Available DLC Classes (Main Campaign)

Here are the current classes available that players in this D&D Campaign can choose from. These Classes are all custom made and edited by the dungeon master. The classes can be improved or weakened as time progresses. All classes include Standard Equipment, Special Equipment, and Special traits. Unless stated otherwise, all equipment is up to Player's imagination, but must be discussed by the DM (Dungeon Master). Some classes may include skills specifically for that class, and cannot be obtained otherwise. Players obtain traits based on their actions, both inside the campaign and outside (Players can obtain traits)

All DLC Content must be payed by DLC Points. DLC Points are obtained by either playing out of character mini-games, or interacting with a point vender. All DLC classes are organized be rarity first then alphabetically.

Medic
Standard Equipment:


 * This Class starts out with 1 Physical Weapon, 20 Medium Mana Potions (DM's Help is required)

Special equipment:


 * Extreme Medical Weapon (User's Choice) - This weapon can be used to Help teammates or give bonus status effects to Teammates equivalent to the users Medical Skill, It also must deal 1d800 Damage to enemies anytime user heals an Ally/Player.
 * Medical Pouch - User can give 2% more HP/Mana from HP/Mana giving items.
 * Power-Up! Canteen - (8 Charges) User subtracts 1 charge to take a sip of the Canteen and gain 1 Random Vital Effect for 1dPlayer Level Turns.

Special Traits:


 * Born to Save - If user heals another teammate over 13 HP they gain the Life-link status effect for (1d4) turn.
 * I can heal but I can focus on other things... - User when not healing for over 3 Sessions gains the Battle Medic Title and heals 25% Less HP from healing items. (Battle Medic is removed once user heals a Player)
 * Someone calling for Help! - If more than 3 of your Party Members are below Half of their Max HP than user gains +7 to medical checks.
 * Multi-Medical Work - User can Heal a Player and still have a turn to do another action (Healing counts as a free action)

Costs 1500 DLC Points

NekoMancer
Standard Equipment:
 * This Class starts with 2 Magical Cat themed Items (DM's Help is required)

Spells - Start with 3 Effect Spells

Special equipment:


 * Catronomicon (School Printed Version) - Allows user to search through the school project to find a type of cat, user can either summon the cat or use the cat in a different way, there can be items who are just weird shaped cats, they cats protect, they fight, but more importantly they comfort. (1d20 + Charisma) (Must roll over 14) (Costs 3 Mana)

Special Traits:


 * 9 Lives: User starts with 9 Life Tokens, every time the user dies they are put at 1 HP (Makes the damage they took nonlethal), than remove 1 Token, is user dies without any tokens than they are truly dead (Tokens are not rechargeable or recoverable)
 * Cat Like Reflexes: User Multiplies their dexterity when about to be hit, if succeeded this trait is deactivated until user is given 30 Mana.
 * Cats always land on their feet: (When falling) User flips a coin. If called correctly, they take no fall damage, if user fails the coin flip they take reduced damage.

Costs 1500 DLC Points

Slugger
Standard Equipment

This Class starts with 1 set of Armor, 1 Physical Weapon, 1d30 Fusion Cores, & 3 Small Mana Potions (DM’s Help is required)

Special Equipment:


 * Slug Blaster - A Special Device that Utilizes fusion cores to energize and fire out Slug Partners,
 * Slinging out Slug Partners activates inner powers within the partner and does a form of mutation called “Velocity Mode”,
 * While in this mode they gain extreme momentum and their true powers if any are unleashed, if a slug didn’t have powers to begin with they would be gifted some upon entering “Velocity Mode”, Slug Blasts come in many different types which the user can choose from below.

