Character Class design is not only decided by gameplay but also the setting the game takes place. As a result, a pattern occurs in the more commonly used settings for games with character classes, Fantasy, Science Fiction and Modern settings, with Fantasy having their own set of classes while Sci-Fi and Modern settings sharing similar classes due to similar weaponry (namely guns).
It should be noted that despite the names, the classes might not always fit their genre. For example, Fantasy Character Classes does not cover all fantasy genres, with Urban Fantasy and Science Fantasy usually covering Modern/Sci-Fi Character Classes. Likewise, while Superhero stories tend to take place in modern settings, combat in this genre is linked to superpowers rather than firearms, resulting in classes different from the ones listed in Modern/Sci-Fi Character Classes. A good rule of thumb to decide what category a game would fall under is seeing the standard weapons of frontline classes. Melee weapons implies Fantasy Character Classes, guns fit Modern/Sci-Fi Character Classes, while classes not cleanly fitting in either category imply that the classes listed on these pages do not apply.
For a list of recurring setting-free class archetypes, look at Common Character Classes.
Fantasy Character Classes
With Dungeons & Dragons being the Trope Maker of character classes, it is natural that games that share its fantasy genre commonly borrow its classes. While D&D campaigns are usually tied to Medieval European Fantasynote , the prominence of these classes have made them appear in various other settings, such as ones more inspired by Ancient Greece or Feudal Japan.
What classes will appear will vary depending on the complexity of the game. The simpler ones stick to the trio of Fighter, Mage and Rogue. Those with a little more complexity tend to split the spell list between offensive and support magic, the Mage keeping the offensive magic while a fourth class, the Cleric, gets support magic. And some games go further, adding classes such as the Ranger filling the role of archer in contrast to the melee focused Fighter or the Bard whose songs are capable of both buffs and debuffs.
The most elaborate class systems tend to have variations of the same class, filling the same gameplay niche but being stronger at one area of their niche than the other. For example, fire mages, weather mages, and mind mages each study at different colleges and wear distinctive costumes, but are none the less, all mages. These classes tend to be grouped together for player convenience.
The Fighter: Other Names: Warrior, Knight, Soldier. One of the most basic classes, the Fighter puts emphasis on strength and close quarters combat. Wielding melee weapons, they typically lack range, or have only limited ranged attack options, but they excel at fighting enemies in close range combat, often having high HP, defense, and attack capabilities to aid in this. In a team or party based game they put themselves at risk at the front of the group and take the brunt of the damage meant for their less sturdy comrades. A Fighter's strength is boosted by the wide variety of equipment they can use and they are usually able to equip the widest variety of weaponry and armor, including stuff too heavy for other classes. Due to being simpler to play than other classes, they are often considered good choice for beginners.
- The Knight: Other Names: Cavalier (when the Cavalier isn't its own separate class), Guardian, Sentinel, Champion. The Knight is considered an upgrade to the basic Fighter. It may be able to wear bigger, heavier armor (including shields) and weaponry, possibly sacrificing speed in favor of more power and defense. The Knight may also gain supportive abilities that help to keep their allies safe, relating to bravery and chivalry. For example; the ability to shield the group from enemy attacks, or otherwise take hits meant for their friends, a "taunt" command that forces foes to direct attacks towards them and away from allies, or the ability to make powerful Counter Attacks against enemies who ignore them. Knights may be able to employ Mounted Combat, if there is no dedicated Cavalier class.
- The Warrior: Other Names: Brute, Titan, Vanguard, Landsknecht. A more offensively-oriented general upgrade to the basic Fighter, the Warrior trades the Knight's emphasis on defense and support for brute offensive power, favoring large, two-handed weapons that can smash straight through entire swathes of enemies and heavy armor that offsets their lack of a shield, as well as the immense strength required to use both. Warriors range from Unskilled, but Strong brutes to Strong and Skilled veterans, with the latter in particular emphasizing the class's slow, methodical, but devastatingly powerful attacks.
- The Swashbuckler: Other Names: Fencer, Duelist. A Fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in their trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.
- The Dragon Knight: Other Names: Dragoon note . A Fighter who is either descended from, in the employ of, powered by, owns, or specializes in hunting, dragons. A Dragon Knight usually has a variety of abilities that mimic or relate to dragons in some way — Flight or high jumping ability, breathing fire or imbuing it into their attacks, and dealing extra damage to dragons are all common. Some are able to tame or train dragons (typically either big ones large enough to ride on, or smaller species/hatchlings) or even transform into a dragon themselves. They seem to be associated with spears for some reason.
- The Barbarian: Other Names: Berserker, Savage, Viking. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.
- The Monster Knight: Related to Dragon Knight and Barbarian above as well as the Beast below, Monster Knight combines the augmented power of a monster/beast and the training and weaponry of a knight. They may also be able to tap on their basic monster instincts to gain more power and ferocity, often at a cost (either endangering you or your allies). Dragon Knight that can turn (whether fully or in part) into dragons overlap with this. In games with multiple playable races, if a Monstrous Humanoid race exists as one of the choices, them taking the Knight class make them this.
- The Samurai: Generally restricted to Asian settings, but can appear outside them under more generic names like The Swordmaster. Other Names: Yojimbo, Kenseinote , Ronin (In some occasion), Weapon Master, Myrmidon. Samurai wear less armor than regular Fighters, which leads them to have less defensive abilities. In general, they commonly have access to Ki Manipulation, higher damage, and higher speed and mobility, along with abilities related to Counter Attacks, sensing hidden enemies, or acting before their opponents can act. Some Samurai can wield both swords and longbows (and occasionally spears), but the majority focus on the sword to the exclusion of all other weapons. After the Hero, Samurai are the class most likely to have unique weapons which other classes cannot use. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.
- The Warlord: Other Names: General, Tactician, Marshal, Commander, Templar. The Warlord is a tactical master. They can hold their own in frontline combat as well as giving out buffs to their underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and they may have protective auras made of their own charisma to increase a team's effectiveness in battle. Sometimes may be able to summon their own troops, overlapping with Pet Master below.
