Tism's Classes
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Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.
Centers around fantasy elements such as spells, rituals, and magical energies, often involving personal empowerment and magical automation.
Includes a large focus on traversing worlds with enhanced world generation, structures, dungeons, and more for players to find unique loot.
Includes genetic manipulation and biological systems.
Forge is a popular mod loader for versions 1.1+ of Minecraft.
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Tism's Classes
Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.
In Tism's Classes, there are currently 3 main trees and a total of 57 unique classes to discover.
⚔️ How It Works
Unlike Origins, you dont just pick one and stay. You evolve.
The Roots: You begin by selecting one of 3 "Root" classes (Level 0).
The Branches: As you gain levels, you unlock stronger versions of your class.
The Trade-off: Every class comes with powerful Active and Passive abilities, but they are balanced by crippling Debuffs. Choose, do you want to be a glass cannon, a slow moving tank, or a master of industry?
Leveling Milestones: Lvl 0 -> Lvl 5 -> Lvl 15 -> Lvl 30 -> Lvl 50 -> Lvl 80 -> Lvl 100
🛡️ Tree 1: Sir Plus
The Classic RPG Experience. Combat-focused, structured, and reliable.
Root: Sir Plus
Role: The unwanted knight.
Pros: Tough against zombies.
Cons: Weak against arrows.
Path A: The General (Leader)
From Squire to General. A balanced soldier path that excels at fighting the undead and commanding the battlefield.
Playstyle: Crowd Control, Buffs, Anti-Undead.
Key Abilities: Bugle (Buffs), Wave Clear, Natural Armor.
Weakness: Extremely vulnerable to projectile damage (Arrows).
Path B: The Juggernaut (Tank)
From Yeoman to Warlord. An immovable object. You trade movement speed for raw defense and area-of-effect power.
Playstyle: Tanking, Crowd Control, Slowness.
Key Abilities: Surge (AOE attacks), Earthquake, Intimidate.
Weakness: Permanent slowness, weak against magic, sinks in water.
Path C: The Reaper (Assassin)
From Rogue to Reaper. High risk, high reward. You are fast and deadly, but a stiff breeze could kill you.
Playstyle: Single-target burst, Stealth, Ice.
Key Abilities: Freeze, Warp, Vanish, Death Mark.
Weakness: "Fragile" (Reduced Health/Increased Damage Taken), cannot use shields.
🧭 Tree 2: The Wayfarer
The Survivalist Experience. Focused on gathering, exploration, and tools.
Root: Wayfarer
Role: The traveler.
Pros: Movement speed.
Cons: Weak armor rating.
Path A: The Excavator (Miner)
From Prospector to World Eater. For those who want to tear down mountains.
Playstyle: Haste, Explosions, Building.
Key Abilities: Dig Speed (Haste), Night Vision, TNT Toss, Lava Swim.
Weakness: Heavy feet, weak armor, vulnerable to magic.
Path B: The Hunter (Ranger)
From Trapper to Apex Predator. Master of the wild, the bow, and the beast.
Playstyle: Archery, Taming, Tracking.
Key Abilities: Bow Mastery, Track Mobs, Camouflage, Summon Wolf.
Weakness: Weak melee damage, cannot use heavy armor.
Path C: The Adventurer (Explorer)
From Hiker to World Walker. Mobility is king. Why fight when you can fly?
Playstyle: Speed, Acrobatics, Evasion.
Key Abilities: Double Jump, Wall Climb/Grapple, Adrenaline, Flight.
Weakness: Vulnerable to explosions and magic, restrictive armor.
👹 Tree 3: The Outcast
The Monster Experience. Play as something inhuman with supernatural powers.
Root: Outcast
Role: The misunderstood monster.
Pros: Monsters are less aggressive.
Cons: Villagers hate you.
Path A: The Raptus (Beast)
From Scamp to Alpha Raptus. A tiny, feral predator that strikes fast and hits hard.
Playstyle: Hit-and-Run, Lunge, Glass Cannon.
Key Abilities: Small Hitbox (1 block tall at max level), Super Lunge, No Fall Damage.
Weakness: Carnivore (Meat only), weak armor, fragile health.
Path B: The Nether Warlord (Demon)
From Kindled to Nether Warlord. Born of fire and bone. The fortress is your home.
Playstyle: Fire Immunity, Wither Effect, Brute Strength.
Key Abilities: Fire/Lava Proof, Wither Touch, Shoot Fireballs, Summon Blaze.
Weakness: Aquaphobia (Water hurts massively), slow movement.
Path C: The End Sovereign (Void)
From Drifter to Void Sovereign. A warping, levitating entity that exists between dimensions.
Playstyle: Teleportation, Evasion, Void Magic.
Key Abilities: Blink/Warp, Levitate, Void Immunity, Black Hole.