Slug Blasters


 * 1) Slinger = Default Blasters used by most Sluggers, -1 Fusion Core charge per fire, Slugs “Velocity Mode” Lasts 2d15 Turns.
 * 2) Accelerator = Modified Blasters that fire faster and amp up the force, -2 Fusion Cores charge per fire, Slugs “Velocity Mode” Lasts 2d15mi5 Turns, Slugs fired deal an extra +2d80 Push damage, These Blasters have a 67% chance to explode if overcharged or used wrong
 * 3) Staff-Draw = Staff based Blasters used by Hunters or collectors mostly, -1 Fusion Core charge per fire, Slugs “Velocity Mode” Lasts 1d15 Turns, User gains a bonus +2d28 to capturing slugs.
 * 4) Wrist-Slinger = Smaller weaker but faster blasters, -1 Fusion Core charge per fire, Slugs “Velocity Mode” Lasts 1d15 Turns, User gains a bonus +4 to Hit based checks & First Attack when firing a slug has First-Strike.
 * 5) Hard Fusion = Bulky two handed blaster, -3 Fusion Cores charge per fire, Slugs “Velocity Mode” Lasts 2d50 Turns, Slugs fired deal an extra +1d60mi30 Push damage, User while firing their slug gains the Enforced Status effect for 1d5 Turns.
 * 6) * Only activates 3 times per session and cannot stack Enforced effect


 * Starting Slug - User has either been gifted or found their first slug, these slugs are normal wasted world slugs but what most don’t know is with the right mixture of fusion and electromagnetic force these slugs can be empowered by any of the following elements/force, once you have chose then element/force for them they cannot change to another one.

Slugs Element/Force


 * Element
 * [Fire] = These types of Slugs have a large amount of Fire control and deal only fire based damage, but they are very weak towards Water/Ice based effects, They are empowered by Air based effects.
 * [Water] = These types of Slugs have a large amount of Water control and deal only wet based damage, but they are very weak towards Electrical based effects, They are empowered by Light based effects.
 * [Ice] = These types of Slugs are an advanced form of Water Slugs, having even larger amounts of water control, once they form or control water they have a choice to freeze it over, but they are very weak towards Fire based effects.
 * [Earth] = These types of Slugs have a large amount of Earth/Ground based control and deal only brutal based damage, but they are very weak towards Water based effects, They are empowered by Electrical based effects.
 * [Metal] = These types of Slugs have a slight amount of Earth/Ground based control and deal only brutal based damage, they have a much larger durability then most slugs, but they are slightly weak towards Water based effects, They are empowered by Electrical based effects.
 * [Plantae] = These types of Slugs have a large amount of Earth/Plant based control and deal only Life-Link based damage, but they are weak towards Fire based effects, They are empowered by Water based effects.
 * [Air] = These types of Slugs have a large amount of Air control and deal only push based damage, they also gain the ability of flight, but they are very weak towards Fire based effects, They are empowered by Earth based effects.
 * [Toxic] = These types of Slugs are an advanced form of Air Slugs, having specialized components to infect or poison the air, first they need to control a group of individualized space then can intoxicate the selected area, but they are very weak towards Fire based effects.
 * [Energy] = These types of Slugs have a large amount of Energy inside of them and can only deal energy based damage, but they are very weak towards Earth based effects.
 * [Electricity] = These types of Slugs are an advanced form of Energy Slugs, they expel energy in a form of electricity, they deal only shock based damage, but they are very weak towards Earth based effects.
 * [Light] = These types of Slugs are an advanced form of Energy Slugs, they expel glowing liquid that brighten themselves up and allow slight control over slight within the area, They only deal Bright-Light damage, but they are very weak towards Earth based effects.
 * [Psychic] = These types of Slugs are an advanced form of Energy Slugs, they expel energy in a form of mana, allowing them to manipulate minds and magic slightly, they only deal mental/psychological based damage, but they are very weak towards Corrupted based effects.
 * Forces
 * Corrupted = These types of Slugs have been given greater power and advanced strength, they have access to every element but it’s barely any control and most of the time it backfires against the slug, these types of slugs can corrupt the area making it a hostile poisonous area, they only deal Poison & Dark-Light based damage, but they are weak towards Light based effects.
 * Mutation = These types of Slugs have been mutated some way or another or have a form of mutant genetics allowing them to gain immense strength and durability, these types of slugs are the most mindless but have greater power, they deal only Almighty based damage, but they are very weak towards Fire based effects.

