeling.

Divination Tools – bones, tarot-like cards, rune stones, or a polished obsidian mirror.

Ceremonial Garb – flowing robes or shawl marked with holy or cosmic symbols.

Satchel – incense, candles, chalk, and small ritual offerings.

Charm Pendant – protective amulet linked to their vision-granting powers.

Scroll Case – blank parchment and ink for recording prophecies.

Simple Healing Kit – herbs, poultices, and bandages.

Books / Scrolls:

The Book of Echoes – guide to interpreting visions and prophecies.

Signs & Portents – common omens, their meanings, and how to read them.

The Veil & the Voice – practices for meditation, trance, and safe communion with higher powers.

Rituals of Guidance – prayers and blessings for individuals, groups, and sanctuaries.

(Day 1 usable)

Vision Glimpse – brief flashes of possible near-future events.

Augury – instinctive yes/no guidance using cards, bones, or other tools.

Oracle's Insight – sense hidden truths about a person's intentions.

Blessing of Clarity – calm a companion's mind, removing fear or doubt.

Prophetic Warning – unconsciously shout or act just before danger strikes.

Healing Whisper – soothe pain or cleanse minor spiritual ailments with touch and focus.

Assassin class

Knowledge / Instincts (drilled into their brain):

Silent Movement Reflex – every step naturally avoids creaks, soft spots, or crunchy gravel.

Weak Spot Recognition – eyes instantly notice vulnerable points in armor, anatomy, or defenses.

Shadow Comfort – instinctively use darkness, crowds, and clutter for cover.

Escape Routes – brain automatically maps exits, climb points, and hiding places.

Poison Familiarity – gut knowledge of toxins, antidotes, and delivery methods.

Disguise & Deception – instincts push posture, tone, and dress into believable false identities.

Breathing Control – heart rate slows, breathing steadies, letting them wait motionless for hours.

Ambush Timing – gut sense for the perfect moment to strike.

Kill Calm – nerves remain steady when violence is required — no hesitation, no wasted motion.

Equipment (starter kit):

Twin Daggers – lightweight, balanced for both throwing and stabbing.

Short Sword / Kukri – backup blade for close combat.

Hidden Wrist Knife – spring-loaded or concealed blade like from Assassin Creed.

Poison Vials – a few basic toxins (paralytic, sleep-inducing, lethal).

Lockpicks & Slim Tools – for breaking into restricted places.

Grappling Hook & Cord – silent mobility kit.

Dark Hood & Mask – conceals identity and aids in blending into shadows.

Throwing Knives / Darts – small, easily concealed ranged weapons.

Satchel of Smoke Bombs – for distraction and cover during escape.

Books / Scrolls:

The Silent Art – fundamentals of infiltration and moving unseen.

Anatomy of Flesh & Steel – precise guide to vital points, armor weaknesses, and efficient killing.

Masks & Lies – lessons in disguise, false identities, and social infiltration.

The Black Apothecary – beginner's compendium of poisons and antidotes.

(Day 1 usable)

Silent Step – move nearly noiselessly without conscious effort.

Poisoner's Hand – instinctive mixing of basic toxins without harming self.

Death's Aim – striking automatically targets vital areas.

Veil of Shadows – blending into darkness or crowds without drawing notice.

Killing Focus – ability to push aside doubt and emotion when striking.

Rapid Exit – instinctive ability to vanish in chaos or smoke.

Necromancer class

Knowledge / Instincts (drilled into their brain)

Death Sense – immediate awareness of nearby corpses, spirits, and decaying life.

Corpse Appraisal – glance at a body and know how fresh it is, how usable it is, and what it died from.

Soul Whisper – instinct to listen for lingering echoes of a person's spirit.

Bone Crafting Intuition – natural understanding of how to shape bones into tools, charms, or weapons.

Command Reflex – issuing mental or verbal orders that compel undead to obey.

Grave Familiarity – comfort in crypts, battlefields, and graveyards.

Death Energy Channeling – how to safely absorb and release necrotic mana.

Fear Immunity Instinct – natural calm around blood, rot, and corpses.

Predator Awareness – subconscious sense of how the living can be hunted like the dead.

Equipment (starter kit):

Bone-Carved Staff or Wand – necrotic focus, etched with sigils of binding.

Ceremonial Dagger – for blood rites and soul-binding rituals.

Grimoire of the Black Art – beginner's spells for raising skeletons, speaking to the dead, and cursing enemies.

Charm Necklace – made of tiny bone fragments, wards against hostile spirits.

Necrotic Powder – a mix of ash, grave dirt, and herbs to empower summoning circles.

Ritual Chalk & Ink – for drawing circles, runes, and sigils of control.

Vials of Preservative Oils – keep corpses from rotting too quickly.

Cloak of Midnight Cloth – dark robe that muffles sound and smell.

Satchel of Bones – portable skeletal parts to assemble a quick minion.

Books / Scrolls:

The Black Grimoire (Beginner's Edition) – basic necromantic rites, control glyphs, and summoning diagrams.

