The fact that it theoretically could be done overshadows the fact that it's stunningly unlikely.
It currently does, which is another reason I think it's something that should be handled outside of battle- That way, the NH can contribute their skill without having to give up battle participation.
Trainee Class descriptions:
Archer Trainee: Most fighters who sought to master the bow began as Archer Trainees. Whether fresh recruits who've had a bow pressed into their hands, or hunters forced to defend their homes from bandits or worse, Archer trainees have a long way to go before they can rain death on their enemies efficiently.
Fighter Trainee: With more grit and strength than skill, Fighter Trainees are ready to build up some experience with an axe in hand, and a readiness to deal out more punishment than the other trainees.
Mage Trainee: Acolytes and pupils, Mage Trainees can use magic, but not very effectively. While they can learn to utilize any branch of magic with practice, they can only handle low level tomes of their chosen discipline until they promote.
Performer Trainee: Performer Trainees strive to better their talents for dancing or playing, and though less effective than their more experienced counterparts, are also a boon to any squad of combatants.
Priest Trainee: Inexperienced Healers, Priest Trainees can only handle the most rudimentary of staves, and have more trouble sealing serious wounds. With practice however, they can learn to bring comrades back from the brink of death with relative ease.
Rider Trainee: The greenest of mounted troops, Rider Trainees have a little more mobility than other trainees, and can eventually master more exotic mounts like Pegasi. Alternatively, they can continue with their more pedestrian mounts.
Soldier Trainee: The soldier trainee is a fresh conscript, a soldier with armor and a weapon but only bare bones training. Though unskilled, their use of the lance gives them a balanced method of combat, and they have significant variety of specialization once they promote.
Swordsman Trainee: With little experience under their belt, Swordsman trainees have big dreams and sharp blades to carry them through the day, but not much else. Once they have either training or practical combat experience however, they can choose to learn many variations on the art of the sword.
Thief Trainee: Inexperienced pickpockets or locksmiths out of luck, Thief Trainees have skills other trainees don't have, though their proclivities require more attention that they could otherwise be spending on the martial arts. Once their training pays off though, they can do things few others can, from cutting purses from the enemy mid-battle, stealing swords from their very sheathes, or littering the battlefield with traps to hinder the enemy.
First Class descriptions
Mercenary: Swordsman that sell their skills, Mercenaries are one of the most common sights on the battlefield. Unlike the myrmidon who relies on fast, precise slashes, the typical Mercenary favors heavy swings, crashing through enemy defenses and laying waste to any foe brave enough to stand in their path. Additionally, the Mercenary works best in groups, enhancing their own abilities as well as the abilities of those around them.
Monk: Men of the cloth who've taken up the arcane arts to defend their flocks, Monks throw accurate, quick spells to deal damage in a controlled fashion, picking and choosing targets with calm patience. Additionally, monks can tap into their physical strength to augment their defenses, though doing so interferes with their ability to deal damage.
Myrmidon: Lightly armored swordsmen and women, Myrmidons are blurs upon the field of battle. Though they often lack the strength behind their strikes that other swordsman have, they more than make up for it with precisely placed strikes that can fell enemies who might otherwise outclass them. By focusing on defense rather than fighting, a Myrmidon may increase their frenzied pace even further, nimbly dodging even skilled attackers. Whether they choose to focus on the sword or take up the bow as well, Myrmidons are fearsome opponents against all but the most heavily armored of soldiers.
Pirates: Men and Women of the sea, Pirates are strong combatants on any terrain, but none more so than the rolling seas. Axes, valued for their economic qualities are almost as easy to find on a ship as hard labor, which goes some way to explaining why Pirates have the strength necessary to move the heavy weapons around with such ease. Pirates are the only group of fighters who can traverse deep water without the aid of ships, magic, or flight, and can even fight in it, should they have to, with the sole exception of Bandits who pursue a similar course as they do.
Priest: Skilled healers who can seal gaping wounds and knit bones together, Priests are indispensable on the field of battle. While their eschewance of weapons in favor of staves leaves them vulnerable to attack from enemies, priests are not entirely without self preservation, and can provide themselves with rudimentary care with the staves they have on hand if they are injured or afflicted with an arcane curse.
Scavenger: Cutpurses and rogues, Scavengers flit from enemy to enemy on the field of battle, taking their valuables and contributing them to the army's war fund- if they're feeling generous, of course. Scavengers also dabble in dark magic, though whether they use it to damage enemies directly or attempt to slow them with a variety of ailments is another matter. Either way, Scavenger's are always an asset to a fighting force, in battle or out.