- The Cavalier: Other Names: Knightnote , Lancer. The Cavalier fights from the back of a mount, whether a normal horse or something more exotic. Cavaliers have higher movement speed than other Fighters and may be able to charge through groups of enemies or perform Hit-and-Run Tactics. However, they also have more weaknesses: their large size can make them easier to hit or prevent them from travelling through certain terrain, and they may be vulnerable to specialised Anti-Cavalry weapons or attacks which frighten/control animals. Cavaliers with flying mounts also tend to be Fragile Speedsters, presumably because heavy armor would hinder their ability to fly. Sometimes a cavalier's mount can be separately targeted and killed, which either kills the cavalier or turns them into an infantry unit with poorer stats. In games where a lot of fighting takes place indoors, the Cavalier is usually folded into another Fighter class such as Knight or Dragon Knight, and they may be able to switch between infantry and cavalry modes. Mounted archers are comparatively rare, and tend to be closer to Rangers than Fighters.
The Mage: Other Names: Magician, Wizard, Caster, Sorcerer, Witch, Warlock, Magi, Magus, Sage. By whatever name you know this class by, you know this class: they primarily use magic powers. In any game with classes, there will always be one that maps to the Mage. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Mage is usually a Squishy Wizard, going down with only a few hits, with more offense orientated mages being Long Range Fighters to keep themselves safe from attacks.
- The Blaster: Other names: Evoker, Nuker, Black Mage. A Mage that specializes on offensive spells, differentiating themself from the more support-oriented magic users. May have a few buffing abilities at their disposal, but those are often dedicated to strengthening their own spells. Probably the biggest source of Elemental Powers within a party, with Fire, Ice, Lightning magic at the most basic.
- The Elementalist: A specialized Mage who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock–Paper–Scissors in their setting. May sometimes come with a pact with - and optionally summon - Elemental Embodiment.
- The Illusionist: Other Names: Mesmer. A magic-user who casts illusions. Their primary role are to cause distraction and misdirection to enemies. They can also cast the clones of themselves and trick and misdirect the enemies to attack the clones instead. Their abilities are generally given to characters with Psychic powers.
- The Battle Mage: Other Names: Warmage, Runesmith. An offensively-focused spellcaster who lacks some of the weaknesses of their setting's normal Squishy Wizards - they're tougher and can cast their spells faster or more reliably, in exchange for their arsenal being weaker or limited entirely to offense. Explanations for this can vary from special training, to special equipment, to their magic being somehow "artificial". Usually has at least a mild military theme, being either a soldier (possibly a Super-Soldier) or someone who Had to Be Sharp. Tends to use spells with shorter ranges than other spellcasters, or to simply cast their spells at close range more often. Can sometimes equip better weapons or armor than other mages, in which case they're distinguished from the Magic Knight through poor physical stats or lack of advanced combat skills. Common in Action Games, less so elsewhere.
- The Necromancer: A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but if Dark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength. Very often also a form of Black Mage, especially if an alternative more versatile battle mage is not available. May or may not overlap with the Theurgist class below.
- The Wild Mage: Other Names: Wilder, Chaos Mage. A gimmicky high-risk, high-reward class that trades more traditional spell options for raw power, gaining the ability to create random effects and hopefully react to them faster than the enemy can.
- The Blue Mage: Other Names: Mime, Mimic. A Mage who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.
- The Vancian Mage: Other Names: Wizard, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Mage, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
- The Inherent Gift Mage: Other Names: Sorcerer. This magic-user was born with abilities they don't need to study, and can use more readily than other Mages. This is sometimes explained as being descended from a magical creature, other times as being part of Mage Species. They are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.
- The Theurgist: Other Names: Warlock. The Mage makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a Mage that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light — and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually offensive (in the tactical sense) and nasty and deals heavy area damage and/or multitude of status ailments.
- The Summoner: Other Names: Conjurer. A higher level in which the caster summons the entity to them to do its bidding. Usually even more dangerous than regular Theurgists. Usually supplemented with some magic of another type. If the summoned entity sticks around for a while to assist the summoner, then they may learn magic that allows them to support it. If the summoned entity simply uses a single powerful attack or ability before vanishing, then the summoner is likely to have weaker abilities of roughly the same type, with the summons themselves serving as a form of Limit Break. When Summoners can have pacts with multiple entities at once, they will often be able to go on sidequests to unlock more summons.
- The Generalist: Other names: Red Mage. A Mage who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. In any case, they usually aren't able to use the more complex spells their specialized brethren use, or at least not nearly as often. Of all the kinds of Mage, they tend to be the most open minded and least prone to think there are Unequal Rites.
The Rogue: Other Names: Thief, Assassin, Ninja. Rogues are a diverse class that contains everything from dexterous thieves, to treasure-hunters, to assassins. Masters of stealth and infiltration, Rogues prefer to attack when their opponent is least aware. They are quick but fragile, unable to take heavy damage, and instead rely on their speed to dodge attacks and slip in and out of the shadows to catch their opponent off guard; setting traps and inflicting status effects on foes to give them the edge. Outside of battle Rogues usually have a wide range of helpful utility abilities such as lockpicking to allow them to open locked doors and treasure chests without needing to find/buy keys or the ability to detect and disarm traps. Some can even steal items directly from enemies allowing the player to obtain items that otherwise might be unobtainable. Sometimes Rogues are lumped in with the Ranger class, but more commonly they are differentiated by specializing in melee - particularly with light blades and daggers or ranged attacks using throwing weapons such as knives and shuriken.
- The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.
- The Assassin: A more offensive Rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from Damage Over Time.
- The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a Rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.