Special Traits:


 * Slug Singer - User has some form of impact on how captured slugs view them and can command them to do actions for them, when their slugs are in “Velocity Mode” they act as either an attacking shield or a large target, User can talk to their Slugs telepathically based on a Wisdom based check
 * Players can do this 4 times per session.
 * Feel the Velocity - When any of the User’s Slugs enters “Velocity Mode” they gain a bonus +1d30 to all Movement/Dodge/Evasion/Hit based checks for as long as one of their Slugs remain in “Velocity Mode”
 * If one slug’s “Velocity Mode” ends and you have more out in “Velocity Mode” then this effect won’t end until all active slugs that the user owns has ended “Velocity Mode”
 * Slugs cannot enter “Velocity Mode” more then 7 times per session, any more then that and you might start in injure your slug.
 * Never stop Slugging - If any of the User’s Slugs are killed or knocked Prone the User gains a bonus +1d25 to recover/retrieve their fallen slug
 * If successfully retrieved but the Slug was killed they can give 50% of their current HP to revive their fallen Slug for the next 1d15 turns.
 * After the Turns have past the slug will be killed and won’t be able to be recovered.
 * Cannot be disabled

Costs 1500 DLC Points

The True Last Survivor
Standard Equipment:


 * This Class starts with 1 Set of Heavy Armor, 1 Ranged Weapon, 1 Physical Weapon (DM’s Help is required)

Special Equipment:


 * Trusty Flashlight - This FlashLight is unbreakable and give the user a +1 to searching/finding Important Items, if user is attacked by an opportunity or reaction attack user can roll 1dPlayer Level (if over 15) User Blinds the Target for 1d15 Turns. (6 Charges)

Special Traits:


 * 1. Cool It! - User starts with 20 Cool It! Tokens, User can subtract 1 of these Tokens to give the User a DIL: 1d50, User can stack Cool It! Tokens, If user runs out of  Cool It! Tokens than user can roll Charisma (If over 130) User refills their Tokens by 1d20 (Max of 20), (Lasts 1dPlayer Turns)
 * Dark on Me… - User gains +50 to Max HP, if User ever goes under 20 HP anytime during the campaign than user’s Max HP is lowered by 1dOne Less than Max HP, If user dies while this effect is triggered than user gains +1 extra Death Save. (Disables after Triggered)
 * Book Rage! - If user ever finds a book then user gains +2d77 to their next Action but must rip and tear the book apart without reading it. (3 Per 16 Sessions)
 * Forever Looking, Forever Alone - User cannot gain Any Ally’s or join Party Members, if user does than user gains a -50 to all checks while someone is with the user.
 * Born with a Special Genetic Buff - User gains +4 to 3 Selected Modifiers

Costs 2500 DLC Points

Traveling Merchant
Standard Equipment:

This Class starts out with 20 Healing Items of different variety, 20 Mana Restoring Items of different variety, 5 random trinkets, 3 Magic Items, & 1 Physical Weapon (DM’s Help is required)

Special Equipment:

Mini-Shop Pack - This Backpack can be transformed into a miniature shop of the users wishes, of course the quality of the shop is based on the User’s current level and a quality based check, User can hold up to a max of 100 different items in their shop, while the Mini-Shop is in backpack form all Items count as Dependable Items, When an Item counts as a Dependable Item this means the user gains a bonus +1 per Dependable Item to any check. Sellers Socks - User gains a bonus +3 to Charisma

Special Traits:


 * Sellers Score! - User after successfully selling an Item or set of Items to an Player/NPC they gain a MI:3 to all checks for the next 1d13 turns,
 * If user continues to sell Items to different or multiple Players/NPC’s
 * The effect stacks and is increased by +1 towards MI and Turns active is rerolled and increased by +3 per successful purchase
 * Stacks up to a max of MI:12 & +6 towards Turn activity.
 * Mystical Merchant - You are always in the right place at the right time to sell to someone in need, User gains a bonus +30% extra Good Cause & Effect chance.
 * One man's trash is another man's treasure - You gain advantage for perception check on finding useful trash.
 * Merchant’s Might - While in combat or forced into combat while selling an Item the user gains a bonus +8d400 to all combat based checks for the next 1d2 turns.

Costs 2500 DLC Points

Enchanter
Standard Equipment


 * This Class starts with 1 Magical Item, 30 small Mana Potions, & 2 Trinkets of random effects. (DM’s Help is required)

Spells - Start with 2 Utility Spells, 1 Effect Spell

Special Equipment:


 * Enchantment Book - This book allows the User to casts many different enchantments onto Items/Creatures/etc.,
 * Cost increases as User grows
 * Spell Packet - Keeps track up to 10 spells, if the user finds new spells and reaches the limit the user must discard one spell to make space.