Shaman: Mages who practice the use of the most ancient magic, dark magic, are regarded with fear and suspiscion by narrow minded people, though not without reason. Dark magic, while powerful, is difficult to use, and sometimes dangerous to the user if misapplied. Its apparent vulnerability to light magic, used most widely by holy men, has done no favors for the reputation of Shamans either. However, like the other magics, dark magic is merely a tool, and any tool can be put to good, or ill, use. A commander with a brain in his head won't hesitate to field Shamans if he places any value on the lives he guides.
Social Knight/Cavalier: Gallant warriors mounted upon valiant steeds, Cavaliers are often seen on the battlefield due to their good mobility and varied weapon set. With a balance of skill, strength, and defense, Cavaliers are well rounded fighters that can potentially be groomed to fill any number of roles in a military, whether they choose to hold a line, or employ hit and run tactics. Additionally, they are experts with their weapons, capable of pressing the advantage given by one weapon over another, or mitigating a disadvantage gained the same way.
Soldier: The backbone of any military, Soldiers are balanced fighters with a balanced weapon. While Soldiers can certainly hold their own against other footmen, the Soldier shines in particular against cavalry, where their lances and solid footing can force mounted units to a disadvantage. Nothing strikes fear in a cavalry unit like a group of Soldiers setting their lances to recieve a charge.
Spy: Cloaked figures who prefer to incapacitate an enemy before so much as meeting him, Spies have a varied skillset. While they know their way around swords bows, and even lockpicks, the spy is at his best when leaving unpleasant surprises for enemies, whether he is on the retreat, or waiting for the hapless fools to blunder into his sights.
Thief: While they can be skilled combatants in their own right, Thieves tend toward a more indirect approach to warfare, specifically in the area of supplies. Most of the time, that means seeing that enemies have supplies that the thief or his companions might be able to put to better use, and appropriating them as such. Like the other classes that promote from the thief trainee, the Thief is also trained to use lockpicks, meaning that whenever he has a set, few, if any, doors or chests are truly safe from him.
Troubadour: Mounted healers that move around the field, helping allies to either hold a defense or press an assault. Unlike priests or clerics, Troubadours are also trained for combat, and an enemy may think twice about attacking a healer if she is armed. Additionally, the Troubadours mount allows her to reach wounded companions more quickly than a priest might be able to, as well as giving her the option to rescue wounded allies if necessary.
Wyvern Rider: Heavily armored soldiers on even heavier mounts, the wyvern rider has learned to fight in tandem with a flying lizard larger than a wagon. While Wyvern Riders suffer the pitfalls inherent to all fliers, their naturally high defense and the heavy nature of the wyvern means that bows and wind are less effective against them than might otherwise be expected. However, they aren't invincible, and have weaknesses of their own, especially to lightning. But even with their flaws, wyvern knights are formidable foes, and can even be compared to knights in terms of durability.
Promoted Class Descriptions:
Battle Mage: Archers who have found a way to unify bows and spells, the Battle Mage is a seasoned sharpshooter who knows how to control a battlefield. By using their bow in conjunction with an Anima tome, they can launch magical arrows that are deadly against soldiers and mages alike, and even if they miss, the power of the magic will still leave the enemy worse than before.
Berserker: Pirates and Bandits who have met the peak of their abilities, Berserkers are towers of hardy muscle equal to most any task. Whether it's swimming up a river to initiate a sneak attack, climbing through the mountains to rescue a stranded ally, or just destroying anything in their path, be it stone or flesh, the Berserker is up to the challenge.
Bishop: The most common of promoted light magic users, Bishops have skills for a wide variety of situations, whether a powerful combatant is needed, or a gentle healer. Additionally, Bishops are capable of setting a magical field that enemies cannot enter or attack through, providing allies with a temporary respite from enemy forces.
Bounty/Treasure Hunter: Accomplished warriors with few compunctions in the face of the enemy, Treasure Hunters have studied with physical and magical weapons alike, and though they can't use staves or performances, tomes and weapons of all shapes and sizes are their domain- Though they'll have trouble using more exotic examples outside of Swords and Dark Magic. A Treasure Hunter also knows better than to let a good weapon go to waste, and won't hesitate to liberate a weapon from a fallen enemy.
Commander: Mercenaries who have managed to stay alive in one of the more dangerous professions of the world, the commander has learned that while lone wolves fall by the wayside, the pack survives. And just as a wolf pack works in flawless harmony, so to does a force headed up by a Commander. While the Commander wields axes and swords, his mind is his ultimate weapon, and he uses it to tell his comrades when to shore up the defenses, press the offense, or charge at the enemy when they think they're sitting just out of range.
Crusader: Fencers who devote themselves to a higher cause, Crusaders wield the swords they've held so long alongside tomes of powerful light magic. While competent against any foe, they shine against dark magic users, where their connection to light magic gives them enhanced defense.
