### Red Mage -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Dualcast [Passive] |Every other turn, you may attack twice.| |
| Moulinnet / Repose Stance| At the start of the battle, determine your stance. [***Moulinnet***]: +50 to STR rolls. [**Repose**]: +50 to MP rolls.| |
| Corps-a-Corps / Displacement | You are brought and held within melee range of your chosen target. On your next turn, you are free to do whatever action you choose OTHER than disengage that target in any way. On your final turn, you must return to your original position. | |
| Fleche | This attack uses both your MP and DEX bonuses. | 6 turns |
| ULTIMATE: Scorch | Deal an extremely powerful attack dealing +4 damage to a single target. This ability cannot miss. | OPL |
---
• • • • • • • • •
On the eastern edge of Abalathia's Spine lies the mountainous region of Gyr Abania.
It is in these elevated lands that people took shelter, when a burning star guided them away from the Sixth Umbral Calamity's treacherous floodwaters. The survivors gathered from near and far, and amongst them were refugees of the sorcerous cities of Mhach and Amdapor.
These sworn enemies buried their history for the sake of the future, and cast aside their vestments of black and white. Upon the remnants of their arts a new discipline was built, and the first red mages stepped forward with rapiers in hand to fight back against the rising tides of destruction.
\pagebreakNum
_
### Blue Mage -- (BOUND CLASS)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|Ability Points [Passive]|The bluemage starts out each combat with a unique resource pool of 10 action points and regenerates a passive 1 per turn up to this cap. These points may be spent on spells and abilities assimilated from monsters. |
|Learn| Attempt to Learn an ability from a targeted Enemy. This has an extremely limited amount of success.| 7 turns |
| Execute| The bluemage executers an ability learned from a monster. (See Chart)| |
|Meditate|The bluemage focuses a turn, doubling their passive regeneration of action points for as long as they meditate. ||
| Overcharge |Burn your own energy to unleash a devastating boss-tier attack dealing 4 damage to all enemies. You cannot act or move for 2 turns afterwards.| OPL |
---
• • • • • • • • •
Twisting the aether around them to mimic foes of their past, there are few more powerful and more versatile than the Blue Mage. With their ability to learn the powerful spells of enemy forces they encounter and bring them into the battlefield in a clutch moment, there are many situations where the Blue Mage shines!
\columnbreak
##### Blue Mage Spells
| Ability Name | Spell Effect | Action Point Cost
|:----:|:-------------|:----:|
| Slap | Make a basic attack at +1 damage.| 1 |
| Bomb Toss | Deal AoE damage up to three targets, knocking them back. DM discretion | 2 |
| Mighty Guard | Become Untargetable, Immune to status effects, and Immune to damage for 1 Turn | 3
| White Wind | The bluemage heals up to three targets for 3 HP a piece.| 2 |
| Threefold Attack | Perform three basic attacks upon a single target at -1 damage a piece. | 3 |
| Bad Breath | Spew debilitating effects to up to three targets in a frontal cone. Ailments inflicted is based on roll. Each tier inflicts all previous tiers. (See Chart Below)|3|
| 1000 Needles | Inflict up to 10 points of damage, spread out between any number of foes within AoE range. Automatic Hit.|6|
__
| **Roll** | **Effect** |
|:----:|:-------------:|
|1-200|Poison|
|201-400|Blind|
|401-600|Paralyze|
|601-800|Silence|
|801-1000|Confusion|
\pagebreakNum
### Dragoon -- (Specialty Bonus +5 STR Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Blood of the Dragon [Passive] | Landing two successful attacks grants you the effect Blood of the Dragons, enhancing your jumping abilities. This effect ends when you miss an attack.| |
| Jump / High Jump | Leap into the air this turn, becoming untargetable. On your next turn, you land, dealing damage to a select target. Becomes High Jump under your Passive. | 3 turns |
|Spineshatter Dive / Elusive Jump | Leap a short distance, dealing +1 damage and stunning the target for 1 round. Becomes Elusive Jump under your Passive. | 6 turns |
|Dragonfire Dive / Stardiver | Jump, dealing +2 damage to an enemy and all surrounding enemies, and inflicting burn for two rounds. Becomes Stardiver under your Passive.| 6 turns |
| ULTIMATE: Geirskogul/ Nastrond | Give all targets -100 to their DEF for 1 turn. Becomes Nastrond under your Passive. | |
#### Blood of the Dragon
___
- **High Jump:** Take to the skies, becoming untargetable. On your next turn, you land, dealing damage to two select targets.
- **Elusive Jump:** (Reaction) Leap out of the way of an incoming attack, negating its damage.
- **Stardiver:** Fly into the firmament, crashing down on your enemies akin to a blazing star. This attack deals +3 damage to an enemy and all surrounding enemies, and inflicts burn for three rounds.
