Persona 5, like most JRPGs, shares a lot of DNA with Dungeons & Dragons. While it's obviously not a one-to-one comparison, the Phantom Thieves still harbor many of the core tenents of D&D characters: they level, they manage items & resources, and they can form unique bonds between each other (similar to tabletop players in a campaign!).

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Which of course begs the question: what would each Phantom Thief be classed as in D&D? Sure, they all have some form of magic, but which of them rely on it, and which would rather use their swords? Is anyone going to end up as a ranger? Be warned of possible Persona 5 spoilers ahead as we figure it out!

9 Joker -- Arcane Trickster

Joker's a bit of a tough nut to crack since he's good at a lot of things and his combat style is more in the hands of the player than any other character. The Rogue subclass Arcane Trickster makes a lot of sense, though; Joker's sneaky, he's good at ambushes, and he has that devilish cunning that many rogues enjoy.

At level 17, Arcane Tricksters also get the Spell Thief ability, which allows them to learn spells used against them. This, in a way, reflects Joker's ability to negotiate with different Personas and use their powers for himself.

8 Ryuji -- Tempest Domain Cleric

Ryuji works well as a Tempest Domain Cleric for one very important reason: he's loud. Tempest Domains are usually acolytes of gods like Thor and command the power of storms as they see fit. Not only that, but they can hit pretty hard, too. Ryuji is an offensive powerhouse in his own right, and backing that up with a well-timed channel divinity would do wonders.

At 8th level, Tempest Domains can infuse their attacks with thunderous energy with the option of turning that extra damage dice to its maximum. Now if only D&D featured more baseball bats...

7 Morgana -- Mastermind

morgana

For almost the entirety of Persona 5, Morgana is right behind Joker and the rest of the Phantom Thieves, always ready and able to call the shots as he sees fit. The second Rogue subclass on this list, Masterminds are incredibly adept at studying their foes and planning out the best possible means of attack.

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The 3rd level "Master of Tactics" ability (which lets the player use the "Help" action as a bonus action) reflects Mona's status as a support character. And while it may not be that hard of an undertaking, he has plenty of experience disguising himself as something he's not: a normal cat.

6 Ann -- War Domain Cleric

Ann's good at many things; her gun has a wide spray, she can hit decently well, and her spell list is fairly robust. Optimized to her fullest capacity, however, she's probably a caster first and a fighter second. This is why a War Domain Cleric makes sense. War Domains are well-equipped fighters in their own right (they essentially have two attacks at Level 1!), but as they get stronger their spells become more potent.

Getting "Flame Strike" and "Hold Monster" at 9th level really complement Ann's whole style, and would grant her a devasting one-two knockout punch.

5 Yusuke -- Eldritch Knight

If Ann is a caster-first/fighter-second, Yusuke is the opposite. He's a very strong and graceful thief with some magical chops of his own. As the fighter-subclass Eldritch Knight, his focus is still on swinging his sword as hard as he can (with finesse, of course), but his arsenal of spells makes him more than a one-trick pony.

At 10th level, he can even use his combat prowess to make enemies gain disadvantage on saving throws related to his spells. If there's anyone who would find the art between fighting and casting, it's gonna be Yusuke.

4 Makoto -- Way of the Open Hand Monk

Monks aren't typically associated with ghost-motorcycles, but Makoto is the exception to the rule. From the moment she first manifests Johanna, you just know she's about to ruin someone's day. She aggressively fights with her fists and tries to land as many hits as she can, which is what Open Hand monks are all about.

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Both Makoto and Open Handers have good defensive capabilities, but the offense is where it's at. When they hit 17th level, Open Handers gain the ability to (more or less) punch creatures so hard they die. If that doesn't sound like a maxed-out Makoto, nothing does.

3 Futaba -- School of Divination Wizard

Everyone's favorite hacker Futaba never sees combat herself, but uses her was intellect and array of knowledge to help the rest of the team out as they traverse the Metaverse. Much like a Divination Wizard, Futaba can help her party by reading the enemies' attacks and buffing her friends as needed, which is essentially the P5 version of the Divination Wizard's "Portent" ability.

Without Futaba, the Phantom Thieves might not have as clear an understanding of what their situation truly was, which is something that any good Divination Wizard can help with.

2 Haru -- Circle of the Land Druid

If there's one thing we know about Haru, it's that she loves that garden of hers. She can be found tending to it most days outside the Metaverse, which just screams Circle of the Land Druid. Her vegetables can be useful items for the party in battle, and her spellcasting ability can help change the tide of battle.

At 9th level (assuming her land is forest), she'd be able to cast tree stride, which, given the Phantom Thieves penchant for infiltration and sneaking around, would be an invaluable tool in their arsenal.

1 Akechi -- Oathbreaker Paladin

Oh, Akechi. Everyone's favorite golden boy detective... who just also happens to be nuts. While Akechi's heel turn is both heart-breaking and infuriating, it forces the Phantom Thieves to come to terms with his inherent darkness. His willingness to use his powers for malicious intent is right in step with what Oathbreakers are all about.

At 7th level Oathbreakers unlock an ability called "Aura of Hate," which is tragically what seems to be Akechi's driving force. At 20th level, he would become a Dread Lord, which almost securely places him in BBEG (Big Bad Evil Guy) territory.

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