- The Detective: The Detective is an oft-overlooked variant of roguey types. They excel at rooting out hidden secrets and unraveling mysteries. They rely on a sharp eye for detail, but also on a finely honed ability to read the words and deeds of other creatures to determine their true intent. They excel at defeating creatures that hide among and prey upon ordinary folk, and their mastery of lore and sharp eye make them well-equipped to expose and end hidden evils. Undercover cops, private investigators, and spies tend to fall into this category. They're a lot less likely to be criminals, and some magic-using examples may cross over with the Blue-Collar Warlock.
- The Ninja: Generally, the highest tier of Rogue-type classes. The Ninja is a Rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game-Breaker. May be combined with the Assassin or distinct.
- The Shadow: Other Names: Nightblade. Occasionally, Rogue-types will specialize in magic or powers that augment their stealth, and when they do, those powers generally feature darkness, shadows or the occult as themes. May be distinct or combined with the Ninja or Assassin.
- The Bandit: Other Names: Burglar, Thug, Brigand. Close to the Thief, a Bandit is a Rogue whose stealth skills are either downplayed or non-existent. While they have all the standard Rogue abilities, they tend to use them in less subtle ways - instead of unlocking a door they'll kick it down, and instead of stealthily pickpocketing their enemies they'll simply walk up and grab things from them. Sometimes they also can intimidate their enemies or are good at destroying structures, as well as whole slew of other "gang" related abilities. Bandits are generally the Mighty Glacier of Rogue classes, having stats more similar to a Fighter (though they may still be a Fragile Speedster compared to non-Rogues). While they display slightly more variation in weapons than standard Rogues, most Bandits still cannot equip heavy armor and are thus not as tough as Fighters.
- The Pirate: Other Names: Corsair, Privateer, Swashbuckler. A variation of the Rogue. The archetype for a pirate isn't set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords. They may also receive bonuses for fighting in water terrain or on ships or be the best class at swimming. May have some aspects of the Bandit, or the Bandit class may be folded into Pirate entirely. When this class specifically represents a pirate captain it sometimes overlaps with Warlord.
- The Scout: Other Names: Spy, Acrobat, Operative. Another variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are. May also favour ranged weapons more than other Rogues. Sometimes combined with the Thief and/or Assassin to give them more things to do.
The Cleric: Other Names: Priest, Acolyte. A Cleric is usually The Medic — some variation on dedicated healers. Unlike Mage-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Mage classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. As the majority of fantasy games tend to take place in Medieval European Fantasy, clerics tend to have some elements of Christian priests (Catholicism in particular). Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea.
- The Healer: Other Names: White Mage. A squishy dedicated healer with little abilities at offense, though their magic may be able to harm specific types of enemies, most commonly demonic entities and the undead.
- The Battle Priest: Other Names: Crusader, Chaplain. A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters; although occassionally this is a literal overlap a.k.a hybrid of Fighter and Cleric class.
- The Druid: Wields power over the natural world, often including the Natural Elements, animals, and plants. Though not as potent at healing as the usual Cleric, they make up for it with elemental offense and the ability to morph into animals.
- The Shaman: A Cleric linked to spirits rather than gods. Commonly inspired by the Witch Doctor, though other inspirations such as Japanese Onmyōdō are not unheard of. They not only draw their magical abilities from spirits but are commonly able to summon spirits to assist them.
- The Cultist: The Evil Counterpart of the Cleric, the Cultist worships the local God of Evil or Eldritch Abomination, rather than more benevolent deities. As a result, the powers they gain from their faiths are typically of the shadowy variety, more given to offense, both in terms of offensive buffs and debilitating curses, and outright offensive attacks, although they usually has some healing in their kit, if less than is usually granted to the priest of a more "wholesome" God.
- The Templar: Other Names: Inquisitor, Zealot. Named after The Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another. They can also be defined as Mage Killer / The Witch Hunter, especially in settings where the Church is very much at odds with some, if not all, mages. If the Cleric class normally comes with innate restrictions or drawbacks (e.g. must always tell the truth, cannot wear metal armor, must avoid contact with The Dark Side) then a Templar can usually ignore at least some of them.
The Ranger: Other Names: Hunter, Archer. Rangers are woodsmen skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although melee combat also has a focus either primarily (In which case they will probably also have a lot of ranged abilities) or as a backup for when enemies get close. Rangers may also be skilled in some form of wilderness or nature magic, and sometimes capable of utilizing their terrain or surroundings to their advantage. They may be very good at fighting a specific type of enemy, and often take on the role of a Hunter of Monsters against such foes. In a setting that allows guns, they will usually appear in the hands of the Ranger.
- The Sniper Ranger: This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle, as they're weak in terms of close combat.
- The Magical Ranger: Other Names: Arcane Archer. A version of the Ranger who can use enchanted or Trick Arrows to take advantage of Elemental Rock–Paper–Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like. Also tend to be capable of (nature) magic.
- The Melee Ranger: Other Names: Headhunter, Predator, Savage. The Ranger that fights from melee range. Makes sense - the word 'Ranger' refers to someone who watches over territory, like a modern day Park Ranger, not from using ranged weapons. Will often be much more heavily associated with hunting and other animalistic thematics, with the association stemming between them and predatory creatures. Often uses a spear, Blade Below the Shoulder, or an axe. Despite primarily being a melee character, will typically still possess a lot of ranged utility, either with a sidearm ranged weapon, or more commonly, by throwing their melee weapon, or by having a dedicated throwing weapon like a bola or chakram.
- The Dual Wielding Ranger: The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in Dungeons & Dragons-based material, but less so elsewhere.
- The Bow and Blade Ranger: A version of the Ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype, usually the Swashbuckler, or alternatively the Rogue.
- The Versatile Ranger: The Ranger who is both competent physically and magically, with their spell list including offense and support magic. They likely are capable at the arts of stealth as well. For all their skills however, they will not reach the level of more specialised classes, with their strength rather serving as back up for other party members such as assisting the fighter in combat or providing healing when the Cleric is unavailable.