- **Nastrond:** Deals +3 damage to all enemies within melee range.
----
• • • • • • • • •
Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon.
\pagebreakNum
### Monk -- (Specialty Bonus +5 STR Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Greased Lightning [Passive] | Every successful attack grants a stack of Greased Lightning, up to a total of four stacks. At two stacks, gain +1 to damage. At four stacks, gain an additional attack at -1 damage per turn. All stacks of Greased Lightning will fade if the Monk misses two attacks consecutively.| |
|Spiritual Fist | Attune to an element to gain a buff **(Below)**. They all share a cooldown of 1 Turn after the effect ends. Cannot stack, not spreadable/shareable. | 1 turn |
|Six-Sided Star| Attack that is guaranteed to hit for at least 1 damage.| 3 turns |
| Shoulder Tackle | Charges enemy for damage & grants self Haste for the next turn. | 5 turns |
| ULTIMATE: Tornado Kick | Expend all stacks of Greased Lightning to inflict a single target attack that automatically hits for 5 damage. Can only be used when at full stacks of Greased Lightning | OPL |
##### Spiritual Fist Chart
| Fist Name | Effect |
|:----:|:-------------|
| Fire | +1 Damage for 2 turn |
| Wind | +100 Attack for 2 turns |
| Earth | -1 to incoming damage for 2 Turns. |
----
• • • • • • • • •
The city-state of Ala Mhigo once boasted the greatest military might of all Eorzea. Among its standing armies were the monks—ascetic warriors as dreaded by foes on the field of battle as the city-state's great pikemen. The monks comprised an order known as the Fist of Rhalgr, and it was to this god—the Destroyer—that they devoted their lives of worship. By mastering seats of power within the body known as chakra, they are capable of performing extraordinary physical feats.
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_
### Ninja -- (Specialty Bonus +5 STR Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Ninjutsu | Combo your signs together for a new ability. You can cast up to two handsigns when you first use Ninjutsu, and one additional handsign for next turn. If you perform any action other than handsigns or get damaged, you lose focus and Ninjutsu goes on cooldown immediately. (See Chart)| 3 turns |
|Shukuchi| Instantly teleport behind an enemy, then immediately roll an attack. | 4 turns |
|Substitution| (Reaction) Substitute yourself with a dummy for this attack, negating all damage.| 6 turns |
| Kassatsu | Allows the casting of any two sign activated Ninjutsu, adding +1 to damage, or an additional round to the status effect inflicted. This ability negates Ninjutsu’s cooldown, having the cooldown begin after this ability is cast. | 6 turns |
| ULTIMATE: Assassinate| Attack that ignores enemies HC. If the Ninja is under the effects of the Vanish Ninjutsu, this attack deals +3 damage on top of the attack roll. The Ninja must be hidden from the enemy for this to apply. | OPL
##### Class Name
| Sign | Ability | Effect
|:---:|:---:|:---:|
| Kie | Vanish | Roll an evasion check against enemies, hiding yourself from those who don’t best your roll.
| Ten -> Chi | Raiton | Lightning based attack dealing +1 damage.
| Jin -> Ten | Katon | Fire based attack dealing +1 damage to enemy and all surrounding enemies.
| Ten -> Jin | Hyoton | Inflicts Slow on targeted enemy for two turns.
|Aku -> Kie | Doku | Inflicts Poison on targeted enemy for three turns.
|Jin -> Kie -> Ten | Huton |Grants Haste to self for one turn.
|Ten -> Kie -> Jin | Kami's Flow |Attack focused on the casters position, dealing +1 damage and forcefully pushing away enemies within melee range
|Ten -> Chi -> Aku | Hell's Edge | Conjured blade dealing +2 damage to an enemy, and +1 to all enemies within melee range of the initial target.
|Aku -> Kie -> Jin -> Ten | Almighty | Gain +2 damage to all attacks for three turns, then become winded for two turns.
\columnbreak
• • • • • • • • • • • •
Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes.
\pagebreakNum
### Samurai -- (Specialty Bonus +5 STR Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Sen [Passive] | Samurai gains 1 Sen per round they deal damage (either directly or indirectly) to either an enemy or ally. This caps at +5 Sen.| |
|Hagakure | Strike twice in 1 turn. Costs 2 Sen. | 3 turns |
|Setsugekka/Goken| The Samurai chooses between a single target attack that deals +1 damage per accumulated Sen, or a multi-target attack with no roll penalty, dealing +1 damage per two accumulated Sen. All Sen is consumed upon using this ability.| 4 turns |
| Ageha| Shear Enemy Defense to 0 for a single turn. All allies can take advantage of this shear. |OPL |
|ULTIMATE: Guren| Hit all your enemies at once, dealing +1 damage for every Sen stack you hold. This consumes your stacks. | OPL
• • • • • • • • •
Far across the rolling waves, towards the rising sun, there lies the island nation of Hingashi.