Dancing Blade: Dancers commonly find themselves targeted by enemy forces on the field of battle. It's understandable in a way, since the rejuvenating effect of any performer can cause a small fighting force to fight like an army. So some dancers learn to wield a sword. While they can use it similarly to a Myrmidon or even Swordmaster, the Dancing Blade has a fighting style all their own, full of whirls, twirls, and broad unpredictable slashes that make approaching the Dancing Blade as an enemy a truly dangerous prospect indeed.
Druids: Unsatisfied with the power of Dark Magic, druids supplement their ancient arcane forces with newer arcana in the form of Anima magic. While not quite as capable of hammering a foe as Dark Magic, many Druids find the lighter Anima tomes useful for purposes where less force is required. Through intense training, Druids can also call forth a variety of spells and even staff effects, though they never embrace light magic.
Duke Knight: Cavaliers who hit first and last often choose to follow the path of the Duke Knight. Where the Paladin seeks to cover his shortcomings and decrease his vulnerability against anti-cavalry weapons and tactics, the Duke Knight scoffs at the thought. Rather, he urges his steed toward the fray, running down those who would target him and others with the thunderous force that only man, steed, and weapon working in unison can ever provide.
Enchanter: Bards who not only work to preserve their own forces, Enchanters also turn their lyrical abilities on their foes, luring and seducing them with their siren song to leave a fight, or even fight for the Enchanters side. Unfortunately, many who might fall prey to this song do not stay swayed for long, and quickly return to their own side. However, there are many enemies in the world, and often it need only work one time...
Falco Knight: Pegasus Riders at the peak of their combat ability, Falco Knights have skill not only with the lance, but with swords as well. Masters of aerial fighting, Falco Knights can push their mounts to keep charging the enemy, allowing them to fight longer at a time than most any other kind of fighter.
Forest Knight:
General: Towers of armor, a General shakes the very ground beneath them as they walk, striking terror into the hearts of those without the strength of arm to break through their nigh impenetrable plate. But a General does not simply allow his enemy to drive home a heavy lance or Epee- Even against the mightiest attack meant to bypass the thickest of armor, the General is a master of defense, and his skill can allow him to shunt away attacks that would otherwise surely end his life.
Great Knight: Knights who have seated themselves upon the very strongest of steeds are known as Great Knights. Trained with a variety of weapons, there are few who are ever more prepared on the field of battle. Their mounts are also amazingly well trained, allowing the Great Knight to navigate rain or forests with no more difficulty than if he were afoot. Even more amazing, the Great Knight can guide his warhorse through even hills and mountains, though doing so is very slow going.
Hero: Mercenaries sometimes learn the hard way that though trust in others is paramount, even more important is self-reliance. Where the commander barks orders, the Hero takes matters into his own hands. While Heroes are powerful on their own, their skill and prowess is more pronounced where nearby allies can see them fight. The Hero draws strength from the friends around him, driving him past his limits on the battlefield, sometimes shocking even themselves.
Holy Guard: A monk who has fully embraced the power of light magic comes to be known as a Holy Guard. Terrifyingly accurate and fast, the Holy Guard uses advanced light magic to rip past enemy defense and destroy there foes without fuss. A Holy Guard's focus and willpower is legendary, allowing them to land a decisive strike the way another person might decide to chew his food, and surviving deadly strikes through sheer force of will.
Lore Master: Performers from all walks of life seek greater knowledge, and in doing so eventually earn the title of Lore Master. Capable of song, dance, and even light magic, Lore Masters dabble in all other forms of magic as well. With training and dedication they can use a variety of spells that would impress even Druids and Sages.
Mage Knight: Mounted fighters who use not only magic and staves, but also any variety of physical weapons, though they generally stick to one or two disciplines. While other examples of fighters who use both physical and magical weapons often suffer from deficiency in one or the other- or worse, both- The Mage Knight's training afford her with either the power to augment lacking physical strength with arcane power, or to feul magical might with muscle power, whichever side might be lacking.
Master Spy: Spies who further their training with traps become master spies, allowing them to safely place traps that might give less experienced spies pause. A Master Spy's careful preparation can turn the tide of any battle- And all with very little effort from the spy himself. Not to say that the Spy doesn't know how to fight- He does, and there are even some weapons that only this order and Assassins can lay claim to. Master Spies can also remove traps placed by other spies, keeping their less observant allies from blindly blundering into them.
Mountain Warrior: Simple Bandits who have lived their lives on the Mountain eventually find themselves being called Mountain Warriors. While Bandits, Berserkers and Great Knights fight to struggle over the mountain, the Mountain Warrior strides through at a brisk pace, using the terrain to his advantage in any fight he finds in his journey. Slow, armored targets are child's play to the Mountain Warrior, and they use enormous swings to generate additional momentum for their attacks, allowing them to bypass any armor.