- The Beast Master Ranger: Living out in the wilderness is just easier with a loyal dog at your side and a hawk on your arm. This variant employs a number of beasts, and can be as simple as a Houndmaster using two or three dogs, to something more fantastic like a snake charmer or dinosaur rider. Different from the Druid because the Beast Master Ranger is still a martial class who fights alongside his beasts, and either doesn't use magic or only uses minor magic to compliment his weapon(s), and may be limited in the kind of beasts they can use compared to, say, pure Beastmasters (see below).
- Summoner Ranger: A variant of the Beast Master Ranger that can summon beasts to their side, either with magic, as a familiar, or their connection to nature. Overlaps with the Druid such that they are often the primary guardians of the forest and nature against the encroaching modern civilizations.
- The Trapper Ranger: Other Names: Sapper. The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks. Often combined with the Sniper or Beast Master above.
The Bard: Other Names: Minstrel, Maestro, Troubadour. The Bard is a class that taps into magic through art, usually by music. The bard's magic tend to focus around status effects, buffing their allies while weakening or disabling their enemies, with some healing magic and occasionally damage spells. Unfortunately, due to status effect magic ending up in the Useless Useful Spell category in some games, bards have gained a reputation as one of the less useful classes, though when status effects are useful, the spells of the Bards can be the difference between a clean victory and a Pyrrhic Victory or worse, a Total Party Kill. Versatility is also a common trait of this class, being more adept with combat than other magic classes, though nowhere near the level of a Fighter and/or having useful skills outside of combat, though not to the degree of Rogues. One area Bards will have an affinity above Rogues (along with other classes), is social skills, having the most affinity with diplomacy with NPCs.
- The Dancer: Other Names: Gypsy, Wanderer, Trouvere. A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it. A variant is The Whirling Dervish, who looks to the casual observer like an ordinary dancer but is actually a spinning buzz-saw of slice-and-dice death; she'll give new meaning to Aram Khachaturian's Sabre Dance and have way too much fun doing it.
- The Jester: Other Names: Clown. A more kooky, comedic take on the bard. The Jester will typically be either a straight-up Joke Character with Cool, but Inefficient abilities that basically only serve as a Self-Imposed Challenge to their player, or they're a Weak, but Skilled Gradual Grinder that combines a peerless ability to Draw Aggro with precise evasion and Status Effects to evolve into a Lethal Joke Character.
- The Skald: A more "savage" version of the Bard, who charges into battle themselves so that they can write epic stories about how glorious it was afterwards. Tends to be less capable of afflicting status effects than the standard Bard, in favor of being better at frontline combat. They might also have buffs which turn their allies into Glass Cannons, affect larger numbers of allies than a standard Bard, or allow allies to march or fight continuously without rest. Usually acts as a substitute for Bards in whatever culture Barbarians come from, but they can show up in just about any military setting as "morale officers" or similar.
Hybrid Classes: Some classes rather than cleanly fitting in one category borrows elements of multiple classes, allowing them to cover the niches of multiple classes, albeit generally not to the level of the more specialized classes they were based on.
- The Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight. The Magic Knight is a hybrid Fighter/Mage. The key distinction between different versions of this class is how the Fighter and Mage parts are combined: there is a difference between using a sword and magic, and using magic to improve your sword/fighting abilities. Sometimes split into multiple classes based on different kinds of magic or fighting styles — e.g. the same game might have both "Spelldancers" who are highly trained Vancian Swashbucklers and "Elemental Blades" who are Elementalist Knights born into their powers. Usually, they tend to be worse at fighting than Fighters or magic than Mages, but that's the price of versatility.
- The Magical Rogue: Other Names: Arcane Trickster. A hybrid Rogue/Mage that has access to both stealth and spellcasting. This most commonly takes the form of utilizing magic to enhance stealth, such as by muffling footsteps, using shadows to hide, or clouding others' perceptions, alongside the use of ranged magic to perform risky actions from a distance.
- The Paladin: Other Names: Holy Knight, Crusader, Templarnote , Inquisitor, Guardian (in some games), Royal Guard. The Paladin is a Fighter with the power of Light and healing magic, as well as defensive buffs for their allies. Most paladins got their powers from their devotion to gods but paladins do not nesessary follow or worship deities to gain power. Some paladins got their powers throught sacred oaths and virtues. Their dedication to their faith gives them various prayers, healing abilities and holy-based spells to protect themselves and others. Naturally, they are a type of Magic Knight. They are also quite good at laying the smite down on undead, demons and other traditionally evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from
Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely. If the setting doesn't have behavioral limitations they may have lower stamina or speed to balance out their magic. - The Dark Knight: Other Names: Blackguard, Hexblade, Antipaladin, Death Knight. The Dark Knight class is the opposite number of the Paladin, possessing the power of Darkness and often necromantic or dark-magic oriented abilities that deal large amounts of damage to enemies, although often at the cost of their own HP. They may have abilities that lower their target's stats or inflict status effects also. As the opposite of the Paladin, they may do more damage to light based enemies such as angels, fairies or other traditionally good/holy creatures even if Light Is Not Good or find such foes to be their biggest weakness. They generally do not suffer the behavioral limitations of Paladins, except possibly when they are the literal counterpart of Paladins and need to behave accordingly.
- The Skirmisher: Other Names: Rebel, Soldier, Fallen Knight, Outlaw, Brigand. A cross between a Fighter and Ranger due to a mix of martial capability and survival instincts. Usually differentiated from other fighters as being against the law or higher authority, particularly in counterpart to the Knight who upholds/represents the law/higher authority. Sometimes appear under-equipped and/or using improvised or stolen equipment. They usually have an expert sense of guerilla warfare and survival tactics at their disposal compared to better equipped foes to balance the odds, comparable to that of a Warlord, but is not necessarily a leader.