In the distant past, the realm's great lords vied for supremacy over its sea-girt confines in a long and bloody conflict. And taking to battle in their lieges' names were noble swordsmen whose art was forged in the crucible of war: the samurai.
Eventually, the nation was unified under one banner, and these warriors came to wield their katana not upon fields as part of an army, but upon streets as protectors of the peace.
But as a neglected blade grows dull with rust, so too do men forget their purpose. Amidst waning memories of the old ways, a determined few hold fast to their convictions, hands by katana grips, awaiting the moment for steel to sing.
\pagebreakNum
_
### Bard -- (Specialty Bonus +5 DEX Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Song [Passive] | You have access to several songs. [See Chart] | |
|Performance| Begin playing an instrument of your choice, adding +100 to all allies rolls. You cannot act while performing, nor can you properly defend yourself, reducing your hitclass to 0 for so long as Performance is active. Takes one turn to stop performing.||
|Troubadour |Grants additional effects to Song for two turns, the effects depending on what song is currently being sung. | 6 turns |
| Crescendo | Before combat begins, roll a random. Send this number to the DM and ensure they know this is your Crescendo roll. Once a combat, you may switch out your allies roll with your Crescendo roll. After using your Crescendo, you can not use this ability again that combat.| Once per Combat|
|ULTIMATE: Encore| Immediately force a target to repeat an action it just took. This can be an ability, attack, movement or heal and allows someone to bypass their cooldown to double that ability. This does not bypass "Once Per" cooldowns however. |Once per Leve |
---
• • • • • • • • •
The word "bard" ordinarily puts folk in mind of those itinerant minstrels, fair of voice and nimble of finger, who earn their coin performing in taverns and the halls of great lords. Few know, however, that bards in fact trace their origins back to the bowmen of eld, who sang in the heat of battle to fortify the spirits of their companions. In time, their impassioned songs came to hold sway over the hearts of men, inspiring their comrades to great feats and granting peace unto those who lay upon the precipice of death.
| Song | Effect | Troubadour Effect|
|:---:|:-----------:|:-----------:|
| Mage’s Ballad | Grants +50 to all magic rolls. | Grants +1 to all magic damage
| Army’s Paeon | Grants +50 to all physical rolls. |Grants +1 to all physical damage.
| The Wanderer’s Minuet | Grants 1 stack of “Requiem” per turn this song is sung. |Immediately grants two stacks of “Requiem”
| Foe Requiem | All allies take +1 to healing, and all enemies take +1 to damage. This effect lasts for as many turns as there were stacks of “Requiem” the Bard accumulated before singing. Effect must disappear before Foe Requiem can be sung again. |Extends duration by two turns.
\pagebreakNum
### Dancer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Dance Partner [Passive] |Designate a single ally as your dance partner, giving them a constant bonus to hit based on a dice roll. Upon switching a dancer partner, you must roll again. [See chart]| |
|Two to Tango | The dancer and their partner may immediately make a single target attack against the same target at +1 damage.|3 turns |
|Curing Waltz |The dancer heals both their partner and themselves with a cure roll at +1. | 3 turns |
| Sword Dance| Spend a turn to perform. You gain a +200 boost to your next attack roll.| 3 turns |
| ULTIMATE: Technical Finish | Give both yourself and your dance partner haste, and a +3 bonus to damage to both for their next successful attack. | Once per Leve|
---
• • • • • • • • •
From the Near Eastern nation of Thavnair comes a troupe of bewitchingly graceful performers. Though certainly elegant and beautiful, their movements also speak of martial discipline─of a pulsing, persistent energy whose rhythm can inspire souls and soothe troubled hearts. Inured to the hardships of the road, these dancers have learned to land throwing weapons with the same exacting precision as their footfalls, removing any who would obstruct the endless beat of the dance.
