Okay, I've got my class idea: Spellblade. The simple combination of a warrior's martial prowess and a mage's magical abilities. Special attacks are replaced with magic. The tiers would be simple: Spellblade 1: simple Spellblade. Can use weapons and basic magic. At Spellblade 2, the offensive and defensive sub-tiers are unlocked. Magical abilities cooldown more quickly and the Spellblade can now imbue their weapon with the magic of choice, to harm enemies or protect themselves or allies. Spellblade 3: The Spellblade is more dexterous, receiving a bonus of 20 points to the stat. At Spellblade ,4 the Specializations appear. For an offensive Spellblade, the Sageblade and Dark Knight specializations appear. Dark Knights specialize in pure damage-dealing, even sacrificing their own lifepower to fuel vile, destructive magics. The Sageblade focuses on the combination of magic and weaponry, and is able to create weapons out of pure magical power. For a defensive Spellblade, the Paladin and War Cleric specializations appear. The Paladin is your typical Paladin, specializing in being a tank. They use magic to heal themselves and their allies, but also have a small array of attack abilities. The War Cleric focuses purely on defense, being able to heal, revive and buff their allies. In addition, Tier 4 Spellblades gain a bonus of 30 to their intelligence, to help them learn their new skills more easily. Tier 5 Spellblades gain a bonus of 40 points dependent upon their specialization: A Sageblade gains Intelligence, a Dark Knight Strength, a Paladin Resistance, and a War Cleric Willpower. Tier 6 Spellblades receive the [b]Damn the Jack, I'm the King[/b] Title, gain a bonus of 20 to Intelligence, Strength, Resistance and Willpower, and finally, gain access to their specialization's Mastery Ability: The Sageblade's [i]Arcana Weapon[/i]: The equipped weapon is infused with pure magic, doubling its damage-dealing potential for a period of time. The Dark Knight's [i]Soul Drain[/i]: The Dark Knight steals life equal to the amount of damage they have taken, restoring them to full health and dealing double that amount in damage. The Paladin's [i]Stone Temple[/i]: For 30 seconds, the Paladin and every creature, friend or foe, within 50 feet is immune to damage from any source. The War Cleric's [i]Grand Heal[/i]: All allies are healed by the War Cleric's maximum HP, and cured of any status ailment or debuff they may have, excluding death. Abilities unlocked as the Spellblade: [b]Tier One: [/b] Fire/Thunder/Blizzard: Your typical elemental magic attack Cure: Your typical healing magic Agile Blade: the Spellblade channels magic into a temporary boost of agility. [b]Tier Two: Sub-tiers.[/b] Imbue: Imbues the weapon with one of five elements of magic: Holy, Dark, Fire, Ice, Lightning. [i]Offensive Sub-tier[/i] Dark: a basic Dark-elemental magic attack. Air Slash: a short-ranged attack that blasts a razor-sharp air current at an enemy when the Spellblade swings their sword after activating the attack. Poison: Poisons an enemy [i]Defensive Sub-tier[/i] Poisona/Blindna: Heals the stated affliction Protect: Offers minor resistance to physical damage to a single target [b]Tier Three[/b] [i]Offensive[/i] Fira/Blizzara/Thundara: A more powerful elemental-based attack Great blade: The Spellblade channels magic into an attack power boost. [i]Defensive[/i] Cura: A more powerful cure Shell: Offers minor resistance to magical damage for one target Esuna: Heals most common status ailments of one target [b]Tier Four: Specializations[/b] [i]Sageblade[/i] Greater imbue: Imbues the equipped weapon with a powerful enchantment of Fire, Ice, or Lightning Blink: Passive increase to the Sageblade's agility. [i]Dark Knight:[/i] Dark Imbue: Imbues the equipped weapon with a powerful dark enchantment Life Drain: Steals a small amount of life from an enemy, healing the Dark Knight for half the damage dealt. Miasma: Poisons the target with a virulent, contagious toxin that slowly deals increased damage over time [i]Paladin:[/i] Stalwart: Protects an ally from attack, taking the hit for them. Dispel: Cancels any support/debuff effects (not status ailments) on a target Holy Imbue: Imbues the equipped weapon with a powerful holy enchantment [i]War Cleric:[/i] Raise: Can resurrect a recently defeated ally. Curada: An even more powerful curing spell. Cloister: Offers some resistance to all incoming damage for a single target [b]Tier 5[/b] [i]Sageblade[/i] Firaga/Thundaga/Blizzaga: The most powerful of these elemental magics. Combo Attack: The Sageblade's great speed now allows them to chain multiple attacks together, dealing rapid damage at the cost of willpower. [i]Dark Knight:[/i] Darkra: A more powerful Dark magic Sacrifice: At the cost of their own Vitality, the Dark Knight drains life out of enemies in a small radius. Greatslash: A single, extremely powerful but slow slash with the sword. Can deal up to five times the damage of a normal attack. [i]Paladin:[/i] Holy Guard: Passive Immunity to negative status effects Stand Ground: Increases defense at the cost of movement, turning the Paladin into a tower of safety for allies or themselves when overwhelmed. Holy: A powerful holy magic attack [i]War Cleric:[/i] Neutralize: Completely remove any negative debuff or status effect on a target Esunaga: Removes all status effects from allies in a moderate radius Regen: A single target slowly regains health over time Reflect: Sends an enemy's magic back at them [b]Tier Six: Mastery[/b] [i]Sageblade[/i] Archsage: Temporarily sacrifice dexterity and speed to greatly boost magic damage Chaincaster: Temporarily sacrifice magic damage to greatly boost dexterity and speed [i]Dark Knight[/i] Fury: With each hit taken in battle, the Dark Knight grows slightly stronger. Resets after each battle ends. Magicbane: Deal damage proportional to the target's maximum Willpower: the higher the Willpower, the higher the damage [i]Paladin:[/i] Shelter: Absorb a quarter of the damage taken by allies in a moderate radius. Convert: Deal massive holy damage to undead and demonic creatures [i]War Cleric:[/i] Curaga: The most powerful healing magic Insulation: Halve elemental damage to allies in a small radius for a duration of time. These abilities are in addition to the ones already listed. I'll be editing this later to clean it up.