Balance: Discipline Class

Discipline-Based Classes

All Discipline-based Classes have Discipline as their Primary Class, followed by a Secondary Class that shapes their strengths and weakness.

At every new level attained, the player:

  • Rolls 1d6 and distributes the value between Brawn + Discipline Core Stats, and then increases their associated Attributes as desired from the distributed points.
  • Rolls 1d6 and distributes the value between Reflex + Wit Core Stats, and then increases their associated Attributes as desired from the distributed points.
  • 1d3 new Spells/Enhancements per additional Discipline Stat point gained. (1d3 is half the value of 1d6, rounded down)

All Discipline-based Classes gain the following:

  • Level 1:
    • Create Spell Chart and populate with 1d3 Spells (1d3 is half the value of 1d6, rounded down)
  • Level 3:
    • Agile Focus: Focus while maintaining Dodge bonuses.
    • Second Mind: Create a second Spell Chart (two new sets of opposites) and populate them with 1d3 Spells.
  • Level 5:
    • Simultaneous Casting: Magic Users can cast two spells at the same time, including the same spell twice.

Battle mage

(Discipline + Brawn)

The Battle Mage embodies the intersection of inner discipline and raw physical power, channeling their energy into potent, direct magic.

 

Abilities
  • Fortified Will: Battle Mages can ignore one instance of Balance Shock per day
Combat
  • Arcane Strike: +2 to Attack due to magical damage *
  • Magic Shield: Defense Dice are rolled with 1d6 + static 6. **
Levels
  • Level 1:
    • +1 Weapons Familiarity
  • Level 3:
  • Level 5:

* For Arcane Strike, a Magic quadrant must be selected at time of character creation for effect.

** A static 6 is simply setting a dice on the table in the 6 position. Because this is not a rolled dice, bonuses are always added to the other 1d6.


Cleric

(Discipline + Brawn)

The Cleric channels their energy into healing and restorative balance while remaining a formidable fighter.

 

Abilities
  • Healing Wave: Action: Restore 2 Health Points to up to two allies within 10 feet at the cost of 1 Discipline Stat Point
Combat
  • Smite: Damage Spells gain +2 to Attack
  • Balance Shield: Allies within range (10’) get +2 to Defense
Levels
  • Level 1:
    • +2 Health points
    • Clerics start with a maximum of 2 spells but gain spells as normal after level 1
  • Level 3:
  • Level 5:

ILLUSIONIST

(Discipline + Reflex)

Illusionists use their control and speed to craft deceptions and mislead their enemies, thriving on creating chaos.

 

Abilities
  • Illusory Distraction: +4 to Hide (Discipline: Attune)
Combat
  • Mirror Magic: +2 to Attack for magical attacks due to illusion of multiple spells
  • Blurred Motion: +2 to Defense
Levels
  • Level 1:
  • Level 3:
  • Level 5:

Elementalist

(Discipline + Wit)

Elementalists see Balance in the collision of the elemental forces of the world.

 

Abilities
  • Elementalists start with one additional Spell point per day
  • Elementalist Spell Charts must include at least one of the four natural elements (earth, air, fire, water)
Combat
  • Elemental Might: Combat spells involving one or more natural elements gain +2 to Defense
Levels
  • Level 1:
  • Level 3:
    • Elementalists have three additional Spell points per day
  • Level 5:
    • Elementalists have five additional Spell points per day

MIND-MAGIC/TRICKSTER

(Discipline + Wit)

Mind-Magic practitioners exploit their mental discipline and cleverness to manipulate the thoughts and actions of others.

 

Abilities
  • TBD
Combat
  • Mind Shield: +2 to Defense against spells that target the character. This has no effect against area-affect spells.
  • Enchanted Distraction: The character may target an enemy during combat. On a successful attack against Discipline (2d6 + Discipline Stat), if the enemy has not taken action yet this round, the enemy’s initiative position is delayed 1d6 turns.
Levels
  • Level 1:
  • Level 3:
  • Level 5:

 

 

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