Whispers of the Grave – methods of speaking with spirits and gathering knowledge.

On Bones & Flesh – practical anatomy for reanimation.

Chains of Obedience – theories of domination, binding, and keeping undead loyal.

(Day 1 usable)

Raise Skeleton – summon 1–2 skeletal minions from fresh or old bones.

Corpse Speak – ask 1–2 questions to a spirit still tethered to its body.

Necrotic Bolt – lash of dark energy that rots flesh and weakens living targets.

Bone Armor – temporary protection by calling bones to cling to the body.

Grave Sight – see lingering souls, curses, or death-energies invisible to others.

Fear Shroud – emanate an aura that chills courage and makes the living hesitate.

Anti-Paladin Class

Knowledge / Instincts (drilled into their brain):

Blasphemous Aura – subconscious projection of menace, making others uneasy or submissive.

Corrupt Touch Reflex – instinct to channel necrotic energy through touch, rotting flesh or draining vitality.

Oath of Ruin – understanding of vows centered on conquest, cruelty, and defilement.

Anti-Divine Sense – ability to sniff out holiness, paladins, or consecrated ground like a predator sensing prey.

Fear Instinct – know how to twist words, tone, and body language to terrify.

Dominance Awareness – immediate sense of who is weak, afraid, or vulnerable in a group.

Desecration Intuition – natural grasp of how to defile holy relics, shrines, or corpses.

Combat Ferocity – their body wants to crush, to overpower, to keep fighting even when wounded.

Cruel Calculus – instinct to strike where it hurts most: allies, hope, morale.

Equipment (starter kit):

Corrupted Greatsword or Axe – jagged, dark-forged, thrumming with necrotic energy.

Blackened Plate Armor – spiked, etched with runes of torment; heavier but feels natural to wear.

Unholy Symbol – inverted or defiled holy emblem, the focus of their powers.

Trophy Chains – adorned with broken symbols of enemies (shattered swords, saint bones, teeth).

Flask of Blood Oil – used to anoint weapons for extra vicious wounds.

Cloak of Dread – dark, ragged cape that makes their silhouette monstrous.

Iron Shackles – for binding victims or sacrifices.

Necrotic Salts & Ash – components for unholy rituals and desecration.

Books / Scrolls:

The Black Oath – twisted vows of conquest, hatred, and blasphemy.

Litany of Ruin – unholy prayers to fuel powers of corruption and fear.

The Inverted Code – philosophy of cruelty, betrayal, and domination.

Chains & Flames – rituals of sacrifice, torment, and soul-binding.

(Day 1 usable)

Corrupt Smite – channel necrotic or infernal energy into a devastating strike.

Aura of Dread – allies feel uneasy, enemies feel terror within a short radius.

Unholy Vigor – wounds close faster when soaked in blood or suffering.

Desecrate – taint consecrated ground, shrines, or relics, nullifying holy magic nearby.

Dark Steed – call a shadowy warhorse bound to their soul.

Profane Rebuke – rebuff healing or holy magic aimed at them, sometimes corrupting it into harm.

Ninja class

Knowledge / Instincts (drilled into their brain):

Silent Step – weight naturally shifts to avoid sound; footsteps instinctively fall in quiet patterns.

Disguise Reflex – posture, gait, and voice can shift to blend into crowds.

Shadow Comfort – shadows feel safe, your body naturally leans toward them.

Weapon Familiarity – throwing knives, short blades, chains, and darts all feel "right" in the hand.

Escape Planning – the mind automatically maps exits, rooftops, and routes to vanish.

Climbing Instinct – hands and feet naturally find purchase on walls, trees, or ropes.

Poison Handling – natural understanding of how to coat, conceal, and apply toxins safely.

Ambush Sense – gut feeling for when someone is watching, following, or setting a trap.

Calm Mind – instinctive control over heartbeat and breathing, even under extreme stress.

Dual Identity Awareness – ability to think like two people at once: the assassin and the civilian mask.

Equipment (starter kit):

Ninjatō (Short Sword) – straight-edged, compact blade for quick kills and easy concealment.

Kunai – multi-use knives for throwing, climbing, or stabbing.

Shuriken (Throwing Stars) – small, concealable ranged weapons.

Smoke Bombs – for escape or sudden ambush.

Climbing Tools – grappling hook, rope, collapsible ladder spikes.

Blowgun & Darts – often with mild poisons or tranquilizers.

Black Garb – lightweight, dark clothing for stealth with hidden pockets.

Face Mask / Hood – covers identity, muffles breathing.

Utility Pouch – caltrops, lockpicks, powders (flash, poison, blinding dust).

Small Satchel – oils for blade maintenance, herbal antidotes, and rope ties.

Books / Scrolls:

The Shadow's Path – core lessons in stealth, movement, and evasion.

Manual of Silent Weapons – instruction on the use of blades, darts, and improvised tools.

The Art of Smoke & Poison – recipes for toxins, antidotes, and distraction powders.

