This RP will not only have various playable classes, but an entire class system. First off, an explanation!
A class is defined by the spiritual structure of ones soul. Each class has different properties, it's almost like a spiritual fingerprint. However, much like fingerprints, not all of one class are the same. The spiritual structure consists of fibers of energy that make up the soul. These fibers vary in size and length, but they also vary in the path they make as they weave through the other fibers. With all of these being different, 2 beings of the same class could very well be different in every way, since it is within the network of fibers that ones power is drawn. Contorted ones are the only exception. The exterior of their soul is held a shall of the same energy as their fibers, which alters their powers significantly.
Basically, once you are born, your class is pretty much decided...But not all is set in stone. Sometimes, certain parts change the pattern of their fibers! This causes a phenomenon in some beings that gives them abilities they shouldn't have. This is called a sub-class. That's right ladies and gentlemen, there is a subclass system! The subclass isn't nearly as prominent or powerful as the primary class, and one with a sub class means that their primary class isn't as strong as someone without a sub-class, but this does allow much more versatility, and sometimes the two sets of abilities can compliment the other, making it even arguable which is stronger. While sub-classes are actually quite common, every now and then, a being is born with a sub-class that creates a phenomenon on this frequent happening. When 2 certain classes are met within the same soull, instead of working together in a primary and sub-class system, they merge and unlock a new power. There are various combinations that cause mysterious powers to unfold, however they will not be revealed. You will have to guess, or if I support a character idea you have, we can brainstorm a way to make this happen if you ask nicely.
SO NOW THAT YOU KNOW, GET THINKING! GO CRAZY! MAKE WHATEVER THE HELL YOU WANT!
Elementalist: The elementalist is a kind of mage that uses the power of one of the 4 elements. An elementalist can only specialize in ONE element. Once an element path is chosen there is no changing element paths. These are the most powerful of magic users due to the level of mastery they can achieve at higher levels of experience. Generally it takes an elementalist over the age of 30 to be considered any good, but no matter what their power is great. Unfortunately, having 25% of all the power in the world is very taxing on the body and mind. When an elementalist becomes too powerful, their power loses control, and they will die by their own element. Fire elementalists have been burned, electrocuted, and singed to death. Water elementalists have drown by their own spell. Air elementalists have vanished into air and never come back. Earth elementalists have been petrified, crushed, and swallowed by the earth itself. The lifespan of an elementalist is short, causing one to be over 40 a rare sight. Their mind loses the capabilities to think like the other elements. This leads to a level of narcissism in some cases, and can even cause insanity. Becoming an elementalist is difficult and risky, so there are few.
Warrior: Warriors are the masters of weaponry. A warrior has the natural ability of making sure that metals, meaning both armors and weapons, do not break when being imbued with magic. Due to this, the majority of them have enchanted weapons and armor that make up for their lack in magical ability. There is no weapon a warrior is not familiar with.
Warriors can shatter any defensive magic simply. They render all magic barriers useless by removing them upon inpact, although each warrior does this differently.
Healer: Healers are mages that can only have an affinity with water but are not powerful enough to be called a water elementalist. They are most familiar with the healing aspects of water, being able to heal wounds over time. They can filter out poisons from the body and have even been known to cure emotional ailments such as depression. It's been known that some even have the passive ability to heal over time naturally without willing any powers consciously. They are also very capable of combat.
Healers actually have the ability to "over heal" an individual. Doing this puts the person being "over healed" in a state referred to as the "Neo Deity" state. As the name implies, during this state the victim enters an extremely powerful and god-like trance in which their powers are amplified, sometimes causing new powers to generate inside them. An individual in Neo Deity state can single handedly destroy civilizations. However, like all overpowered systems, there is an extreme cost. At any given moment starting from the first second the individual enters Neo Deity state, their power can consume their own souls, dropping down a lifeless golem. Basically, you die. Randomly. If you manage to survive, no healer can nurse you back to health from the painful and long recovery afterward.
Spellblade: Spellblades are mages that imbue their own magic into their own weapons, however they run the minor risk of breaking said weapon. The odds of the weapon breaking are not very high, but they almost always carry a spare. Spellblades are capable of all elements but all of them are very weak. This means they can use any element in any form on their weapon, but they will never be anywhere near in mastery as an elementalist.