Weakness: Aquaphobia, extremely low health (Glass Cannon).
Tism's Classes
Tism's Classes is an Origins-style class/origin mod that completely overhauls how you play the game. Rather than just picking a species, you choose a career path that evolves as you gain experience.
In Tism's Classes, there are currently 3 main trees and a total of 57 unique classes to discover.
⚔️ How It Works
Unlike Origins, you dont just pick one and stay. You evolve.
The Roots: You begin by selecting one of 3 "Root" classes (Level 0).
The Branches: As you gain levels, you unlock stronger versions of your class.
The Trade-off: Every class comes with powerful Active and Passive abilities, but they are balanced by crippling Debuffs. Choose, do you want to be a glass cannon, a slow moving tank, or a master of industry?
Leveling Milestones: Lvl 0 -> Lvl 5 -> Lvl 15 -> Lvl 30 -> Lvl 50 -> Lvl 80 -> Lvl 100
🛡️ Tree 1: Sir Plus
The Classic RPG Experience. Combat-focused, structured, and reliable.
Root: Sir Plus
Role: The unwanted knight.
Pros: Tough against zombies.
Cons: Weak against arrows.
Path A: The General (Leader)
From Squire to General. A balanced soldier path that excels at fighting the undead and commanding the battlefield.
Playstyle: Crowd Control, Buffs, Anti-Undead.
Key Abilities: Bugle (Buffs), Wave Clear, Natural Armor.
Weakness: Extremely vulnerable to projectile damage (Arrows).
Path B: The Juggernaut (Tank)
From Yeoman to Warlord. An immovable object. You trade movement speed for raw defense and area-of-effect power.
Playstyle: Tanking, Crowd Control, Slowness.
Key Abilities: Surge (AOE attacks), Earthquake, Intimidate.
Weakness: Permanent slowness, weak against magic, sinks in water.
Path C: The Reaper (Assassin)
From Rogue to Reaper. High risk, high reward. You are fast and deadly, but a stiff breeze could kill you.
Playstyle: Single-target burst, Stealth, Ice.
Key Abilities: Freeze, Warp, Vanish, Death Mark.
Weakness: "Fragile" (Reduced Health/Increased Damage Taken), cannot use shields.
🧭 Tree 2: The Wayfarer
The Survivalist Experience. Focused on gathering, exploration, and tools.
Root: Wayfarer
Role: The traveler.
Pros: Movement speed.
Cons: Weak armor rating.
Path A: The Excavator (Miner)
From Prospector to World Eater. For those who want to tear down mountains.
Playstyle: Haste, Explosions, Building.
Key Abilities: Dig Speed (Haste), Night Vision, TNT Toss, Lava Swim.
Weakness: Heavy feet, weak armor, vulnerable to magic.
Path B: The Hunter (Ranger)
From Trapper to Apex Predator. Master of the wild, the bow, and the beast.
Playstyle: Archery, Taming, Tracking.
Key Abilities: Bow Mastery, Track Mobs, Camouflage, Summon Wolf.
Weakness: Weak melee damage, cannot use heavy armor.
Path C: The Adventurer (Explorer)
From Hiker to World Walker. Mobility is king. Why fight when you can fly?
Playstyle: Speed, Acrobatics, Evasion.
Key Abilities: Double Jump, Wall Climb/Grapple, Adrenaline, Flight.
Weakness: Vulnerable to explosions and magic, restrictive armor.
👹 Tree 3: The Outcast
The Monster Experience. Play as something inhuman with supernatural powers.
Root: Outcast
Role: The misunderstood monster.
Pros: Monsters are less aggressive.
Cons: Villagers hate you.
Path A: The Raptus (Beast)
From Scamp to Alpha Raptus. A tiny, feral predator that strikes fast and hits hard.
Playstyle: Hit-and-Run, Lunge, Glass Cannon.
Key Abilities: Small Hitbox (1 block tall at max level), Super Lunge, No Fall Damage.
Weakness: Carnivore (Meat only), weak armor, fragile health.
Path B: The Nether Warlord (Demon)
From Kindled to Nether Warlord. Born of fire and bone. The fortress is your home.
Playstyle: Fire Immunity, Wither Effect, Brute Strength.
Key Abilities: Fire/Lava Proof, Wither Touch, Shoot Fireballs, Summon Blaze.
Weakness: Aquaphobia (Water hurts massively), slow movement.
Path C: The End Sovereign (Void)
From Drifter to Void Sovereign. A warping, levitating entity that exists between dimensions.
Playstyle: Teleportation, Evasion, Void Magic.
Key Abilities: Blink/Warp, Levitate, Void Immunity, Black Hole.
Weakness: Aquaphobia, extremely low health (Glass Cannon).
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