Masks & Lies – infiltration and disguise techniques.

Codex of the Clan – philosophy of loyalty, secrecy, and mission discipline.

(Day 1 usable)

Silent Step – move almost noiselessly at will.

Vanishing Smoke – throw down a smoke bomb and instantly disappear from sight.

Poison Strike – instinctive strike with a coated blade or dart.

Shadowmeld – blend into darkness, nearly invisible if still.

Quick Climb – scale walls or obstacles unnaturally fast.

False Face – shift into a simple disguise with posture, tone, and props.

Ambush Precision – first strike from hiding hits with unnerving accuracy.

Wizard class

Knowledge / Instincts (drilled into their brain):

Arcane Literacy – ability to read runes, glyphs, and magical symbols as easily as words.

Mana Channeling Reflex – body instinctively knows how to draw and release mana safely.

Ritual Awareness – gut-level understanding of how to set up wards, circles, and incantations.

Scholar's Memory – spells, formulas, and patterns are remembered in perfect clarity.

Component Handling – instinctive knowledge of how to measure, mix, and burn reagents.

Arcane Safety – natural awareness of magical hazards (wards, curses, unstable mana).

Pattern Recognition – see hidden geometries, cosmic patterns, or magical flows in the environment.

Arcane Logic – brain immediately seeks cause-effect relationships and magical laws in action.

Control Reflex – if energy goes wild, they automatically try to stabilize or contain it.

Equipment (starter kit):

Spellbook (Beginner's Grimoire) – blank and filled with a few starter spells, bound in reinforced leather.

Arcane Focus – staff, wand, or orb infused with runic etchings.

Robes of Study – light, enchanted to resist wear, ink stains, and minor sparks.

Satchel of Components – chalk, incense, herbs, vials of water, powdered minerals, small crystal shards.

Quill & Ink (Arcane) – used to inscribe magical glyphs and formulae into spellbooks.

Scroll Case – with a few beginner scrolls (like light, mage hand, detect magic).

Protective Charm – amulet or ring that provides a faint ward against magical backlash.

Notebook of Theories – half-filled with starter formulas and diagrams for experimentation.

Books / Scrolls:

The Apprentice's Grimoire – a handful of beginner-level spells.

Principles of Mana Flow – theory of how energy moves and can be shaped.

Runes & Circles – diagrams of protective wards, teleport marks, and containment circles.

The Codex of Elements – basics of fire, water, air, and earth manipulation.

Arcane Ethics (Optional) – a warning guide on why wizards blow themselves up.

(Day 1 usable):

Magic Missile – pure arcane bolts that strike unerringly.

Mage Hand – spectral hand for manipulating objects.

Detect Magic – instinctively sense magical presences.

Shield – conjure a temporary arcane barrier.

Light – conjure a glowing orb or touch-object illumination.

Prestidigitation – minor tricks: sparks, illusions, warmth, cleaning.

Arcane Repair – mend small broken objects.

Fighter class

Knowledge / Instincts (drilled into their brain):

Combat Stance Reflex – body automatically shifts to a stable, defensive stance when danger is sensed.

Weapon Familiarity – instinctive comfort with swords, spears, axes, bows, and shields; hands know their weight.

Armor Awareness – gut-level understanding of how to wear and fight in leather, chain, or plate.

Threat Assessment – natural sense of who's armed, where openings are, and who's the most dangerous.

Endurance Instinct – trained breathing that conserves stamina during long battles.

Grapple & Counter – reflex to block, shove, or trip enemies in close combat.

Battlefield Awareness – instinctively check flanks, cover allies, and anticipate enemy moves.

Pain Discipline – body doesn't freeze when wounded; it pushes through.

Drill Memory – hundreds of basic drills "downloaded" into muscle memory — parries, strikes, counters.

Equipment (starter kit):

Primary Weapon – longsword, battleaxe, spear, or similar reliable weapon.

Secondary Weapon – dagger or short sword for emergencies.

Shield – wooden or steel, sturdy and dependable.

Training Bow / Crossbow – with a quiver of basic arrows/bolts.

Armor Set – chain shirt or brigandine with padding, tough boots, bracers.

Utility Gear – whetstone, oil for weapon care, repair tools.

Adventurer's Pack – rope, flint, torch, rations, waterskin.

Fighter's Cloak – weather-resistant, doubles as a bedroll or shield wrap.

Books / Manuala:

The Book of War Drills – stances, strikes, and formations.

The Soldier's Handbook – tactics, survival, and discipline.

Arms & Armor – care and use of common weapons and armor.

On Endurance & Resolve – conditioning, pain tolerance, and battlefield mindset.

(Day 1 usable)

Power Strike – deliver a heavy blow with extra force.

Parry & Riposte – instinctively block and counterattack.

Second Wind – draw on inner grit to push past pain and fatigue.

Shield Bash – slam shield into an opponent to stagger them.

Weapon Mastery (Basic) – switch between weapons fluidly without hesitation.