____
#### Dance Partner
| Roll | Bonus |
|:---:|:-----------:|
| 1-400 | +50 |
| 401-800 | +100 |
| 801-950 | +150 |
| 951-1000 | +200 |
\pagebreakNum
### Mammeteer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Activate [Passive] |Call forth your mammet. While active, each type provides it's passive effect, and attacks with their master each turn.| |
|Restoration |Restore one of your Mammets to full HP|5 turns |
|Commander's Voice |Order your mammet to use its Command or Grace ability. [See Chart] | 2 turns |
| Look Out Master!| [Reaction] Your mammet takes all the damage and effects of one action against you. | 5 turns|
| ULTIMATE: Mammet Chorus | Trigger your current Mammet's Decree ability.| OPL|
##### Mammet Chart
| Mammet | Command | Grace | Decree |
|:---:|:---:|:---|:---:|
| King [Tank] | Casts Provoke on one target. | Use the Blink action | Immune to damage for 2 turns |
| Bishop [Support] | Cast the Cure spell w/your attack stat | Cast regen on one ally. | Heal & apply Regen to the target for 2 rounds. |
| Queen [Damage] | Strikes for +2 Damage | AoE damage w/o penalty | Your & Mammet's attacks hit one other foe within range for 2 rounds. GM discretion. | ─ |
\columnbreak
---
• • • • • • • • •
A goldsmith tinkers carefully with the intricate pieces of a mammet, hardened by battle, eager to fight once again. As the Mammeteer, you and your automaton fight side by side in unity, dealing blows to your foes, and supporting one another along the way. Don't underestimate the power of these small robotic beings--for the strength of cooperation shines through better than one might expect.
\pagebreakNum
_
### Geomancer -- (Specialty Bonus +5 MP stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Gaia [Passive] |Geomancer makes a roll, and transforms the ground within the battlefield (see chart). All attacks matching the domain’s element hit for +1. | |
|Gaia's Fury| Attacks a target, if it hits, it deals damage and adds a dot of the domain’s element for 3 turns.| 3 turns |
|Gaia's Protection | [Reaction] Geomancer summons an elemental wall in front of their allies, absorbing 2 damage for all allies affected by an AOE attack.| 4 turns |
| Planewalker| Geomancer is able to teleport themselves, an ally, or an enemy to any empty space within the domain created by Gaia. Teleporting an enemy requires an attack roll.| 4 turns|
| ULTIMATE: Calamity |All enemies within the domain take 4 damage of that element type, and sets Gaia’s Call to a 2 turn cooldown| OPL |
___
• • • • • • • • •
Similar to its cousin, the Astrologian, the Geomancer channels the aether from its surroundings in order to aid their allies, and harm their foes...though in a slightly different and more physical sense. Instead of drawing from the heavens, as the Astrologians, the Geomancer focuses on the "Heavens Within The Earth"--the very essence of the planet itself. The Geomancer can transform the battlefield at will, giving bonuses to elements of its allies and enemies alike.
___
##### Geomancer Gaia Ability:
| Terrain | Effect |
|:----:|:-------------|
| 0-200| Volcanic Inferno | Change the terrain to lava and hot rock. +1 to Fire damage.
| 201-400 | Icy Tundra | Change the terrain to frozen ice and snow. +1 to Ice damage.
| 401-500 | Levin Plains |Change the terrain to a lightning-prone, flat field. +1 to Lightning damage.
| 501-600 | Windy Meadows|Change the terrain to a flowery, windy meadow. +1 to Wind damage.
| 601-700 | Arid Desert| Change the terrain to a dry and sandy desert. +1 to Earth damage.
| 701-800| Swampy Deluge | Change the terrain to a waterlogged swamp. +1 to Water damage.
| 801-900 | Sunny Beach | Change the terrain to a calm, sunny beach. +1 to Holy damage.
| 901-949 | Dark Cavern | Change the terrain to a pitch black cave system. +1 to Dark damage.
| 950 + | Blessing of the Earth | You decide!
\pagebreakNum
### Sage -- (Specialty Bonus +5 MP stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Advanced Arcana [Passive] |Change between an attack stance, giving +1 damage to your basic attacks, or a shielding stance, making your healing grant a +1 shield. Every time you make a heal to an ally, your next shield gains +1, to a maximum of 3.| |
|Attack Matrix [SwA] |Grant an ally +X to their attack, taking the same penalty to your next attack or heal made up to a maximum of 4.|4 turns |
|Defense Matrix [RA]|Shield your ally for the value of half your last heal roll made.| 3 turns |
|Hard Focus [SwA] | Grant yourself an additional StA for the next 2 turns, at the cost of your RA for the next 4 turns. | 4 turns|
| ULTIMATE: Arcane Manifesto| Pick 5 targets, dealing damage equal to half the amount you took last turn, or healing allies for the same amount, granting a shield of 3 HP.| OPC |
___
• • • • • • • • •
The power to harm and to heal are held by many a mage, but few hold as much devastating power over it in so equal a hand as the Sage. With their ability to channel between the brutal power of Dark, Astral Aether, and the calming presence Light, Umbral Aether, the Sage is equipped to deal with nearly any situation.