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5


 * Some things only make it worse… - User cannot level up any traits at all.
 * Cannot be Disabled

Costs 5000 DLC Points

The Pain Train
Standard Equipment:


 * This Class starts with 6 Drugs of User's Choice (DM's Help is required) This Class starts with 1 Heavy Physical Weapon, 30 Random Health Items based on roll (!rr 30 1d20), & 1 Heavy set of Armor (DM's Help is required)

Special Equipment:


 * Armor enchantment (1 time use when making character): Add 1 out of many effects to your set of armor (DM's Help is required)
 * Locket of Immense Pain Reduction - User gains a DG: (1d300) & DM: (15d200) while wearing this locket.
 * if Locket is removed or destroyed user loses bonuses.
 * Special Padding Joints - When user takes over 100 Damage in the first 15 Turns of combat, they gain 1 Wreak Token.
 * User can subtract a Wreak Token to either Increase their Strength & Dexterity by 1d26 for 1d3 Turns or Increase their Damage by 2d26 for 2 Turns.

Special Traits:


 * Here Comes!!! - When ever user enters a battle user flips a coin, if they got what they called they are placed first on the Turn cycle. (This even works when being attacked)
 * Crossing Signs while Crossing Lines - For the First 3 Turns in a battle the user has Advantage Towards all actions and has the R.Crit status effect until over their first 3 Turns. (3/3 Sessions)
 * You can't stop me! - User when making an Athletics check can add their Movement Speed. (EX. Movement Speed = 30, Athletics = 4, 1d20 + 4 + 30)

Costs 5000 DLC Points

"Hero"
Standard Equipment:


 * This Class starts with nothing....

Special equipment:


 * Important Backstory Item - This Item has been given to you by someone who means a lot to you, you will not fail their last wish. (Item is users choice) (Item does an extremely legendary magical effect) (DM's Help is required)

Special Traits:


 * Defying the odds - User doesn't roll Disadvantage or Any Type of Negative when told to roll a Disadvantage or A Negative Roll
 * Never give up! - If user fails all 3 Death Save Checks they get 1 More Death Save check, if Passed the User will Recover to full HP and cured of all inflictions, user will gain Double Advantage to all checks until the fight ends. (1/ 4 Sessions)
 * Versatility of Situation - User can Use their Survival Skill to all of their checks.
 * Starting Power - When starting (creating your character) you gain +1 to all Stats & Skills (Cannot be Disabled)

Costs 6500 DLC Points

Papa John Legacy
Standard Equipment:


 * This Class start with 40 Pizza's & 1 Pizza box related Heavy Physical Weapon, 1 Pizza box related Ranged Weapon (DM's Help is required)

Special Equipment:


 * Papa John's Apron - User has Advantage on Charisma checks while wearing the Apron Adjustable 12 foot Pizza Peal - 7d19 Physical, Ranged, Adv. Sponk Papa John's Dream written on velvet toilet paper - User has +20 to Religion
 * Pizza Recipe Book - Gives user the ability to make Pizza's with custom effects based on materials. (Write recipes down) (1d100 for quality of Pizza) (20 Mana)

Special Traits:


 * Pizza Time - User gains +8 to Dexterity while being attacked by Ranged Weaponry. (Only active when being attacked by something ranged)
 * It's not Delivery... - If you skip 2 of your turns in combat user will gain the Vital Red effect for 3 Turns but after 3 turns suffer the downside to the vital red effect (3/3 Session)
 * 20 minutes or less - When you make a pizza while other people are around you have 20 turns to either use the pizza or give it away, If user doesn't do any action within the 20 turn limit the pizza goes bad and you must remove it from your inventory.

Costs 6500 DLC Points

Shoe Shiner
Standard Equipment:


 * This Class starts with 1 Physical Weapon, & 3 Large Mana Potions (DM’s Help is required)

Special Equipment:


 * Leather Care Kit - User carries this small kit that allows them to have access to any item necessary to increasing “Shine” or “Polish”,
 * User can utilize this Kit to “Shine”/”Polish” shoes,
 * While carrying this kit the User gains a bonus +1d13 to Performance based checks.
 * HorseHair Brush - When utilizing this Item to “Shine”/”Polish” the User gains a bonus +4 to their Shoeshining actions.
 * F.R.S. (Foot. Resting. Stool) - This little stool allows the User to “Shine”/”Polish” their own or others Shoes, When doing this action the User will either choose “Shine” or “Polish” they will then need to do one or several checks to successfully “Shine”/”Polish” they shoe(s), If this Item is lost the User gains a bonus +2d18 to finding it again.
 * (Roll for quality of Shine/Polish)