Tactical Awareness – spot incoming threats or ambushes faster than normal.

Hold the Line – naturally brace against charges or pushes.

Barbarian class

Knowledge / Instincts (drilled into their brain):

Rage Instinct – an inborn trigger: when injured, cornered, or provoked, adrenaline surges, pain dulls, muscles explode with strength.

Primal Reflexes – fight-or-flight honed to perfection; body knows when to duck, lunge, or slam.

Battle Roar – instinct to yell before combat to pump adrenaline and intimidate foes.

Weapon Familiarity – axes, greatswords, mauls, spears, javelins — anything brutal and heavy feels "right" in hand.

Natural Tactics – circle prey, rush in with explosive force, overwhelm before the enemy can react.

Killer Awareness – gut sense of danger, ambushes, and predators.

Blood Survival – when near death, body pushes harder, clinging to life by sheer will.

Pack Instinct – protect tribe/allies instinctively, throw yourself between them and danger.

Hunter's Endurance – stamina for long runs, brutal fights, and sleepless nights.

Pain Rewiring – blows hurt, but they don't stop you; instinct to fight through damage.

Equipment (starter kit)

Primary Weapon – a brutal greataxe, greatsword, or massive war club.

Secondary Weapons – handaxe or javelins for throwing.

Hide Armor – thick furs, leather, or bone-reinforced plating (light, doesn't slow movement).

Tribal Gear – hunting knife, flint & steel, skinning tools.

Adventurer's Pack – rawhide waterskin, dried meats, rope, simple tools.

Totem/Charm – bone necklace, claw pendant, or carved idol tied to their primal beliefs.

Cloak/Fur Mantle – for warmth, intimidation, and tribal identity.

Books / Manuals:

The Songs of War – chants, battle cries, and stories that fuel the rage.

The Hunter's Path – how to track, stalk, and kill prey.

Blood and Bone – lessons on strength, scars, and survival.

Totems of the Wild – the meaning of animals and primal spirits.

(Day 1 usable)

Rage (Primal Fury) – explode into a frenzy, boosting strength, speed, and resilience.

Reckless Strike – swing with wild abandon, hitting harder but leaving yourself open.

Primal Endurance – shrug off fatigue, cold, or pain better than others.

Battle Roar – intimidates enemies and rallies allies.

Feral Instincts – lightning-fast reactions to danger.

Blood Resilience – instinctively push through wounds; bleed later, fight now.

Pack Guardian – leap to protect allies without hesitation.

Druid class

Knowledge / Instincts (drilled into their brain)

Primal Connection – instinctive awareness of plants, animals, weather, and natural cycles.

Spellcasting Instincts – not academic like a wizard, but gut-level casting: calling vines, summoning animals, healing with nature's flow.

Animal Empathy – subconscious body language and sounds to calm or influence beasts.

Druidic Tongue – secret, primal language of druids (passed into their mind instantly).

Shapeshifting Instincts – body remembers how to shift into animals, though limited at first.

Herbal Knowledge – instantly recognize healing herbs, poisons, edible plants, and fungi.

Seasonal Awareness – sense of time, tides, moon phases, and coming weather.

Balance of Nature – instinctive recoil at corruption, unnatural magic, or waste.

Circle Lore – memory fragments of various druid circles (Moon, Land, Dreams, etc.) and their philosophies.

Wild Combat Flow – fight like an animal: pounce, evade, claw, and entangle.

Equipment (starter kit):

Primary Weapon – druidic focus (carved staff, totem, or wand made from living wood, bone, or stone).

Melee Tool – sickle, club, or wooden spear for ritual and combat.

Armor – hide armor (no metal, only leather, bone, or wood-reinforced gear).

Druidic Pouch – herbs, dried leaves, animal bones, feathers, vials, pestle & mortar.

Traveler's Gear – waterskin, leather satchel, bedroll of furs, flint & steel.

Totem/Charm – feather bundle, antler talisman, or a stone carved with runes of the wild.

Spellcasting Kit – pouches of powdered bark, crystal shards, shells, and seeds.

Books / Manuals:

The Root and Leaf – guide to plants, trees, and their properties.

The Cycle Eternal – teachings on balance, death, rebirth, and the wheel of seasons.

The Bestiary of the Wild – details of common animals, their strengths, and behaviors.

Shaping Flesh and Spirit – instruction on wildshape, communion, and spirit-walking.

The Druidic Cant – a cipher of runes and glyphs tied to their secret tongue.

(Day 1 usable)

Druidic Spellcasting – can call vines, heal wounds, speak with animals, summon light, shape earth, etc.

Wildshape (Lesser) – shift into a small beast (wolf, hawk, cat, etc.) for a short time.

Herbal Healing – make a salve, poultice, or infusion instinctively.

Speak with Beasts (Instinctual) – they understand animal moods, needs, and cries.

Nature's Ward – instinctive resistance to poisons, toxins, and diseases.

Communion – sit in silence and reach out to natural spirits for guidance.