\pagebreakNum
### Elementalist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Primordial [Passive] |Being familiar with the elements, you gain +100 to your spells attack rolls.| |
|Augment |Enhances the elemental effects of your chosen ally by +2 whether attack or heal.|3 turns |
|Absorb|(Reaction) You absorb one elemental attack. You are allowed to mitigate two points of damage and instead gain two health| 4 turns|
| Mysterio | This ability creates a protective shield around an ally of your choice. For two turns, that ally gains a +2 resistance to the element of your choice.| 4 turns |
|ULTIMATE: Elemental Trance |For 3 turns, you gain a special attunement to the elements. All of your elemental attacks deals +3 damage| OPL |
---
• • • • • • • • •
The six elemental facets of Aether--Fire, Wind, Ice, Earth, Water, and Levin. Each play a fundamental role in shaping the very realm we live in...and it is in these studies and practices that the Elementalist shines. By carefully channeling the aether surrounding them and their allies, studying their foes, and implementing their power accordingly, the Elementalist can shift the tides of battle, providing support and deadly force wherever they roam...
\pagebreakNum
### Necromancer -- (Specialty Bonus +5 MP Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Raise Dead [Passive] | The Necromancer spends 2 HP to summon a creature with 2 HP to a max of 3. Creatures share half of the stat bonuses with caster, and convert half damage dealt to HP. Half of the stolen life can be given to caster, or used to enhance the undead to a max of 5 HP.| |
|Death Mark| Mark an enemy. The marked enemy will take +1 additional damage from undead attacks, and undead attacking their mark gain +50 to all attack rolls, for 2 rounds. |4 turns |
|Tenebrae| Afflict a target with Tenebrae, it will take 1 damage the first time they directly attack one of the Necromancer’s undead, 2 damage the second, and 3 damage the third. Lasts 3 turns| 6 turns|
| Sacrifice| An undead will shield the caster with itself. If the damage exceeds the undead’s current HP, it will be destroyed, and the rest of the damage will be directed to the Necromancer. (Reaction) | 4 turns |
|ULTIMATE: Reaper's Scythe | Deal 10 raw damage to one target or spread multi-target. Can only be used with 3 5 HP undead, sacrificing them. Necro may use 2/3 of their HP to increase DMG to 15 |OPL |
---
• • • • • • • • •
It was the Thanalan nation of Bela'Diah that began the process of mummification for their dead, believing it to be a more humane way to honor the dead. Built as a land dedicated to protecting those who held magic in their blood, it did not take too long for less conservative mages to begin meddling in the art of animating those who had been buried alongside their rulers...a means of protecting them and the secrets they held, long after the time of their nation had passed. And so it was that Bela'Diah became lost to the sands of time...but the art of Necromancy lived on, breathing new life into those who had since passed on.
\pagebreakNum
### Green Mage / Saboteur -- (BOUND CLASS)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Inner Wisdom [PA] |You start combat with 2 Wisdom points and can accumulate 2 by spending a SwA, up to a maximum of 6. You may spend points as a SwA to augment your basic attacks / heals in one of the ways below. You may augment a basic attack/heal multiple times. [See chart]| |
| Green Word [PA] | All of your buffs last twice as long on yourself. This cannot apply to spread abilities. | |
| Incantation [StA] | Spend 2 Inner Wisdom points to give yourself or an ally one of the following higher tier buffs, or roll an attack to give an enemy one of the following debuffs. This does not heal or deal damage. [See chart] | 5 CD |
|Sabotage [StA] | Shifting your magicks to an umbral alignment allows them to spread. Make an AoE basic attack or heal on up to three targets with no roll penalty (healing potency is still halved). This can be affected by Inner Wisdom. | 4 CD |
|Valor [StA] | Grant a single target Bravery/Faith/Libra and Inspiration. This ability cannot be Spread. | 5 turns |
| ULTIMATE: Manafold Magicks [StA] | Your magicks erupt in myriad ways as proof of your mastery over them. For every 2 Inner Wisdom points you spend, make an Incantation that automatically hits or a single target attack/heal with one augment from Inner Wisdom. | 5 CD |
___
> #### A Unique Class:
> Green Mage / Saboteur are one of the only classes with full access to status effects that are normally exclusive to only NPCs, like bosses and other enemies. It's best to use them wisely, as all status effects don't last the same time lengths!
### Inner Wisdom:
| Points Spent | Effect |
|:---:|:-----------:|
| 1 | +100 to your attack/cast |
| 2 | +1 damage & attack also inflicts one negative effect/-100 attack for 3 turns (pick one) **OR** your heal grants one positive effect |
### Positive Status Effect Access:
Bravery, Faith, Haste, Shield, Reflect, Regen, Stoneskin, Vanish
___
### Neutral Status Effect Access:
Spread, Hidden
___
### Negative Status Effect Access:
Bind, Blind, Confusion, Curse, Disable, Freeze, Frenzy, Ignite, Bolt, Oil, Paralyze, Poison, Sap, Silence, Sleep, Slow
---
• • • • • • • • •
Many a student of magic would tell you that spells falling under Green Magic are minor incantations, helpful, harmful, but not altogether as powerful as something akin to the Black or White Mages. Those people would be wrong. It is the smallest seeming of things, the most overlooked spells, that can signal doom or victory, and it is the Green Mage that wields this power--Creation, and Destruction--in both hands.