- The Soldier: Other Names: Arbalest, Grenadier, Musketeer, Crossbowman. The other variation on the Fighter-Ranger combination, the Soldier is a Fighter that defines himself by fighting primarily with a ranged weapon, typically a crossbow or primitive rifle, although variations with hefty longbows or throwing weapons are also not unheard of. Excluding their choice of weapon, a Soldier is a pure Fighter with little to no Ranger-like elements, tending to be affiliated more with civilization, dress in heavy armor or uniform, and fight directly, occasionally mixing in grenades or teamwork-oriented abilities.
- The Sage: Other Names: Druid, Bishop, Red Mage, Mystic Theurge. The Sage is a spellcaster that is capable of accessing the spell list of both Mages and Clerics, usually meaning being able to both blast enemies and heal allies. Naturally this level of versatility puts the Sage at risk of being an overpowered class. Some games rectify this by making the Sage a Prestige Class, making the leg up they have over other casters less of an issue. Other games put on limitations compared to dedicated mages and clerics, such as weaker spellpower, less Mana and/or locking them out of some spells that dedicated casters have access to. The limitations do have the danger of going too far and making a Sage a Master of None, so to combat this issue some games make up for the limitations by giving them something unique to the Sage like exclusive spells or being more physically capable than other casters.
- The Cantor: The Cantor sings not just songs but hymns, acting as a cross between the Bard and the Priest. Cantors generally have more focus on healing abilities than a standard Bard, but instead of having attacks which harm demonic creatures and The Undead, a Cantor make their allies better at fighting such creatures. Alternatively a Cantor may specialize in supporting other Cleric classes, such as restoring their Mana or increasing the potency of their healing spells. Can overlap with Dancer for characters who use religious dances, such as Miko.
Rarer Classes: The following character classes appear often but non consistently, depending on both the type of world and game the author is attempting to create. These classes are less common due to having elements that feel more at home in Science Fiction than fantasy, not fitting in with the setting's cultures or require implementing a Mechanically Unusual Class.
- The Monk: Other Names: Black Belt, Martial Artist, Pugilist, Fighternote , Mystic. The Monk enters the frontline like a Fighter, but lacks their heavier equipment, being either bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves while wearing no armour or sticking to lighter armour. Tend to have higher magical stats than other warriors due to their refined bodies and souls, but not enough magic to make this very useful. They often have access to some sort of Ki Manipulations and build up attacks, and sometimes have resistance to magic or certain status effects. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items. While a core class in a number of Dungeons & Dragons editions, the heavy east Asian influences of the Monk makes it stick out in the usual Medieval European Fantasy setting, leading to this class not being as common as the other classes D&D has inspired. The Monk is more likely to appear in Japanese games, potentially with a Wutai location to justify the class's presence.
- The Drunken Master: Other Names: Drunken Boxer. Practitioners of a stylised form of zui quan, Drunken Masters are Monk variants that specialize in feints and counterattacks, often having a literal alcohol consumption guage that can be depleted to perform feats. This reliance on intoxicants is a curse and a boon, as the drinks can incorporate Alchemist-style potion buffs, but they will run out sooner or later.
- The Wrestler: Other Names: Tetori, Grappler. Another variant or specialization of the Monk, the Wrestler is an unarmed combatant that specializes in grabs, throws, and other extreme close-range fighting maneuvers. May trade the Monk's more overtly supernatural abilities for inhuman durability. Despite the straightforward presentation, the Wrestler class inevitably has a bunch of tricky grappling maneuvers that make it deceptively hard to use effectively.
- Weapon Master: Other Names: Way of the Kensei, Weapon Adept. Where the Fighter uses whichever weapon hits hardest or otherwise suits the opponent at hand, the Weapon Master Monk specializes in a single weapon type. At the outset, the Weapon Master chooses one (or two), and later two (or three) weapons to specialize in. While the weapon selection may match the flavor and stats of the Monk, such as a wooden staff or lightweight sword, nothing is stopping you from instead going with a spear, axe, or even longbow- though in some games you are locked from using heavier or more exotic weapons, at least until higher levels. This Monk can channel Ki into their weapon, and can use it with more agility and precision than any other martial class. In some games you may be able to tweak the stats that go into using your weapon- for example, basing your mace's damage on Dexterity instead of Strength. This class still has the Monk's aversion to armor, but can easily parry with their weapons.
- The Beast: Other Names: Beastman, Wolfling, Shifter. The Beast is either a non-human creature, or can turn into one, and fights with their own body in place of weapons. As such, they are generally even less tied to equipment than Monks are. Beasts often lack versatility compared to other classes, but compensate with high stats, high movement speed, and/or terrain-based abilities (either gaining bonuses in certain terrains, moving through rough terrain without being slowed, or just being able to fly over obstacles entirely). Sometimes combined with the Barbarian, Druid, Dragon Knight or Monster Knight; alternately they may possess similar wilderness skills to the Ranger. If a Beast has access to Prestige Classes, they will usually represent a physical metamorphosis or simply getting larger and stronger.
- Ninja: Other Names: Way of Shadow. Where Rogues use mundane stealth and even illusion magic to hide their presence, the Ninja Monk hones their body and mind to become the ultimate assassin. This archetype is often relegated to the Rogue umbrella, but if it instead uses Ki, unarmed strikes or exotic weaponry, it can instead be among the Monk classes. This Monk may have a Touch of Death ability, poisonous hands, or even be able to teleport from one shadow to another.
- The Engineer: Other Names: Tinkerer, Artificer, Machinist, Gadgeteer, Alchemist note , Blacksmith, Mechanic. This is a character class that relies on technology, often of the Steampunk or Magitek variety, to achieve ranged controlling effects similar to a wizard. They most likely have guns and bombs as primary weapons, and employ stationary and/or mobile machines on the battlefield. May be seen as "too sci-fi".
- The Smith: Other Names: Maker, Crafter, Artisan, Quartermaster An often (though by no means always) less overtly high-tech take on the Engineer archetype, the Smith is a somewhat Boring, but Practical Support Party Member that focuses on maintaining and improving their party's equipment, as well as replenishing consumables and otherwise playing havoc with the game's Item Crafting system.