Special Traits:


 * Grit - All bad effects applied on User are reduced by 1
 * Shined Potential - User starts with 0 Shine Level, Shine Level is kept track separately, User can only have a max of 4 Shine Level, Each Shine level has 0/100 Shine Points needed to be filled, When one is filled they will count it as 1 Shine Level up to a max of 4 Shine Level, User can do any of the following with their Shine Level. (Shine Level is reset after any form of rest) (Shine Points are earned by Shining shoes)

Shine Level Potential


 * Shine Level 0 = No forms of bonuses or special effects, User while at 0 Shine Level cannot recover to max HP using Healing Spells/Items.
 * Shine Level 1 = While User has 1 Shine Level active they gain a bonus !rr 2 to all rolls (Not Combat Damage Rolls),
 * User can subtract -1 Shine Level to instantly recover HP from an attack (100 HP) & if it goes over Max HP it will be converted over to Temp HP for the next 2d13mi3e13 Turns
 * User while at 1 Shine Level gains a bonus +3% Resistance to Bright-Light & Dark-Light based attacks.
 * Shine Level 2 = While User has 2 Shine Levels active they gain a bonus !rr 3 to all rolls (Not Combat Damage Rolls),
 * User can subtract -1 Shine Level to instantly recover HP from an attack (100 HP) & if it goes over Max HP it will be converted over to Temp HP for the next 2d13mi3e13 Turns
 * User can subtract -2 Shine Level to execute an instant power action as this action will act as an inspiration but not take up your turn or action
 * User while at 2 Shine Level gains a bonus +6% Resistance to Bright-Light & Dark-Light based attacks.
 * Shine Level 3 = While User has 3 Shine Levels active they gain a bonus !rr 4 to all rolls (Not Combat Damage Rolls),
 * User can subtract -1 Shine Level to instantly recover HP from an attack (100 HP) & if it goes over Max HP it will be converted over to Temp HP for the next 2d13mi3e13 Turns
 * User can subtract -2 Shine Levels to execute an instant power action as this action will act as an inspiration but not take up your turn or action,
 * User can subtract -3 Shine Levels to gain +1 Drunken Inspiration that is kept until the end of the session,
 * User while at 3 Shine Level gains a bonus +9% Resistance to Bright-Light & Dark-Light based attacks.
 * Shine Level 4 = While User has 3 Shine Levels active they gain a bonus !rr 4 to all rolls (Not Combat Damage Rolls)
 * User can subtract -1 Shine Level to instantly recover HP from an attack (100 HP) & if it goes over Max HP it will be converted over to Temp HP for the next 2d13mi3e13 Turns
 * User can subtract -2 Shine Levels to execute an instant power action as this action will act as an inspiration but not take up your turn or action
 * User can subtract -3 Shine Levels to gain +1 Drunken Inspiration that is kept until the end of the session
 * User can subtract -4 Shine Levels to gain +1 temporary bonus action, User while at 4 Shine Level gains a bonus +12% Resistance to Bright-Light & Dark-Light based attacks.


 * Polished Potential - User starts with 5 Polish Tokens, User can subtract based on the listed amount below to gain the following effects, User can only hold up to a max of 10 Polish Tokens. (Polish Tokens reset after any form of rest) (Polish Tokens are earned by Polishing shoes)

Polish Payment Potential


 * [-1 Polish Token] = User gains a bonus e2 to the end of the user’s current roll.
 * [-3 Polish Tokens] = User gains a bonus e5 to the end of the user’s current roll.
 * [-5 Polish Tokens] = User gains a bonus e10 to the end of the user’s current roll.
 * [-8 Polish Tokens] = User gains a bonus e15 to the end of the user’s current roll.
 * [-10 Polish Tokens] = User gains a bonus e(Current max roll) to the end of the user’s current roll. (EX. roll 1d15 = e15)

Costs 6500 DLC Points

Bad Timer
Standard Equipment:


 * This Class starts with 5 sets of Heal Items of the Users choice, 15 small mana potions, and 1 Magic Item (DM's Help is required)

Special Equipment:


 * Custom Joke Book: User starts out with 150 Jokes, these jokes can be said to regain 1d40mi10 Mana
 * (Every use must be followed up by an actual joke/bad pun.) (Counts as Spell Book)
 * Abnormal Normal Clothing: User starts out with a custom set of clothing with magic based properties (DM's Help is required)
 * (User cannot discard this clothing)
 * Free Shortcut Pass: Allows entry anywhere when shown to someone, cannot be used when it runs out of charges, cannot be recharged. (20 Charges)

Special Traits:


 * Missed Me: Based on the Players Dexterity modifier they gain that many Dodge Tokens, user can use a Dodge Token to dodge any attack, including critical hits against the player, Dodge tokens refresh after a long rest or a Level up. (At least 1 Dodge Token is required) (16 Mana)
 * ~ Can't keep dodging forever. Keep attacking.
 * Funny Guy huh?: All damage taken towards the user is counted as Komik Retribution Damage.
 * ~ KARMA coursing through your veins.
 * The Easiest Class: every level up after the user rolls for HP roll another d20, than subtract your max HP off your second roll. (This cannot kill the player and the base is 1)
 * ~ The easiest enemy. Can only deal 1 damage.
 * Lazy for EXP: User gains -5% Less EXP from all sources
 * Hard to Kill: If user take a Fatal Blow it doesn't kill the user and user is left with 1 HP, subtract 1 charge, charges regain after a long rest (1 Charge)
 * Mock your foes: User gains the Taunt Action, effects all enemies.
 * Taunt - All enemies affected can only attack the user

Costs 7500 DLC Points

Magus
Standard Equipment:
 * This Class starts with 1 Physical Weapon, 1 Magic Item, & 15 Medium Mana Potions (DM's Help is required)

Spells - Start with 3 Combat Spells (Any Tier), 3 Particle Spells (Any Tier), 3 Utility Spells (Any Tier) and 1 level two Effect Spell

Special equipment:


 * Personalized Spell-Book - A Bunch of papers or notes you have written into a diary/book/journal, it keeps track of every spell the user has, the User gains a bonus +3 to Arcana based checks while utilizing this item.
 * Myth’s Robes - User while wearing these robes gains a bonus +3 to Magic Turn time. (extends active magic’s turn time by 3) (affects only positive spells on User)

Special Traits:


 * Mana Infused - Every time you level up add 10 more Mana besides 5
 * Beyond Mythical Studies - User gains a bonus +12 to Hit when attacking with magic.

Costs 7560 DLC Points

Secret Santa
Standard Equipment:
 * This Class starts with 2 Sets of Christmas related Armor, 1 Christmas related Physical Weapon, 3 Large Mana Potions, and 1 Magic Christmas based Item (DM's Help is required)

Spells - Starts with 4 level 1-3 Effect Spells, 3 level 1-2 Particle Spells, 2 level 1-2 Utility Spells, 1 level 1-2 Combat Spell, with 1 Celestial Spell of any kind.

Special Equipment:


 * Golden Ticket - User can use a charge of this ticket to wonder as an unknown express train will head your call and pick you up to take you and many others to your requested location while being able to rest on the train and even talk to passengers. (10 Charges) (Refills after 14 Sessions)
 * Frost Bitten Spell Book - Spells that give the Frozen/Cold status effect cost 3 less Mana, Keeps track of every spell the user finds.
 * Bag of Christmas Joy - User can hold Unlimited amount of items inside this bag, while item is in bag it counts as a Gift, user can also go inside of the bag and travel inside to their own world of Magic for 3d15 Turns.