\pagebreakNum
### Rune Knight -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Enchant Rune [Passive] |Enchant the runes on your weapon with an element. Depending on the element, you apply a debuff on your next attack. You may change your rune once a round for free, but only at the start of your turn, and only once per turn. | |
|Greater Rune|Place a rune on the ground. Allies within Melee range share the current rune you have emblazoned on your weapon for 3 turns.|5 turns |
|Barrier Rune| [Reaction] Sacrifice your runes to throw up a barrier, deflecting one attack away from yourself, or one ally within Melee range.| 4 turns|
| Explosive Rune| Detonate the runes on your weapon, clearing the effect you have, and causing an AoE. Roll once and apply the check to all foes in range, spreading your current debuff to foes hit, and dealing damage equal to the number of turns you have maintained the same rune (In combat), putting that rune on cooldown for 3 turns.| 6 turns|
|ULTIMATE: Climbhazzard|This attack automatically hits, dealing the Rune Knight's missing HP in damage to a single target. | OPL|
___
• • • • • • • • •
Their aether running through the ancient markings of their weapons, the Rune Knight is able to subtly change the very essence of their power to the most finite detail--primarily, the element of said aether. With sword in hand, the Rune Knight is equal parts destructive force and supportive ally, granting protections to their party while shearing the enemy with element-based detriments.
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### Arithmetician -- (Specialty Bonus +5 MP Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Geometric Theory [Passive] |Pick either even or odd at the start of the campaign. Arithmatician gains a +1 to their next heal or attack. This passive can only be toggled Once Per Leve.|OPL|
|Multiple of 2|For the next 2 turns, attacks that are a Multiple of 2 deal +2 damage.|5 turns |
|Multiple of 5|For the next 2 turns, attacks that are a Multiple of 5 gain +2 damage.| 5 turns|
| Recalculation| [Reaction] Force either an ally or an enemy to reroll their attack. The target must then use their second roll.| 5 turns|
|ULTIMATE: Prime|For the next 3 turns, attack and healing spells that are Prime numbers deal x2 their rolled amount. CANNOT be stacked with Multiples. Once per episode.|Once per Leve|
---
• • • • • • • • •
With keen eye and sharp mind, the Arithmetician weaves their aether, bending the very laws of fate themselves...albeit for a short while. By twisting the aether through their surroundings, the Arithmetician can influence the abilities of all that cross their path, for good or for ill.
A chart of Prime Numbers
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### Machinist / Engineer -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Custom Gadget [Passive] | Activates one of the Machinist’s gadgets, only 1 effect may be active at once. See Gadgets below. These last until changed.| |
|Blazing Assault|An attack that applies Ignis in addition to its normal damage.|4 turns |
|Heated Barrage|A multi hit barrage of attacks. Make 3 attacks at no bonus to hit. Each hit deals 1 fire damage per hit regardless of how high you roll. Other buffs may be applied as normal to the attack and damage. Using this attack consumes your Ignis and Oil effects after the 3rd attack, dealing +1 damage for every stack consumed. | 5 turns|
| Greaser | An attack that also applies Oil in addition to its normal Damage.| 3 turns|
|ULTIMATE: Bombing Run|An attack that hits up to 5 targets in a 30m radius for 2 Fire damage +1 for each additional target. IE 1 foe would take 2 damage, 5 foes would take 6 damage. Auto Hit |OPL|
#### Custom Gadgets
___
- **Targeting Goggles::** +50 to Attack rolls
- **Reactive armor:** +50 HC
- **Experimental compounds:** +1 To healing received.
- **Gel packs**: -1 damage received.
---
• • • • • • • • •
Focused on shots from a distance and afflicting harmful status effects on their enemies, the Machinist comes fully loaded with gizmos created by their own bare hands. Woe betide the foe that elects to ignore the Machinist--for enough shots placed on their target can end with them erupting into painful flames...for the rest of their very short life.