- The Mech: Other Names: Mech Jockey, Steam Knight, Pilot. The natural conclusion of the above Engineer, a character that rides around in a Mini-Mecha or on the back of a Clockwork Creature, also typically of the Steampunk or Magitek variety. Compared to the typical Engineer, they tend to be tougher and slower, with powerful physical attacks and large, heavy firearms as well as the usual gadgetry, and can be seen as an equivalent to the Paladin or Spellsword in that regard. Often possesses a Universal Driver's License, and the ability to turn their ride into an Ace Custom over time.
- The Cyborg: Other Names: Steamborg, Augmented: A class that takes the synergy of machine and user up to eleven, the Cyborg is basically an Unskilled, but Strong Engineer that trades in the Engineer's MacGyvering abilities for straightforward stat-boosting augmentation and a smaller suite of mechanical doodads that can be Cast from Hit Points in a pinch. Typically rare, even in games willing to play around with Magitek.
- The Alchemist: Other Names: Chemist, Brewer, Herbalist, Merchant, Biochemist, Geneticist, Apothecary. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to the Alchemist's enemies. They often are also capable of making supportive items, Health Potion and food being most common.
- The Gunslinger: Other Names: Sharpshooter. The Gunslinger is the wielder of firearms in a fantasy setting that has them, when guns aren't common enough to be in the hands of regular people (or, if they are in the hands of regular people, the gunslinger tends to use them with much greater effectiveness and panache). Usually functions as a ranged counterpart to the Samurai class, focusing entirely on their weapon of choice and being weak or useless at close range, but may also have some abilities from the Engineer and/or Alchemist (particularly if they build their own guns). Sometimes given a nerf or weakness in order to keep people playing the Ranger class (assuming it isn't merged with the Ranger class) - for instance guns might have lower damage or a slower rate of fire than bows, in exchange for longer range or the ability to pierce armor, or alternatively Gunslingers may lack versatility but have higher attack power or evasion compared to regular Rangers. Gunslinger and Ranger are the only classes likely to have Wild West motifs, though even then, they don't always have them.
- The Gun Mage: A Mage who uses guns to shoot spells. Tends to have above-average attack speed and mobility, in exchange for being less versatile and more equipment-dependent than other dedicated magic-users. Can be an outright Magic Knight who uses magic and guns separately, but this is rare. In settings where Mages use guns, they tend to be the only classes that use guns - sometimes Mages don't have time to master any weapon more complicated than a gun, sometimes igniting gunpowder with magic is more reliable than conventional firing mechanisms, and sometimes their guns are just a kind of Magic Wand with firearm-like aesthetics.
- The Musketeer: A melee fighter who also uses firearms. While their melee fighting skills might do less damage than a dedicated fighter, this can be compensated with the option of using guns. Often uses Abnormal Ammo to make them even more versatile against different opponents, but at the cost of limited ammunition.
- The Psychic: Other Names: Psion, Mentalist, Esper, Psychokino, Psionicist. Psychics generally employ a combination of telepathy and psychokinesis to attack the opponent's mind directly, or to deal damage to his body. Distinctions between psychic powers and magic may be difficult to make. In addition, the list of Psychic Powers potentially available is often seen as too long and generalized. Was generally restricted to science fiction settings before the popularity of X-Men prompted its controversial inclusion in Dungeons & Dragons decades ago, and has appeared only sporadically in other fantasy settings since then.
- The Beastmaster: Other Names: Pet Master, Puppet Master, Trainer, Puppeteer. Pet Masters specialize in controlling a powerful "pet" to fight by their side. The pet can be anything from a tamed animal to a summoned elemental to a constructed Golem, but usually it serves as a front-line melee combatant while the master hangs back to support it with healing, buffing and long-range attacks. In extreme cases the master does not take part in combat at all. If the pet is an animal then this class is often folded into Ranger or Druid, and comes with the ability to control animals in general. If folded into Summoner then the character might have access to multiple pets, but only be able to use one at a time. Sometimes a Pet Master can ride their pet and function somewhat like a Cavalier, except that the pet does most of the fighting. An MMORPG Pet Master will always have some way of summoning their pet to their position.
- The Scholar: Other Names: Sage, Librarian, Loremaster, Archivist, Veteran, Wizard. Scholars are a support class with encyclopedic knowledge which allows them to study enemies and figure out their weaknesses. This ranges from simply reading the enemies' stats to actually giving them weaknesses or stripping away their defences. Scholars also have a wide range of other skills, sometimes including unique elements or status conditions which no other class can access, but they're usually weak or impractical outside of narrow situations. Strongly associated with books (magical or otherwise), sometimes to the point of wielding them as weapons. Most Scholars are magic-users (often folded in with the Blue Mage, Bard, Sage, Alchemist or Inquisitor) but Genius Bruiser Fighters and Badass Bookworm Rogues are not unheard of.
- The Hero: Other Names: Lord, Swordsman, Protagonist. A class usually found in single player RPGs and usually only reserved for the protagonist of their game, with those of this class likely having plot significant reasons of being a Hero. Capable at combat as a Fighter, though rather than a Mighty Glacier or Stone Wall, will be more a Jack of All Stats, if not a Lightning Bruiser. They may gain some magic, and will almost certainly have unique skills. Almost always uses a sword, and possibly a shield. Sometimes they will have exclusive access to powerful items like the Infinity +1 Sword.
Modern/Sci-Fi Character Classes
Comparing Modern or Sci-Fi classes to Fantasy classes, there are two noticable differences:- Guns are more prominent: In Fantasy, guns either do not appear due to Fantasy Gun Control or only used by specific classes like the Gunslinger or Engineer. But in a more technologically advanced setting, most classes, if not all of them, will likely be packing heat, with even non-combat classes likely to carry a handgun as an Emergency Weapon. The guns may use gunpowder, magnets or be straight up Ray Guns, the effect is the same, shifting the standard range of combat from close quarters combat to line of sight. This doesn't mean there won't be any classes focused on melee combat, just don't expect them to be a common sight on the class roster when they do appear.