Special Traits:


 * Holiday Spirit - User takes 25% less damage from Fire/Burn related attacks, User takes 35% less damage from Cold/Frozen related attacks, User is Immune to the Wither & Marked for Death Status Effect.
 * Desire Sense - User can make an Insight check against an opponent, if user beats their constitution check than they get to understand/know the enemies deepest desires/wishes. (4 Mana)
 * Better to give than receive - User can give an NPC/Enemy/Ally an Item during anyone's turn, If the Item classifies as a Gift Item than user rolls Charisma, if user beats the opponents Wisdom check they (depending on who it is) will either assist you, thank you, or join you.
 * Toy Maker - User has Advantage Towards crafting/constructing a Toy/Child Play thing.
 * Chilled but Warm Hearted - All Physical attacks user deals towards enemies automatically has the Cold status effect listen on it.
 * Mana Infused - Every time you level up add 10 more Mana besides 5
 * Identity Withheld - User gains Advantage towards all checks as long as user's Identity is unknown, even to the party. (If your identity if reviled or spread out to the public than you lost this trait)

Costs 7560 DLC Points

Jack of all Traits
Standard Equipment:


 * This Class starts with 2 Physical Weapons, & 3 Low Grade Healing Items (DM’s Help is required)

Special Equipment:


 * Trump Shard (Form of a Crystalized Card) - User can Utilize this Item once per every Long Rest, Upon activating the Trump Shard the User can keep 1 obtained Ability, this Ability will pass over during a rest, In order to continuously keep an ability the user must continuously use the Trump Shard on the selected Ability.

Special Traits:


 * Ex-Moderate! - User can subtract -60 HP to Discard 1 Trait of the User’s Choosing, this will free up 1 slot.


 * Talent Absorption - User chooses based on the list below (they cannot change what they have chosen once selected), User must have Physical contact in order to activate “Talent Absorption”, Upon activating Talent Absorption the User will gain a random unknown set of abilities that can be place in “ability slots”, Depending on the type of “ability slot” the ability will gain different modifiers, User loses all Obtained Abilities/Traits after any type of Rest (Including over 8 Turns of being stunned [Only after turn 5 after being stunned]). (Cannot be Disabled)

Talent Types


 * Biological = Whenever the User “Absorbs” a Trait the User’s body is changed and mutates to fit the trait, the Mutations have an Unlimited use unless damaged or based on user’s circumstance, Traits cannot gain leveled bonuses, Traits lost affect the body and make that the User has the Weakened Status effect for 3 Hours (In-Game).


 * Particle = Whenever the User “Absorbs” a Trait they gain the ability to summon the ability in the form of anabolic constructs or their body ejects particles which take forms which would best utilize the trait, The User can only Utilize the Traits based on which “Ability slot” they are placed in (EX. If Strength = Strength Modifier amount of times use), Traits Obtained are Automatically leveled based on the User’s Current Player Level, Traits lost do not affect the body, The User cannot absorb the same “abilities” two days in a row (In-Game).

Ability Slots DM's Note (The Lower the Number the Stronger the Trait will be)


 * Common Slots (Used for normal traits, Traits don’t gain any modifier
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 2.
 * #3 - Obtained after Reaching Player Level 5.
 * #4 - Obtained after Reaching Player Level 10.
 * #5 - Obtained after Reaching Player Level 15.
 * #6 - Obtained after Reaching Player Level 25.
 * #7 - Obtained after Reaching Player Level 30.
 * #8 - Obtained after Reaching Player Level 35.
 * #9 - Obtained after Reaching Player Level 40.
 * #10 - Obtained after Reaching Player Level 50.


 * Strength Slots (Gives Modifiers Physical Bonuses/Strength based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 10.
 * #3 - Obtained after Reaching Player Level 15.
 * #4 - Obtained after Reaching Player Level 20.
 * #5 - Obtained after Reaching Natural Strength of 25.
 * #6 - Obtained after Reaching Natural Strength of 35.
 * #7 - Obtained after Reaching Natural Strength of 40.
 * #8 - Obtained after Reaching Natural Strength of 55.
 * #9 - Obtained after Reaching Natural Strength of 60.
 * #10 - Obtained after Reaching Natural Strength of 70.


 * Dexterity Slots (Gives Modifiers Movement Bonuses/Dexterity based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 5.
 * #3 - Obtained after Reaching Player Level 25.
 * #4 - Obtained after Reaching Player Level 30.
 * #5 - Obtained after Reaching Player Level 35.
 * #6 - Obtained after Reaching Natural Dexterity of 45.
 * #7 - Obtained after Reaching Natural Dexterity of 50.
 * #8 - Obtained after Reaching Natural Dexterity of 65.
 * #9 - Obtained after Reaching Natural Dexterity of 70.
 * #10 - Obtained after Reaching Natural Dexterity of 80.


