Player handbook

Cover of the Trinaymk fantasy roleplaying adventure player handbook.

Overview

In Trinamyk, you create a roleplaying class by choosing 1 of 7 Base Classes. Then choose 2 of more than 50 secondary classes. There are 27 in this book & more in the other books, so see each of them too. The modularity of the system gives you more than 9000 class combinations. Further ability and mechanical choices make your character even more unique. Modularity of the system allows diverse play style characters to be equal in power and in balance with characters that are single style focused. Single style focus builds have more diversity within their build than diverse builds.

Scroll down or use links to see various sections.

BASE CLASSES

Animist, Arcana, and Crafty

With the Arcanist having exclusive access to the Fundamental school, the other 6 schools of this foundation are: Conveyance, Domination, Imagination, Manipulation, Reliance, and Transformation.

animist

ANIMIST

With an innate and intuitive connection to the natural world and nature's existence itself, impart yourself with abilities and spells that interact with nature. Knowledge is passed down in folklore and tales from the elders. This connection to the universe is expressed as the Beliefs stat.

 

Enigmatic

ENIGMATIC

The foundation of this class uses Mysteria Power, a unique source of power within the universe as a connection of all things. It's strength lies in the power of one's Will stat, using the mind and senses is a unique way.

tough

TOUGH

Some things in life are too complicated. It's just easier to just slug it out, so this is your class. With heavier armors and higher hit points, this class uses the Strength stat and related abilities to control themselves and dominate others.

Arcanist3

ARCANIST

The basic premise of a wizard whether innate or through study. Arcana is a form of energy in the creation of all things, and accessing it yields new ways to apply or manipulate it. Deriving from various origins, this magic is founded in one's Intellect stat. (Custom art, not Ai)

Fierce2

FIERCE

Those that are fierce have a conviction within themselves, Fortitude stat, that comes out in moments of adrenaline. These characters use Fervor points to make any of their actions more intense and powerful. (Custom Art, not Ai)

Crafty

CRAFTY

A well-rounded class for weapons, armor, and special movement options therefore the Agility stat is primary.

 

 

 

Reverent
Crafty

REVERENT

Seeing the world as controlled by various gods, characters choose a god to serve deriving power through them. As a tool of their god, his affords them access to a great power source, but the struggle between gods can make them a pawn too. Spells coming from their god, use their Faith stat.

SECONDARY CLASSES: CASTERS

Arcana

With the Arcanist having exclusive access to the Fundamental school, the other 6 schools of this foundation are: Conveyance, Domination, Imagination, Manipulation, Reliance, and Transformation.

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Magu

This subclass allows good development for Arcana spells and gifts an intelligent, special pet or servant that does your bidding.

Two wizards in robes casting spells at each other.

Savant

Being a gifted caster, you get 2 schools of arcana, or you may choose 1 school and 1 Keyword. Additionally, you have special abilities associated with your casting.

Sacred

The Sacred Foundation of spells is unique in that each Teaching is specific class where other types of magic allow a class to choose within the Foundation. The Reverent Base class has Hallowed Teachings. The other Teachings are Revered and Worthy.

Clergy Mike

Clergy

Finding connection and power with your god through special daily and special prayers, preaching, and teaching, granted outside of battle. They have access to Order Teachings.

divine

Divine

Exuding the gift of their god, they use Divine Teachings as mostly aura based spells.

Natural

There are 7 Paths in this foundation: Ancient, Callings, Channel, Cosmos, Earthly, Manifestations, and Ways. To have more spell depth here choose to be an Animist as your Base Class.

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Arborist
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Choosing this class is a deep connection to nature turning yourself into a tree or tree being when needed, with a choice of nature spells and abilities that support your party or attack targets as a tree.

A mystical elf with greenish skin and piercing eyes in a dark forest.

Naturalist

Recognizing the balance of nature and the universe, a naturalist detects magic like an enchanter, but regarding an environment. They can improve natural weapons or armor for battle.

SECONDARY CLASSES: HYBRID

Battle Caster

Battle Caster

As a flex class choosing Fierce or Mysteria, the battle caster has to access special casts and combat abilities with armor upgrades.

A wise wizard stands in a mystical forest holding a staff.

Communer

Having a mysterious connection to nature, a Communer taps into the essence of the universe using Mysteria Power to use special abilities being one with nature, as well as having access to nature spells.

Gifted

Gifted

As a flex class you can use Fervor points to cast special orbs and for other abilities, plus gaining access to 1 school of spells.

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Guardian

With good armor improvements, this flex class allows a character to further their sacred spell casting and sacrifice themselves in battle to protect allies using fervor power.

A wizard conjures a glowing, mystical wolf spirit in a dark forest.

Magician

As an illusionist caster you use Mysteria Power to access special spells and abilities, plus gain access to 1 spell focus.

SECONDARY CLASSES: Physical

appropriator

Appropriator

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DEFENDER

Defender

With the best armor upgrades and a hit point addition, this class focuses on abilities that protect their allies.

A wizard conjures a glowing, mystical wolf spirit in a dark forest.

Duelist

Versed in weapon diversity, and multiple attacks, their abilities are built around those attacks.

eliminator

Eliminator

Beneficial to any play style, the focus of abilities from this class are based on turn after turn going for the same target until they are eliminated or have escaped from combat.  

Explorer

Explorer

Beneficial to any play style, the focus of abilities from this class are based on turn after turn going for the same target until they are eliminated or have escaped from combat.

Hunter

Hunter

Able to target multiple creatures, the hunter is good at hurting or hindering their targets.

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Sneak

Not only for taking things or exploring, this class can also secretly move and hide to hurt their opponents.

SECONDARY CLASSES: POWERS

Mysteria and Fervor powers are an expendable resource for abilities with se

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Formidable

While this class does have some abilities, use of Fervor Points is focused on amplification of combat stats and movement.

A fierce warrior wearing a metal helmet, preparing for battle.

Mentalist

This class uses Mysteria Power to outright attack the minds of their opponent or use to defend itself against those powers.

A woman in a feathered headdress reads tarot cards by candlelight.

Mystic

With Mysteria Power associated with bizarre powers and strange abilities.

Amped

Amped

Through fervor points intensify your actions to do greater damage, increase your probability to hit, increase movement, and more.

Disciplined

Disciplined

Are skillful fighters utilizing special abilities associated with weapons. Beyond their physical basis, they choose Fierce or Mysteria as a supplement to their fighting style.

A medieval man playing guitar surrounded by listeners in a rustic tavern.

Resonant

This class utilizes the use of sound via the voice or instruments. Abilities are varied stemming from folklore stories, theological invocations, sound vibration, poems & riddles, etc.

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Sentient

Sensing and feeling is the nature of this character, knowing what is about to happen and therefore able to be proactive, delaying, or reacting more effectively.