Primal Strike – enhance weapon with elemental force (fire, frost, thunder, etc.) briefly.

Cleric class

Knowledge / Instincts (drilled into their brain):

Divine Connection – a permanent tether to a chosen deity or domain (instantly "feels" their god's presence).

Prayer Instincts – automatic recall of chants, invocations, and sacred gestures.

Sacred Language – fluency in Celestial or another divine tongue, along with divine script and glyphs.

Battlefield Healing – gut knowledge of how to stop bleeding, mend wounds, and stabilize allies with divine or mundane means.

Turn the Unholy – reflexive knowledge of how to repel undead, demons, or other abominations.

Channeling – how to let divine energy flow through the body without destroying oneself.

Holy Rites – instinct to consecrate ground, bless food, anoint the dying, and sanctify spaces.

Doctrine Awareness – memory of parables, commandments, and rituals tied to their faith.

Aura Sensitivity – ability to sense the presence of evil, corruption, or divine energy.

Battle Instincts of Faith – knowledge of how to fight with mace, shield, spear, or warhammer as holy symbols in action.

Equipment (starter kit):

Primary Weapon – a mace, warhammer, or staff (often marked with holy sigils).

Secondary Gear – light crossbow or sling for ranged support.

Armor – chain mail or scale mail (depending on training), with a tabard/robe bearing their deity's sigil.

Holy Symbol – amulet, emblem, or reliquary infused with divine resonance.

Cleric's Pack – incense, candles, small bell, vial of holy water, prayer book, healing herbs.

Traveler's Gear – waterskin, bedroll, basic rations, rope, flint, small knife.

Vestments – ritual robes for ceremonies, often in colors tied to their domain.

Books / Manuals

The Holy Codex – scripture of their deity, commandments, and prayers.

Manual of Divine Rites – rituals for weddings, funerals, blessings, consecrations.

Bestiary of the Damned – teachings on undead, fiends, and corrupt creatures.

Healing the Body, Healing the Soul – texts on treating physical and spiritual illness.

The Doctrine of Domains – overviews of the various divine aspects (Light, War, Life, Death, Knowledge, etc.).

(Day 1 usable)

Channel Divinity – once per day, unleash their god's energy (heal, turn undead, smite corruption, etc.).

Cure Wounds – basic divine healing.

Sacred Flame – call down radiant fire as a ranged spell.

Bless – empower allies with divine favor.

Detect Evil/Good – instinct to sense divine or unholy presences.

Sanctuary – ward an ally from harm.

Guidance – instinctive prayer to boost skill or focus.

Rite of Purification – cleanse tainted food, water, or objects.

Sorcerer class

Knowledge / Instincts (drilled into their brain):

Innate Casting – magic flows like breath, not study; gestures and words feel "natural," not memorized.

Bloodline Memory – flashes of ancestral or cosmic origin (dragon's fire, fey glamour, shadow whispers, storm's fury, etc.).

Mana Flow Sense – instinct to feel magical currents in themselves and in the environment.

Spontaneous Shaping – reflexive knowledge of how to bend a spell on the fly (wider blast, longer reach, stronger punch).

Elemental Affinity – natural leaning toward their bloodline's element or theme (fire, storm, shadow, etc.).

Surge Instinct – gut-warning when unstable magic is about to burst out (wild magic surge sense).

Counterspell Reflex – intuitive sense of how to unravel hostile magic mid-flight.

Charismatic Command – natural aura of presence; people feel drawn, cowed, or intrigued.

Battle Instincts – focus on positioning, spacing, and keeping distance while unleashing magic.

Blood Resilience – deep survival instinct to keep casting even when drained or wounded.

Equipment (starter kit):

Arcane Focus – a crystal, orb, dragon shard, carved wand, or blood-forged amulet.

Backup Weapon – dagger or short blade, more ceremonial than practical.

Adventurer's Satchel – rations, bedroll, rope, waterskin, flint & steel.

Spell Pouch – chalk, powdered minerals, candle stubs, vials of colored sand.

Bloodline Token – something linked to their origin (dragon scale, fey feather, storm shard, etc.).

Sorcerer's Robe or Cloak – light clothing woven with symbols, often shimmering or faintly enchanted.

Books / Manuals:

The Spark Within – guide on controlling raw magic through focus and will.

The Bloodlines of Power – descriptions of common origins (Draconic, Wild, Storm, Shadow, Fey, etc.).

Shaping the Weave – exercises in bending magic instinctively.

Tales of Surge and Ruin – warnings about losing control of one's gift.

The World's Pulse – basics on sensing ley lines, mana wells, and natural magic.

(Day 1 usable)

Innate Spellcasting – can cast a handful of cantrips (fire bolt, prestidigitation, mage hand, etc.) without preparation.

Sorcery Points (Embryonic) – spark of resource manipulation: instinct to push a spell further or faster.

Metamagic (Basic) – one instinctive metamagic option, like Extended Spell or Quickened Spell.