 * Constitution Slots (Gives Modifiers Internal Bonuses/Constitution based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 2.
 * #3 - Obtained after Reaching Player Level 15.
 * #4 - Obtained after Reaching Player Level 20.
 * #5 - Obtained after Reaching Player Level 25.
 * #6 - Obtained after Reaching Natural Constitution of 35.
 * #7 - Obtained after Reaching Natural Constitution of 40.
 * #8 - Obtained after Reaching Natural Constitution of 55.
 * #9 - Obtained after Reaching Natural Constitution of 60.
 * #10 - Obtained after Reaching Natural Constitution of 65.


 * Intelligence Slots (Gives Modifiers Internal Bonuses/Intelligence based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 12.
 * #3 - Obtained after Reaching Player Level 25.
 * #4 - Obtained after Reaching Player Level 30.
 * #5 - Obtained after Reaching Player Level 35.
 * #6 - Obtained after Reaching Natural Intelligence of 45.
 * #7 - Obtained after Reaching Natural Intelligence of 50.
 * #8 - Obtained after Reaching Natural Intelligence of 65.
 * #9 - Obtained after Reaching Natural Intelligence of 70.
 * #10 - Obtained after Reaching Natural Intelligence of 85.


 * Wisdom Slots (Gives Modifiers Willpower Bonuses/Wisdom based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 5.
 * #3 - Obtained after Reaching Player Level 25.
 * #4 - Obtained after Reaching Player Level 30.
 * #5 - Obtained after Reaching Player Level 35.
 * #6 - Obtained after Reaching Natural Wisdom of 45.
 * #7 - Obtained after Reaching Natural Wisdom of 50.
 * #8 - Obtained after Reaching Natural Wisdom of 65.
 * #9 - Obtained after Reaching Natural Wisdom of 70
 * #10 - Obtained after Reaching Natural Wisdom of 80.


 * Charisma Slots (Gives Modifiers Physical Look Bonuses/Charisma based additions)
 * #1 - Obtained after First Unleash of Power.
 * #2 - Obtained after Reaching Player Level 10.
 * #3 - Obtained after Reaching Player Level 15.
 * #4 - Obtained after Reaching Player Level 20.
 * #5 - Obtained after Reaching Natural Charisma of 25.
 * #6 - Obtained after Reaching Natural Charisma of 35.
 * #7 - Obtained after Reaching Natural Charisma of 40.
 * #8 - Obtained after Reaching Natural Charisma of 55.
 * #9 - Obtained after Reaching Natural Charisma of 60.
 * #10 - Obtained after Reaching Natural Charisma of 70.

Costs 9999 DLC Points

"Harmony" User
Standard Equipment:


 * This Class starts out with 25 Large Mana Potions, 1 Magic Item (DM’s Help is required)

Special Equipment:


 * Mixed Bag - User can reach into this bag to get a completely random Item that will lasts 1d14 turns before dissolving into particles to fly back into the bag
 * The bag can hold up to 12 Items and these Items count as Terra-Stable items
 * As long as the Items count as Terra-Stable Items they cannot gain the broken status but the User has a harder time utilizing the items.
 * 3 Random Items can be out at a time
 * 15 Mana
 * Harmonic-Signature Weapon - User gains a weapon of users choice (Required Help from DM)
 * This weapon can be summoned to Player's hand for a cost of (10 + Player Level Mana)
 * This weapon does a special bonus effect of user's choice (Required Help from DM), (This weapon is coated with the Mixed Force Aura).

Special Traits:


 * Gauge - User keeps track of their Gauge Meter (3 + Player Level)
 * Gauge can be used for multiple things based on a given Gauge list
 * Gauge is restored after a long rest.
 * Gauge is counted as Hit Dice
 * User is not affected by stress
 * Harmonic Follower - User is close in contact with the Mixed Force (Harmony) and can automatically see the Harmonic Aura of people.
 * Signifying if they are with you or not
 * Rule Breaker - The user gains a +1 to all break-ins.
 * Break-ins are a type of entrance with no door way included.
 * Know what's right as you have been chosen! - This class can be removed if the user does not follow the code of the "Harmony"
 * If the user loses their class then they remove all Traits & Special Equipment relating to this class, they still keep the regular equipment.
 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * One with Everything - User gains a bonus +7d10 to all non-combat based checks.

Costs: 8700 DLC Points