- Technology replaces Magic: What defines Fantasy is magic, with half of character classes in a fantasy game likely defined by their use of Functional Magic. When shifting away from the fantasy genre, now something has to fill the hole that magic once filled, something technology is ready to provide. Healing Hands? The Support has a medkit to patch allies up. Fireballs? Explosives leave a similar bang. Summon Magic? A Techie can set up some turrets or drones. While technology does replace the magic, it does not replace the classes. While the Techie seems like a clear replacement for the Mage on the surface, with weaponry replacing offensive spells, the role of blaster the Mage is famously linked to goes to the better armed Heavy rather than the Techie. Likewise, while it is common for Clerics to be able to damage the undead with healing magic or have magic designed to combat the undead, the Support's tools won't damage the undead like holy magic.
Basically, Swords & Sorcery has been replaced with Guns & Gadgets.
While these classes can be found in RPGs or Strategy games like Fantasy, thanks to the popularity of Hero Shooters, classes have appeared in both First Person Shooters and Third Person Shooters, though implemented in a different way. In most shooters, a character is most likely defined by their arsenal, with the choice of class deciding what weapons and tools a character has access to, along with stats linked to the class. In games where players switch equipment during gameplay however, now classes are defined by not only how capable they are with each item but abilities outside equipment, with what could be done by an item in some shooters instead an innate ability of the character.
The Assault: Other Names: Soldier, Solo. When it comes to frontline combat, no class has more affinity for it than the Assault. With a solid mix of firepower, toughness and speed, they are ready to rush in the middle of a firefight. They gravitate towards weapons built for close to mid-range combat like automatic weapons or shotguns.
- The Commando: Other Names: Soldier. Though lacking the raw damage of other Assault classes, the commando makes it up with versatility, being able to adapt to more combat situations other Assaults. This tends makes the Commando one of the easier classes to play, requiring the least tactical mindset. Fitting their status as a generalist, the Commando gravitates towards the assault rifle. In PvE games, a common purpose for the Commando is to take down weaker enemies, particularly in high quantities, allowing their allies to save ammo for stronger enemies.
- The Brawler: Other Names: Martial Artist, Berserker. While the Assault has an affinity with close combat, the Brawlers are masters of close combat. They quickly take down enemies when they get close up, though they have trouble fighting outside their desired range, meaning taking advantage of the enviornment is key for a Brawler to prevent being shotdown before they can close the distance. Brawlers favoured weapons are Short Range Shotguns, melee weapons or even their bare hands.
- The Gunslinger: Other Names: Sharpshooter. Built for accuracy, the Gunslinger's damage stems from precise shots (usually to the head). Due to their accuracy, they tend to be the assault class best built for mid-range combat. Their weapons are as built for precision as they are, going for handguns (likely two) or battle rifles. In shooters, these tend to be one of the trickier classes to play as it requires good accuracy in the middle of a firefight. In turn-based games where players do not manually aim, they get a bonus for "called shots", aiming at particular areas of the body.
The Heavy: Other Names: Gunner, Fencer. Armed with heavier weapons such as a minigun or a grenade launcher that pack quite a punch and likely can target multiple enemies at once. However, a Heavy's favoured weapons tend to not only be a bit more specialised, but commonly have the risk of friendly fire, meaning that proper use of their weaponry key to ensure they help rather than hinder their allies.
- The Machine Gunner: Armed with a machine gun, likely a minigun, they can shoot a lot of bullets in a short amount of time. Despite how quickly a machine gunner's weapon can fire, they tend to fall under the Mighty Glacier category for a few reasons, namely their weapon may require winding up before firing, takes a long time to reload and slows their movement, especially when fired. Machine gunners tend to have high health to make up for their low speed.
- The Demolitionist: Other Names: Demoman. For the demolitionist, explosions are an art. They blast enemies and in some games, structures and machines. Their preferred weapon in combat is either the Grenade Launcher or rocket launcher, with a powerful attack mid-range and something long range, but not a weapon for short range, where both the demolionist and their allies are at risk of friendly fire from the explosions. If all classes have access to explosives, expect the demolitionist to have exclusive explosives like Sticky Bombs, remote controlled explosives, or simply carry more explosives.
- The Pyro: Other Names: Firebug. Flamethrower at hand, the pyro is ready to roast their enemies, as long as they're within their flamethrower's reach anyways. Even if the pyro doesn't immediately kill their enemies, their weapons do Damage Over Time to those who escape the flames, ensure that eventually the fire damage will take them out.
The Recon: Other Names: Scout, Ranger. Although capable of dishing out damage, recons are Glass Cannons that not built for a firefight. To make up for this, they use either stealth or speed to ensure they can take out enemies before there's a chance to fight back. As a bonus, they live up to the Recon name by being able to have a look around the map and spot enemy locations without being noticed. Likely to use weapons designed for more indirect combat like a sniper rifle or knife.
- The Sniper: Other Names: Sharpshooter. Possessing a weapon that can kill from great distances, snipers can kill enemies without being in viewing distance, usually helped by their weapon(s). As the name implies, snipers usually use Sniper Rifles, though it is not unheard of to see other weapons such as crossbows or hunting rifles used. Shooting at a spot with the right cover is important for a sniper's survival, as their lack of close combat skills means those who sneak up on a sniper will likely win, not to mention rival snipers could shoot them down if a sniper is not careful.
- The Spy: Other Names: Assassin, Ninja. Knowing how to keep hidden, possessing tools such as disguises or Cloaking Device to ensure they're not spotted. Not wanting to draw attention, the spy favours more quiet weapons such as a knife or silenced pistol. While masters of stealth kills, it is the only type of killing they're good at, with direct confrontations unlikely to end in a spy's favour.