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### Chemist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Mix [Passive] | Take a turn either inside or outside of combat to mix together either a haphazard poison (negative status effect) or beneficial medicine (positive status effect). The effect is decided via /random roll. Only 3 potions can be stored at one time.| |
|Elixir|Shorten the cooldown of abilities of one ally by 2. |5 turns |
|Vitality Potion|Healing potion that gains +2 to healing, as well as granting regen for two turns |5 turns|
| Synthesize| Synthesize two mixed items into one. Choose the effect of one of them to double in duration or damage, sacrificing the other.| 3 turns|
|ULTIMATE: Grand Hyper Mega Elixir|All allies gain +1 to both damage and healing, and are inflicted with a random status effect (chosen at random from the list, including negative and neutral).|Once per Leveset|
---
• • • • • • • • •
A carefully placed drop of a volatile poison can mean the difference between life and death...a power the Chemist knows all too well. With their knowledge of plants, animal parts, and chemicals, the Chemist can easily turn the tide of battle, becoming a boon to their allies and a sore spot for their opponents.
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| Roll | Negative Effect | Positive Effect |
|:---:|:-----------:|:------:|
| 0-200| Bind| Bravery |
| 201-400 | Blind | Faith|
| 401-500 | Confusion| Stoneskin|
| 501-600 | Disable | Vanish |
| 601-700 | Paralyze| Reflect |
| 701-800| Poison | +2 HP Shield |
| 801-900 |Silence| Regen |
| 901-949 | Slow | Inspired |
| 950 + | Haste (All Allies)
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### Transfigurist -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Form Shift [Passive] | Gain T6 in a single stat. Everything else set to 0.| |
|Raze|Use your form's Raze ability.|4 turns|
|Restore |Use your form's Restore ability.|4 turns|
|Reactive Shift |[Reaction] Shift your form as a reaction.| 3 turns |
|ULTIMATE: Overdrive |Take on a second form for 2 rounds. Combining their bonuses, and using both of their Raze or Restore abilities. |Once per Leve|
##### Raze & Restore Chart
| Form | Raze | Restore |
|:---:|:---:|:---|:---:|
| Attacker [MP/STR/DEX] | Make an attack that hits foes for +2 damage. | Clear one debuff on yourself. |
| Defender [DEF/EVA] | Provokes a target. | Applies Regen to a target. |
___
> #### Transformation Forms:
> The Transfigurist shifts their body, or parts of their body, into a new form in order to gain significantly large stat buffs. However, this warping of aether and matter is an enormous strain on the user, and so while you'll see a large increase in one stat, its others suffer greatly as a result. It's up to you to determine what to use, and where!
>
> Transfigurists can also decide WHAT they can shift into (within reason, please.)
---
• • • • • • • • •
Transfigurists are the truly adaptable sort, able to channel aether through their bodies in order to take on physical characteristics, shifting their forms in order to better take control of a situation. However, moving such an enormous amount of power leaves other parts of their bodies vulnerable...Thus do Transfigurists go into battle with as much care as they do courage.
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### Raptor -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|Counter [Passive] | Once every 5 turns, as a reaction, you may counter when attacked for half the damage you took. |
| Trepidation |[Reaction] Take damage intended for an Ally.|4 turns |
|Battle Cry |Remove 100 HC for 2 Turns. Boost Yours and One Allies next attack roll by +200.|4 turns|
|Unscarred |Become Immune and Invulnerable for 1 Turn. Trepidation bypasses this, but at -1 Damage.|6 turns|
|ULTIMATE: Power Crush| *Choose from either:* Remove one special abilities that the enemy has used before for 3 turns ***OR*** Removes the enemies hit tier bonus for 3 turns. |Once per Leve|
---
• • • • • • • • •
A strategist to rival that of the Scholar, the Raptor is a master of striking their enemies where it truly hurts, while parrying and redirecting damage to precise targets in order to maximize their combat efficiency.