Nomad Healer: Nomads who learn to heal as well as fight are sometimes known as Combat Medics, but mostly as Nomad Healers. They learn the way of the staff as well as the bow, and can use even simple healing staves to mend wounds from a distance. Also, Nomad Healers are skilled herbalists, and can make powerful medicines when they have downtime.
Nomad Trooper: Nomads who have learned to use swords as well as bows are known as Nomad Troopers, and are notorious for being able to cross amazing distances on the field of battle. Their mastery of blade and bow allows them to fight against a variety of foes with ease and without fear of reprisal.
Paladin: Cavaliers who prefer a more reserved approach to battle become Paladins, favoring the slow and steady road to victory over the shock and awe tactics of the Duke Knights. Paladins also do not specialize so heavily as their counterparts, but make up for the fact with versatility, adding axes to their repertoire.
Rogue: No lock is safe from a Rogue, nor any treasure left behind by a careless opponent. The Rogue is a keen eyed fellow who has perfected the art of opening locks. And with so much treasure behind those locks, he's also learned to put away his equipment just so- While the Rogue can only carry about as many weapons as anyone else, they can hold a nigh infinite amount of medicine and doodads about their person, allowing them to make off with nearly the entire treasury of a foreign power single handedly.
Sage: A mage who has pursued the study of Anima magic to the exclusion of nearly everything else, the Sage is capable of devastating magical ability, with some limited applications of Light Magic and staff spells available through memorization and practice.
Saint: Priests and Clerics who pursue the heights of the staff's limits, Saints do not carry any tools but their staves, where their ability is matched by none. In addition to the miracles only they can work with the enchanted rods, Saints can also directly infuse their power into allies, giving them even greater strength in the face of the enemy.
Samurai: Trained in both Sword and Bow, Samurai are cunning fighters who control every aspect of their body, no matter the situation. In fact, those who face the Samurai and live would claim that they become even faster and more dangerous the more injured they became. Of course, with so few of these people coming away unscathed, it's hard to say that they are telling the truth...
Sentinel: Soldiers who chose not to cover themselves in heavy plate, Sentinels perfect the art of the lance instead, focusing on bringing down an an enemy before they can do serious harm to the fighter's force. Not to say that Sentinels are unversed in the art of defense however. In fact, they are skilled in working in tandem defense, decreasing damage dealt to both themselves and those nearby.
Shadow Sword: Fencers who prefer to work from the cover of darkness, Shadow Swords add Dark Magic to their sword skills, as well as a deep understanding of all magic that they use to mitigate damage from it.
Sniper: Peerless archers gain the title of Sniper. Devoted only to the bow without distractions, they are the ones most suited to using the heaviest and most powerful bows. Snipers are best known for their ability to increase the already impressive range of their weapon by flawlessly reading the wind, allowing a simple recurve bow to match the distance of a longbow, or for a longbow to reach distances unheard of with lesser archers.
Summoner: Practicioners of the dark arts with a thirst for power, the Summoner has studied ancient rituals that allow them to call forth creatures under their command. While initially these creatures are rather weak, as the Summoner gains more and more power, the creatures that can be called forth and controlled become more and more powerful. Summoners of unrivaled skill are even said to be able to call forth mighty dragons to tear apart their foes by proxy.
Swashbuckler: Pirates with a flair for skill, Swashbucklers embrace the sword alongside the axe as they make their way across the seas they call their domain. Swashbucklers exhibit even more skill when fighting on the surface of a ship or from the water, where other fighters are out of their element.
Swordmaster: Myrmidons devoted to the sword, Swordmasters are among the fastest and most skilled of all fighters. More than that, however, they're known for ending a battle with a single attack, causing incredible amounts of damage in the opening strike.
Valkyrie: Skilled healers and fighters both, Valkyries are often likened to angels when they appear on the field of battle. Their mounts allow them to reach wounded allies with speed and ease, saving lives that would otherwise be lost. They're also capable of executing the legendary Triangle attack when assisted by two other fighters, an attack which can fell most targets outright.
Wanderer: Experienced Scavengers versed in the ways of the world, the Wanderer can make their way through nearly any terrain, be it mountains, rivers, sand or snow. The Wanderer also has good mercantile sense, and most are skilled barterers, able to talk shopkeepers into lowering their prices, or buying goods from the wanderer at higher prices than they'd do for others.
Warrior: Fighters who have learned to use a bow, Warriors are dangerous enemies, often wading into the thick of foes and swinging their axes with abandon. The more enemies that a Warrior faces, the greater his resolve becomes.