Spellcasters: These casters use magic that is not centered around an element. This includes barriers, runes, binds, restrictions, among other things. These mages cannot become any kind of elementalist, but they have been known to use weak elemental magic, but only 2 elements per spellcaster.
Spellcasters have the ability to link someone elses magic to their own. Their own powers are limited depending on how much of their targets power they have absorbed. Their target feels no effect. The spellcaster returns to a normal state once their target dies, get's out of range, or the spellcaster decides to stop using the targets power.
Biovore: Biovores are shunned due to the nature of their power. A biovore feeds on the life energy of other living things. They are similar to vampires, however it's not blood. It's the life energy of other things that is absorbed. These life eating beings can only suck out the energy of one living thing at a time. When taking the life energy of a living thing, they gain the abilities of said living thing. If draining the life energy of a dog, the sense of smell is heightened. If draining the life energy of an elementalist, they gain said elemental powers. Draining the life energy greatly inflicts the victim and even shortens their lifespan. This is the reason they are so shunned. However, I biovore must also be equal to or more powerful than its victim, as taking in life energy that cannot be spiritually housed will lead to a backfire. In example if a biovore took a fire elementalist and was not on the same or higher level as the elementalist would cause the energy to burn the biovore alive and the elementalist would not be afflicted.
Kineticist: A kineticist is like an Elementalist in that they can only manipulate one element and no others. The difference between an Elementalist and a Kineticist is simply that a Kineticist is bound by many more laws of nature. Where a fire Elementalist will summon flames from nowhere, a Kineticist will only be able to manipulate what already exists. An earth keneticist will be able to move the earth and plant life, but an earth elementalist can change minerals and metals into other earth substances and grow life. In short, the elementalist makes and changes their element, but a kineticist can only manipulate it. You can only be a pyrokineticist, aquakineticist, geokineticist, or an Aerokineticist.
Beast Masters: Just as the name implies, these are the masters of the animals. Without words, they can telepathically communicate with the wildlife. They are more so a guide through areas that are not populated and still maintain their natural look. They can fight, but it's not common to see one fight. These beast tamers can talk to everything from a giant bear to the smallest of insects and spiders. There is nothing within the animal kingdom they cannot talk to.
BEAST MASTER SPECIAL
A beast master can graft parts of animal spirits onto their own spirit, gaining properties of various animals such as the reflexes of a cat and the eyes of a hawk. This can make them very capable of combat. This is much like the shaman, however the beast master has it permanently grafted onto their soul and can house an unlimited amount, unlike the shaman.
Naturalist: A naturalist is a mage that has slight Earth affinity, but not enough to call it an earth elementalist. Naturalists manipulate the plant life around them without making it grow. When focused enough, a naturalist can make every blade of grass into your enemy. Above being a stand-still warrior, they are also the best at manufacturing enchanted wooden emblems. It's common to see a traveling Naturalist sell their goods, since their wooden emblems hold powers of many things including luck, focus, willpower, among other things that help the mind, and therefor the spirit.
Carrier: A carrier is a mage gifted with the air element. While they are nowhere near that of an Air elementalist, they can still manipulate some aspects of air. Carriers are famous for their ability to literally turn into air for a short period of time, thugh they are limited on what can be done in this form. Some have been known to turn into a gust of wind and travel short distances at incredible speeds. Legends speak of only 2 carriers having the ability to turn other people into the air and they would turn normal in a completely different location.
Electrodes: One could call these "human batteries" though they don't have to be human. An electrode is a living thing that carries its own electrical charge. The electric charges cannot be stopped or started on command, instead touching one at any time will electrocute the toucher. An electrodes electric charge depends on their physical activity. One that has been sitting around for a long period of time has a low charge and touching them would only make a small buzz of electricity, however after much running around and physical activity, touching one could hurt. A lot. The electricity released behaves normally, it can only go through a conductor. An electrode cannot through electric charges. They are considered a kind of mage that has been touched by the element of fire.