- The Scout: Other Names: Wing Diver. Masters of manuverability, the scout is able to go over what would be obstacles to other classes either through innate abilities like Le Parkour or tools such as a Grappling-Hook Pistol. As the scout tends to be a Fragile Speedster, their combat style tends to be based around Hit-and-Run Tactics, rushing in the fight then quickly rushing out before their low defense gets penetrated. The scout usually goes for weapons that can be used in a rush such as a sub-machine gun or a shotgun.
The Support: Not built for the offensive, the Support makes it up with tools or abilities to assist their allies. This usually means healing but the support can also reduce or prevent damage, increase their allies damage or provide supplies. The support's lack of combat ability mixed with the aid they give to their team makes them a prime target for enemies, making it key for their allies to protect them.
- The Medic: Other Names: Doctor, Medtech. Healing on legs, this is the class that everyone else rushes to when they're low on health. When there are other classes capable of healing, the medic will still have special benefits such as healing characters past their max health or being able to revive fallen allies. As the name medic implies, they tend to be linked to medicine, likely with the clothes to signal this.
- The Buffer: Other Names: Officer. While not the best fighters, buffers help their allies become better fighters. Buffers commonly increase the damage of their allies, sometimes also increasing their defense or speed. Usually buffers are of a profession linked to motivation, such as a commanding officer or a musician.
- The Supplier: As the firefight goes on, ammunition will eventually run dry but thankfully, the supplier is ready to give rounds so weapons don't run dry. Some suppliers also give armour and/or explosives as well as ammo.
The Techie: Other Names: Engineer, Scientist. The class with an affinity with technology, they know what makes machines work and bring this knowledge to the battlefield. Though not usually built for direct combat, they can use their knowledge with technology to help the direct combatants in their team, sometimes finding ways to use tech to damage the enemy without pulling a trigger.
- The Engineer: The engineer builds machines, usually at a ridiculously short amount of time. This most commonly amounts to being The Turret Master, building sentry guns at key points to slow down the enemy, though other machines are possible such as dispensers to heal and supply allies or teleporters to get across the map faster.
- The Hacker: Other Names: Netrunner, Decker. Getting into enemy technology and either disabling or turning them against their owners, the hacker. In some games, hackers do not enter the frontline with the rest of their group, either staying at a computer or surfing around Cyberspace.
- The Mechanic: Other Names: Tinkerer. When technology needs fixing, the mechanic is here for repairs, fixing up equipment, machines or vehicles. In some games, mechanics can also modify technology, either improving it or modifying it to fit the current situation.
Rarer Classes: With the vast amount of genres that the "Modern" and "Sci-Fi" labels bring in both the terms of a setting and gameplay, some classes will be less universal than others. However, in what genres these classes do appear in, they are a recurring sight.
- The Mystic: Other Names: Jedi, Adept. Defined not by weaponry or gadgets, the mystic draws upon the special powers they possess. What type of powers they have varies, though usually is either Psychic Powers, Functional Magic or something similar enough to those two powers. Gameplay-wise, their powers usually amount to being able to blast or disable multiple enemies, but being on the fragile side meaning that Shoot the Mage First is a common response to their presense. As their powers are a thing of Speculative Fiction, this class does not appear in more "realistic" settings.
- The Psion: Other Names: Psychic, Jedi Consular. Utilising telepathy and/or psychokinesis, the psion's mind is literally a powerful weapon, capable of delivering a telekinetic assault with the objects around them, overload the minds of their enemies or shoot out a Psi Blast. They psion may be useful in social situations, picking up valuable information from the thoughts of others or using a Jedi Mind Trick to compel their target to help their objective. Most likely to appear in a science fiction setting, though may appear if the setting is a Fantasy Kitchen Sink.
- The Mage: Other Names: Witch. With their familiarity of the arcane arts, the mage has spells at the ready that could blast their enemies with Elemental Powers, create illusions to trick their opponents or summon spirits for assistance. Their affinity with the supernatural can be useful thanks to their knowledge of arcane entities along with being able to detect them. Found in Urban Fantasy and Science Fantasy settings.
- The Adept: Other Names: Jedi Guardian. Channelling their powers within their own bodies, the adept is not only more physically capable than other mystics but potentially more physically capable than any normal person could be. As the adept's power is used intenally rather than effecting their enviornment, they're more likely to attack with weapons or unarmed attacks rather than offensive powers. With the adept not being tied to a specific type of power, this class can easily be fitted into various Sci-Fi and Fantasy settings.
- The Tank: This class has one job, preventing their allies from getting hit. The Tank is so named for their ability to tank damage, with their offensive ability ranging from nonexistant, making them Stone Walls, to decent, though not at the level of dedicated damage dealers. Mechanically, this class is built for games with the Damager, Healer, Tank triangle, most noticably the Hero Shooter genre.
- The Shieldbearer: Possessing either a Deflector Shield or Deployable Cover, these guys set up a barrier that protect their allies from projectiles. Usually this barrier will only stop enemy projectiles, with allies being able to fire through the shield, though some barriers stop all projectiles. The barrier is not invincible though, and will break with enough damage.
- The Bodyguard: To prevent their allies from getting hit, the bodyguard aims to get hit in their place. They do so by making it harder for enemies to escape them in combat or having reaction abilities that make them take the bullet. Naturally as this class takes a lot of hits, they tend to have a lot of health of compensate.
- The Face: Springing into action when something needs to be solved by diplomacy rather than violence, the Face is The Social Expert of classes. In some games, this class also have contacts to draw upon, using their connections when needed. The Face is designed for games where social interaction with Non Player Characters is important and as such, does not appear in games purely based around combat.
- The Driver: Other Names: Pilot, Hunter. When you need somebody to operate a vehicle, the Driver is the best choice for the task. What this vehicle is varies, it could be a car, tank, plane, spaceship or Mini-Mecha but whatever it is, the Driver knows how to use it! They are either the only class that can use vehicles or get special bonuses operating them the other classes do not. This class only appears when vehicles are a gameplay feature, with the driver not appearing when all gameplay is on-foot.