Elemental Blast – raw projection of their bloodline element (fire breath, storm bolt, shadow lash).

Mana Pulse – instinctive "push" of energy to disrupt, knock back, or light up surroundings.

Sense the Weave – close eyes, feel the flow of magic nearby.

Charismatic Presence – their aura exerts subtle influence without conscious effort.

Paladin class

Knowledge / Instincts (drilled into their brain):

Oath Instincts – their chosen oath (Devotion, Vengeance, Ancients, Conquest, etc.) becomes a guiding moral compass they feel in their bones.

Divine Smite Reflex – an almost automatic surge of holy energy when striking down an enemy of their cause.

Aura of Protection – subconscious extension of will to shield nearby allies.

Martial Training – instinctive skill with swords, lances, shields, and heavy weapons.

Armor Discipline – natural comfort in heavy armor; feels as natural as a second skin.

Tactical Awareness – gut sense of how to lead a group, hold formation, and anchor a line.

Lay on Hands – instinct to channel healing energy through touch.

Sense of the Unholy – sixth sense to detect undead, fiends, or corruption nearby.

Code of Honor – ingrained habits: protect the weak, punish the wicked, keep your word (defined by oath).

Knightly Bearing – posture, speech, and presence shift toward command and authority.

Equipment (starter kit):

Primary Weapon – longsword, warhammer, or lance, marked with divine sigils.

Shield – emblazoned with their oath's symbol or divine crest.

Armor – chainmail or plate (depending on starting level), with tabard or cloak in holy colors.

Holy Symbol – amulet, ring, or engraved weapon that channels divine power.

Adventurer's Pack – rations, rope, waterskin, bedroll, flint, small tools.

Healing Kit – bandages, oils, and salves (to augment Lay on Hands).

Ceremonial Vestments – white robes, tabard, or cape for rites and ceremonies.

Journal of Oaths – a small book for recording vows, victories, and prayers.

Books / Manuals:

The Code of the Oathbound – sacred text of knightly conduct, law, and vows.

The Art of War and Faith – tactics for combining swordplay with divine magic.

The Tome of Light – parables, prayers, and invocations tied to their faith.

Healing and the Divine Touch – guidance on using Lay on Hands and divine cures.

The Enemies of the Light – details on fiends, undead, heretics, and corruptions.

(Day 1 usable)

Divine Smite – instinctively channel holy energy into a weapon strike.

Lay on Hands – touch heals wounds, purges disease, and stabilizes the dying.

Detect Evil and Good – sense corruption, holiness, or unnatural entities.

Bless – prayer to empower allies with divine strength.

Sacred Weapon – temporarily infuse weapon with radiant power.

Cleansing Touch (basic) – remove poison or mild corruption by will.

Aura of Courage (embryonic) – allies near them feel braver, less shaken.

Warlock class

Drilled-into-Instinct Knowledge:

Pact Bond Awareness: they feel the presence of their Patron at the edge of thought, like a whisper they can't ignore.

How to channel eldritch blasts instinctively, without formal training.

Invocation reflexes: their Patron's chosen gifts (like Devil's Sight, Mask of Many Faces, Eldritch Sight) come as natural as breathing.

Hex-binding instincts: how to mark a foe with curse energy, focusing rage and power against them.

Ritual sensitivity: they know how to draw protective circles, summon lesser entities, or commune with their Patron without conscious thought.

Intuition of forbidden truths: they sometimes just know things they shouldn't—whether it's a creature's true name, the nature of an otherworldly ruin, or a prophecy whispered in dreams.

Basic Equipment:

Focus item (Patron-tied): could be a blackened rod, an obsidian shard, a fey-touched charm, or an eye-inlaid amulet.

Simple weapon (often sinister): a ritual dagger, hand crossbow, or gnarled staff.

Light armor: leather reinforced with strange runes that hum faintly when danger is near.

Adventuring basics: rations, waterskin, rope, flint & steel, journal for dreams and whispers.

Arcane Pouch: odd spell components (bone dust, dried flowers, strange ink, salt, candle stubs).

Books & Knowledge:

The Pact Primer – a tome explaining the bond with their Patron (Infernal, Fey, Great Old One, etc.), detailing rites of contact, rules of exchange, and the dangers of breaking the pact.

Arcane Channeling – instructions on how to shape borrowed power into spells without traditional study, focusing on Invocations and spell limits.

Forbidden Lore Fragments – unsettling scraps of knowledge about planes, entities, and ancient rituals that come with their Patron's influence.

Patron-specific guidebook (varies depending on pact):

Fey: "The Twilight Court" (trickery, glamours, bargains).

Fiend: "Infernal Compacts" (fire, brimstone, contracts).

Great Old One: "Whispers Beyond the Veil" (madness, telepathy, forbidden truths).

Pact Flavor:

Depending on the Patron, the character can gain more things.

Rogue class

Knowledge / Instincts (drilled into their brain):

Stealth Reflexes – instinctive quiet movement, blending into shadows, avoiding detection.