Shaman: A shaman is the link between this world and the spirit world. A shaman can use the spirits of animals and even ancient warriors that were spoken in legends. The stronger the spirit used, the harder it is to summon. Anything with a spirit can be summoned. When bests or animals are summoned, the shaman will gain physical characteristics of said beast or animal. This could include eyesight of the animal, speed, smell, tail, claws, even wings depending on the animal. However, summoning the spirit of something that has a higher intelligence such as humans, elves, dwarves, etc, will cause the spirit to be summoned as a living thing again. The powers of the person are the same as the moment they died, but just remember, summoning a powerful spirit takes a lot of energy and sometimes time. Summons are done though short rituals spanning from 2 seconds to 3 hours if they wanted to summon someone strong enough. Summoning an elementalist from the past could take up to 36 hours.
The Gifted/Cursed: [sub-class only] These people can either be blessed apostle like people or poor bastards burdened to a horrible life. A normally powerless being is given powers by another either free of charge, or made by a contract. However, the contract doesn't have to be willing, causing some beings to be enslaved to this contract. The power given cannot be classified as an element directly (though all powers fall under an element). The being doing the blessing or cursing is always and must be supernatural, such as demons or angels and even fairies or dragons.
Divinities: Considered "divine warriors" by most, they wield an unusual power. A divinity has an affinity with only one weapon and is capable of wielding only that one weapon. No not that type of weapon, but a specific weapon chosen by them, so the weapon must be sturdy and have high capabilities. Once a weapon has been bound to a divinity, it will be spiritually connected at all times, so if a divinity loses the weapon, it's easy to tell where it is. A weapon chosen will take a new look based on it's style and the style of it's wielder, so a normal blade would no longer look normal and be much more complex. A divinity will also get an elaborate set of abilities that compliment that specific weapon and style revolving around any 2 of the 5 elements, but only 2. Usually, complimenting elements are chosen to make it very strong, however using opposing elements will remove more weaknesses.
If a divinity is attacked by magic, they can use their weapon to absorb the attacks if the elements match up. Example, a fire mage shoots a ball fo fire and a divinity who wields a slight affinity with fire can cut the fire ball, removing it's existance. However, the strength of the spell shattered can only be shattered by a blow of equal strength. Too much or not enough power will do nothing to the spell. They also MUST have their weapon to do this.
Beastmen: These beings are part beast/animal and cannot be controlled by beast masters, but can be spoken to telepathically by them. They are equal in intelligence to humans and some look more human than others. Although, the more bestial the more tenancy to hide the intelligence and only act through instinct, usually making one seem very strategical in their combat. The animal or beast can be antyhing from an animal with fur to one with feathers or scales. These beings have unknown roots and seem to come out of nowhere.
Treefolk/Nymph: These have 3 forms, one of which is a tree, obviously, and as one would assume another is human. The middle one is between the two. Mobile roots make up the muscle body and these are seen on the joints. The normal bones are now external wood shells that protect the body. A mouth and respiratory system can no longer exist as it is not needed. These treefolk move very fast and swiftly as a human and can forge weapons out of wood through a version of telekinesis but are not strong. In their inbetween form they are defensively equal to a brick wall with fast regeneration and their punches hurt, hard enough to break other trees given that they are massive and tower at shortest 9 feet in this form for males, 7 for females, however they move very slowly, so landing blows is very hard. They have the same properties of a tree in the third form, however can move limbs, but only so many at a time depending on age. Only a naturalist knows the difference between a third form treefolk and a real tree. Treefolk are males, Nymphs are females.
When in forests, Treefolk and nymphs have an advantage so large that their very power controlls everything around them. They environment becomes their playtoy as long as the wood lands still stand.
Spellscripter: True spellscripters are few and far between simply because of the magnitude of their studies. The average person requires approximately 15 years of learning. It’s not too difficult, just learning several ancient languages and being able to use them all fluently (speaking, reading, writing). Spellscripters are able to infuse their writing with their magical ability, making the words come to life at any time with a simple thought. For example, writing the word ‘dog’ and activating it would bring into existence a dog. It would be random though; it could be anything. The more you describe it the more defined it will be. The more descriptive it is though, the more power that must be placed into the writing. In battle this can be dangerous so experienced spellscripters will prepare ahead of time. There are several ‘spellwords’ for the affinities/elements that are available. Spellwords do not work on those that are unable to hear them naturally (deafness, yes; earplugs, no). Typically they are usually longer living races or though with high chances for innate magic.
The Contorted: [sub-class only] The contorted are beings with a spiritual structure that falls under no class description. Each and every Contorted has been etched forever in history. The contorted are the rarest beings of them all, as it is something that must be born into. See Legends for examples.