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### Gambler / Corsair -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Luck Pool [Passive] |A luck point can be spent to increase or decrease a roll by 100. A gambler can spend these as a reaction effect, once per turn, and can spend any number of them at one time. These points only regenerate 1 at a time, when the gambler rolls under 300 naturally on any check. Gamblers begin every event with **5 points**, and generated luck is capped at 5 points.| |
|Take A Chance| Roll /random against Fate itself. (see chart) |3 turns|
|Scapegoat | [Reaction] Shift the blame (and damage you take this turn) onto a party member for this turn.|4 turns|
| Lady Luck's Kiss |Pick 1 ally. You both share positive status effects for 3 turns.|3 turns |
|ULTIMATE: Lucky Strike|[Reaction] Roll against an enemy's attack. You may choose to swap your roll with your opponent. This attack deals damage directly, ignoring HC. |Once per Leve|
| Roll | Name | Effect |
|:---:|:-----------:|----------:|
| 0-100 | That's Not Good… | Applies Haste to all enemies.|
| 101-200 | Mysidian Rabbit | Conjured Familiar that runs amok. Every other turn, the Rabbit attacks whoever is taking an action.|
| 201-300 | 3 Card Monte |The gambler picks 2 allies. They may each make one attack roll immediately.|
| 301-400 | Prismatic Flash |Everyone takes -150 to their rolls, because everyone happens to enjoy shiny lights.|
| 401-500 | Chocobo Stampede |If even, all enemies take 4 damage. If odd, all allies take 4 damage.|
| 501-600 | Joker's Death |User is immediately KO'd|
| 601-700 | Loaded Dice|A timer is set based off the last number of this roll, ticking down per roll performed. When the timer is up, the roll that set the timer to zero will automatically be a critical failure.|
| 701-800 | Joker's Doom |Enemy with the highest health will take the users total HP as damage, in exchange for the user taking half of this damage rounded up.|
|801-900 |Royal Flush |User has the choice of KO'ing a single, non-boss target, or dealing 5 damage to all enemies, in exchange for applying a 1 turn Doom effect to self, and one random party member (DM's choice)|
|901-949|Lucky Break! |Applies Regen to everyone on the field (including enemies).|
|950 + |Jackpot! |Applies Haste to all allies & deals 3 damage to all opponents on the field. |
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### Beastmaster -- (Specialty Bonus +5 STR Stat)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|Call of the Wild [Passive] |Summon a beast for 3 turns. These beasts attack directly after their summoner's turn. You can only have 1 beast out at a time|5 turns|
| Nature's Bounty |Provide a Regen of 1 HP for 3 turns for 1 target. |4 turns |
|Vilekin's Venom |Auto hit (no roll requried) to inflict posion for 3 turns.|6 turns|
| Untamed Spirit |Call upon your beast's power for a special effect, can only be used on the 3rd turn your beast is out. |3 turns |
|ULTIMATE: Wild Hunt| (Reaction) Attune with your summoned pet, giving the Beast and Master +3 damage on their next attacks. |Once per Leveset|
| Beast Type | Untamed Spirit |
|:---:|:-----------:|
| Ranged | Deal up to three damage automatically. You may split this damage across targets. |
| Tank | Provides cover for a target of the Beastmaster's choice, raising their Hit Class by 50 for 3 turns |
| Melee | Deal 1 damage to 1 target, also lowers their Hit Class by 100 until the Beastmaster's next turn |
---
• • • • • • • • •
With their companion in tow, there is little that can stand in the way of a proper Beastmaster. Whether by way of fear or friendship, the Beastmaster and their summoned ally strike fear into the hearts of their enemies, channeling the wild power of nature through their souls, aiding their party through precise strikes and powerful support abilities.
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### Riftcaller -- (Specialty Bonus +5 to a Combat stat of YOUR choice)
| Ability Name | Ability Description | Cooldown
|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| Contract Summon [Passive] |Summon forth a Voidsent/Sin Eater Minion for the next 3 turns. (See chart) You may only summon one type of servant at a time, and all summoned creatures vanish after their passive is completed.| |
|Aethersup |Through physical contact or through your summon, deal an attack. You gain half the damage dealt as HP. |5 turns|
|Pact |Sacrifice X HP to gain +2 to attack for the next X turns.||
| Tainted Blood |Sacrifice your HP to inflict a bleed onto an opponent. X amount sacrificed = X amount of turns the bleed lasts. | |
|ULTIMATE: Nightmare |Deals 4 damage to all enemies, in exchange for inflicting an unremovable fear from you and a chosen ally for two turns |Once per Leve|
#### Contract Summon
___
- **Attacker:** Mimicks your Attacks for 2 turns.
- **Defender:** Blocks attacks for 2 turns.
- **Support:** Heals you for +1 for 5 turns.
---
• • • • • • • • •
In the depths of the Aetherial Sea lay the many shards of our realm, split into fourteen by the sundering long, long ago...long since have people with exceptional skill been able to slip their hands past the veil, to call upon creatures of other realms in order to do their bidding...provided the price is right, of course. Whether forced into servitude or a deal formed, be it from the shadow-ridden world of the 13th or the light-swamped realm of Norvrant, the Riftcaller is never truly alone on the field of battle...or anywhere else, for that matter.
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# Pets and Summoned Companions Stats: (Arcanist, Summoner, Mammeteer)
### Summoned Companion Roles
#### Hit Class:
___
- **Melee:** 400
- **Ranged:** 400
- **Tank:** 600
#### HP:
___
- **Melee:** 12
- **Ranged:** 8
- **Tank:** 16
#### Additional Bonuses:
- **Melee:** 50 to STR rolls
- **Ranged:** 100 to DEX or MP rolls (not both)
- **Tank:** -50 to Attacks
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___
> #### Notice:
> A summoned companion -- Carbuncles, Egi, Turrets, Corpses, and Beastmaster Pets go **DIRECTLY AFTER** their summoner.