Lockpicking & Traps – hands automatically sense mechanisms; know how to disable or bypass locks and snares.

Acrobatics & Evasion – instinctive rolls, flips, and dodges to escape danger.

Thievery Instincts – pick pockets, pockets protect themselves, assess valuables at a glance.

Observation Skills – read body language, detect lies, spot hidden doors, traps, or secret compartments.

Backstab Reflex – instinctively find the weak points in enemies for maximum damage.

Quick Thinking – improvisation in social, combat, and urban situations comes naturally.

Poison Knowledge – recognize, handle, and apply toxins safely.

Urban Survival – instinctive awareness of escape routes, rooftops, and crowd movement.

Deception & Disguise – instinctively mimic mannerisms, voices, and social behavior.

Equipment (starter kit):

Primary Weapon – short sword or rapier, perfectly balanced for quick strikes.

Secondary Weapons – daggers, throwing knives, or hand crossbow.

Light Armor – leather or studded leather for flexibility and silence.

Thieves' Tools – lockpicks, small pry bars, wires, mini chisels.

Poison Kit – small vials of mild toxins and antidotes.

Adventurer's Pack – rope, grappling hook, waterskin, bedroll, flint & steel.

Disguise Kit – wigs, makeup, small props.

Satchel for Valuables – coin pouches, small trinkets, secret compartments.

Books / Manuals:

The Art of Shadows – stealth, evasion, and moving unseen.

Locks, Traps, and Secrets – mechanical instruction for thieves and spies.

Poisons and Antidotes – handling toxins safely and effectively.

Blades in the Dark – dueling, backstabs, and combat finesse.

Masks & Lies – social deception, disguise, and infiltration.

(Day 1 usable)

Sneak Attack – instinctive strike to exploit enemy weak points.

Evasion – instinctive dodging to minimize area damage.

Hide in Plain Sight – instinctively use shadows or cover to become unseen.

Pick Locks / Disable Trap – hands naturally find the right mechanism.

Quick Climb / Acrobatics – move across rooftops, narrow ledges, or vault obstacles naturally.

Backstab / Ambush – instinctively know where to strike for lethal effect.

Read Intentions – subconsciously pick up subtle cues about others' plans or moods.

Bard class

Knowledge / Instincts (drilled into their brain):

Performance Reflex – instinctively know how to sing, play instruments, and speak with flair to captivate audiences.

Inspiration Sense – gut-level ability to detect morale, emotional states, and opportunities to boost allies.

Arcane Chord – instinctive understanding of how sound, gestures, and words manipulate magic (for spells).

History & Lore Memory – immediate recall of myths, legends, famous figures, and cultural knowledge.

Persuasion & Deception – instinct to detect lies and craft convincing stories.

Combat Flexibility – instinct for when to fight, flee, or support allies in melee or ranged combat.

Improvisation Reflex – quick thinking for unexpected situations, both in social and combat scenarios.

Charm & Influence – body language, tone, and gestures that naturally sway emotions.

Trap of Words – instinctively know when speech or performance can manipulate or distract enemies.

Instrument Fluency – any instrument feels "natural" in hand; subtle magic flows through music.

Equipment (starter kit):

Primary Instrument – lute, flute, harp, or drum, often enchanted for sound amplification or minor magic.

Backup Weapon – rapier, dagger, or short sword.

Light Armor – leather or studded leather, flexible for movement and performance.

Adventurer's Pack – rations, water, bedroll, rope, flint & steel.

Spellcasting Focus – instrument or small charm linked to performance and magic.

Travel Gear – cloak, boots, small notebook for lyrics, scrolls, or notes.

Calligrapher's Kit – for documenting songs, stories, or magical scripts.

Charm Trinkets – small lucky charms, coins, feathers, or other aesthetic items.

Books / Manuals:

The College of Melody – basics of music, rhythm, and harmony.

Songs of Power – how performances channel magic (spells, charms, illusions).

History in Verse – notable figures, epic stories, and folklore.

The Art of Persuasion – influence, rhetoric, and social finesse.

Improvisation & Wit – exercises in quick thinking and problem solving.

(Day 1 usable)

Cantrips – minor magical effects like Prestidigitation, Mage Hand, or Vicious Mockery.

Bardic Inspiration – instinctive ability to inspire allies, granting bonuses to actions.

Charm Person – instinctively sway someone's perception of you.

Healing Word – minor instinctive magical healing.

Distraction & Diversion – instinctively create openings in combat or social situations using sound, gesture, or magic.

Detect Emotion – subtle awareness of moods or intentions in others.

Performance Reflex – instinctive rhythm, coordination, and presence during song, dance, or oration.

Ranger class

Knowledge / Instincts (drilled into their brain):

Tracking Instincts – detect animal or humanoid trails, interpret footprints, broken branches, and subtle environmental cues.

Stealth & Camouflage – instinctive ability to blend into forests, hills, or urban wilderness.

Combat Reflexes – instinctively switch between ranged and melee, target weak points, and strike efficiently.

Survival Knowledge – know how to find food, water, and shelter anywhere.

Terrain Awareness – instinctively navigate forests, mountains, deserts, and swamps.

Beast Empathy – subtle understanding of animal behavior, including domestication or avoiding attacks.

Ambush & Skirmish Tactics – instinct to pick the best position for attack or retreat.

Hunter's Endurance – push through long hunts, harsh conditions, or sustained combat without losing focus.

Environmental Magic Awareness – sense natural magic, hazards, or elemental disturbances.

Herbal & Medicinal Knowledge – instinctive use of plants and natural remedies for healing or poisons.

Equipment (starter kit):

Primary Weapon – longbow or shortbow with quiver of arrows.

Secondary Weapons – shortsword, dagger, or hand axe for close encounters.

Armor – light or studded leather, designed for mobility and stealth.

Adventurer's Pack – rope, grappling hook, bedroll, waterskin, rations, flint & steel.

Survival Kit – fishing line/hooks, hunting tools, small traps, herbal poultices.

Animal Companion Gear (if chosen) – collar, leash, feed, and care tools.

Totem / Lucky Charm – small carved figure, feather, or stone for hunting rituals or spiritual connection.

Books / Manuals:

The Hunter's Path – tracking, stalking, and ambushing techniques.

Survival in the Wild – shelter building, fire starting, and natural remedies.

Bow and Blade – combat techniques for ranged and melee weapons.

Beasts and Allies – animal behavior, care, and communication.

Nature's Secrets – recognizing magical patterns, natural hazards, and sacred groves.

(Day 1 usable)

Favored Enemy Reflex – instinctive tactics against chosen enemy type (humanoids, beasts, undead, etc.).

Natural Explorer – move through chosen terrain with ease and awareness of danger.

Hunter's Mark – instinctively track and mark a target to increase damage and awareness.

Archery Reflex – instinctive accuracy with bow; position and draw optimized automatically.

Two-Weapon Combat Instinct – if dual-wielding, flow and attack efficiency becomes natural.

Ambush Instincts – instinctive preparation for traps, surprise attacks, and escape routes.

Camouflage & Evasion – hide or vanish into terrain without conscious thought.

Monk class

Knowledge / Instincts (drilled into their brain):

Martial Flow – instinctive knowledge of unarmed strikes, kicks, and pressure points.

Ki Awareness – sense of internal energy and how to channel it for strikes, speed, and defense.

Enhanced Reflexes – natural dodging, evasion, and anticipation of attacks.

Balance & Acrobatics – instinctive control over movement, climbing, vaulting, and tightrope-like agility.

Meditation & Focus – subconscious control over breath, heart rate, and mental clarity.

Pressure Point Knowledge – instinctive strikes to disable, stun, or incapacitate foes.

Combat Reading – instinctive ability to read body language, attack patterns, and weaknesses.

Discipline of Mind – resist fear, poison, exhaustion, and mental attacks naturally.

Enhanced Senses – refined perception, hearing, and subtle motion detection.

Unarmed Weapon Mastery – hands, feet, elbows, and knees are instinctively as effective as weapons.

Equipment (starter kit):

Primary Weapon (optional) – quarterstaff, short spear, or nunchaku, but monks are trained to fight unarmed.

Clothing – simple, flexible robes for free movement and meditation.

Adventurer's Pack – water, rations, bedroll, rope, flint & steel.

Training Aids – wooden dummies, meditation beads, and small weights for conditioning.

Focus Items – talismans, charms, or incense to aid concentration and spiritual exercises.

Books / Manuals:

The Way of the Body – unarmed combat techniques, martial forms, and strikes.

Breath and Ki – channeling internal energy for combat and healing.

Meditations on Focus – mental discipline, concentration, and resisting mental influence.

Acrobatics & Mobility – climbing, jumping, balancing, vaulting, and dodging techniques.

Pressure Points & Weaknesses – study of anatomy for non-lethal and lethal strikes.

(Day 1 usable)

Unarmed Strike Mastery – fists, feet, elbows, knees deal enhanced damage instinctively.

Ki Strike (basic) – channel internal energy to enhance attacks or movements.

Dodge Reflex – instinctive evasion against incoming attacks.

Flurry of Blows (basic) – instinctively strike multiple times in rapid succession.

Step of the Wind – instinctive short burst of speed or jump enhancement.

Patient Mind – natural focus on meditation, resisting distractions or fear.

Deflect Missiles (basic) – instinctively parry or reduce damage from thrown weapons.

Side notes

Now I am going to say again that all of the things that the classes have are just examples and you are free to change it how you wish to and I will not be hurt if you decide to change the whole thing, and honestly if you change it and make it better than mine, I would be happy about that so feel free to do as you wish.

Now some of the classes did not really mention mana but they can still use mana so don't get confuse on that.

If you have any question at all for me then feel free to ask me and I will try to answer them all as best as I can.

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