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Classes: The Options, the Perks, and the Quirks

Classes: The Unique Perks and Quirks

 

Non-Magic

Marine
--> This is the Fighter Class  
Barbarian
--> 'nuff said.  
Rogue
--> The backgrounds you are allowed to take for this setting as a rogue are limited to: Criminal, Swashbuckler, or Bounty Hunter.  
Martial
--> This is the Monk Class. There are 3 archetypes that are custom to this setting. They are Earth, Water, and Space. There are 3 respective Martial academies located throughout Cassiopeia that train monks in the specific way of Earth, Water, or Space. The academies for earth and water are located in the Yuthran Empire, and Space in the UPS.   Martials gain proficiency with light fighting equipment (i.e. necromantic bracers with added range) and have access to Etheral armor.   Ki points are Spiritual Slashes in this setting, and at level 3 monks will have 3 slashes. At the levels that are multiples of 3 (e.g. 6, 9, 12, etc.) slash amount increases by a roll of 1d4, or 2 at that level up.   Earth Martial Archetype:
  Level 3:
  Your hit point maximum increases by 3 and by 1 again whenever you gain a level in this class.
  You can cast the Mold Earth cantrip, and its effects cover a up to a 10-foot cube.
  In addition, you may use this to turn solid stone into dirt, or dirt into stone. This effect lasts for 1 minute.
  Whenever you make an Unarmed Strike you can instead propel the earth around you, using anything from a pebble lying around to a spike you pull from the earth to make a ranged attack. This attack has a range of 30 feet and deals magical Bludgeoning or Piercing damage (your choice) equal to your Martial Arts damage. You can also use this in tandem with your Flurry of Blows ability to make 2 attacks as opposed to 1.
  Level 6:
You have learned to listen to the earth. You gain Tremorsense within 30 feet of you, if you already have Tremorsense you add 30 feet.
  In addition, you have learned to mimic the strength of the earth. You deal double damage to objects and structures.
  Fists of steel
Your unarmed strikes do an extra die size up in damage, and that damage is bludgeoning damage.
  Level 11:
You have learned how to overcome the unyielding nature of stone and earth. As an action you can cause pillars, or spikes to appear in a 20 foot radius around a point of your choice on the ground within 120 feet of you, that area is now considered difficult terrain until it is cleared. If a creature is in that area it must succeed on a Constitution Saving throw or suffer 2d8 damage. You can increase this damage by spending up to 3 Ki. The damage increases by 1d8 for every Ki spent.
  You can now use a bonus action to mold earth or metal around you, giving you +2 to AC till the end of your next turn, however you cannot take reactions while in this state


  Level 17:
Having become one with the earth, during a lost rest, you may coat your body with earth or metal, adding your proficiency bonus to your ac until your next long rest. However, this slows you by 5ft, and you have disadvantage on stealth check for all materials not composed of compelete metal or earth.
  Your unarmed strikes now deal damage equal to twice you martial arts die while in this state


  Space Martial Archetype:

Level 3:
  Shadow Step. Once per short rest, you can cast the spell misty step.   Lightspeed Strikes. When taking the attack action, if you make an Unarmed Strike, you can immediately make an additional Unarmed Strike as a free action   Level 6:
  Grav-Training. Your superior knowledge of gravity and its effects, make it so that you have an additional 10 feet, and move normally in low or no gravity situations. You may spend a spend a ki point to increase your speed but 10ft for 1 min. This effect can be stacked.   Your unarmed strikes become more powerful and are force dmg and have a range of 15/30 as space radiation flows through your body Unarmed Strikes go up a die size.
  Level 11:
  Your ability to react in space has become second nature, allowing you to use it in a split-second reactions.   When you are hit by a melee attack, you can immediately use your reaction and spend 1 ki point to teleport to an unoccupied space within 5, taking no damage from the triggering attack. As part of the same reaction, you can then make 1 melee attack against your attacker.
  Level 17:
  Sun Soul You may harness the powers of a sun once per long rest. For one minute, or until you go supernova, your unarmed attacks deal 4d6 extra radiant damage, you have a reach of 15ft, and after each successful hit, the creature must make a dc18 con save or take 2d6 thunder damage and be stunned, on save, they take half the dmg and are not stunned.
  At any point using the Sun Soul feature, you may use your action to go "SUPERNOVA" channelling a blast of energy forward, in a 10ft wide, 150ft long line or a 35ft circle centered on you, dealing 20d8 radiant dmg to each creature that fails a DC 20 con saving throw, and blinding them for 1d4 minutes a successfully save is half dmg, and no blindness.
  If you reach the end of your 10 turns without using the supernova feat the blast automatically goes off in the 35ft circle, and you fail your saving throw.



  Water Martial Archetype:
  Level 3:
  You can breathe underwater and gain a swim speed equal to your regular speed.   You can cast the Shape Water cantrip as a bonus action.   You can cast Absorb Elements at the cost of 1 Ki, but only against Cold Damage.
  When you make an Unarmed Strike you can decide to draw water from a nearby source (including the air if possible) to make a ranged attack. These attacks have a range of 30 feet, are magical, and deal slashing or bludgeoning damage equal to your Martial Arts Damage + your Wisdom modifier. When you use the Attack action on your turn to use this special attack, you can spend 1 ki point to make two additional attacks with it as a bonus action like you would for Flurry of Blows.
  Empowered Strikes
You may depend a ki point (a free action) to activate one of the following abilities until the end of your next turn.
  Quickened Strikes
You can increase the number of unarmed attacks to 3.
  Lightning Jab
If 2 unarmed attacks hit the creature must make constitution saving throw or be paralyzed until the end of your next turn.
  Chilling Blast
The damage type of your unarmed strikes become cold damage. The creature must make a strength Saving throw or have their speed reduced to zero until the end of their next turn
    Level 6:
  Flow like Water
You can redirect incoming magical cold, force, lightning, or thunder damage by spending 2 ki points to absorb your martial arts die + dexterity and wisdom -- after you successfully use Flow like Water, any unarmed strikes dealt before the end of your next turn deal the type and amount of damage absorbed. Increase martial arts die by an additional 1 size.
  Level 11:
Chilling Grasp at 11th level: you gain the ability to cast the spell "Cone of Cold" by expending 4 ki points you also gain the use of the "Frostbite" cantrip, DC being your monk dc
  Level 17:
Cold Dark Depths
You may harness the powers of a seemingly bottomless ocean once per long rest. for one minute, or until you go 'freeze', your unarmed attacks deal 4d6 extra cold damage, you have a reach of 15ft, and after each successful hit, the creature must make a dc18 con save or take 2d6 necrotic damage and be stunned, on save, they take half the dmg and are not stunned at any point using the Cold Dark Depths feature, you may use your action to "freeze" channelling a blast of absolute zero ice forward, in a 10ft wide, 150ft long line or a 35ft circle centered on you, dealing 20d8 cold dmg to each creature that fails a DC 20 con saving throw, and freezing them for 1d4 minutes a successfully save is half dmg, and no freezing. If you reach the end of your 10 turns without using the 'freeze' feat the blast automatically goes off in the 35ft circle, and you fail your saving throw.
 

Magic

Full Casters:

Wizards
--> Standard Creation. There must be a wizard or a bard on any ship to make it run. The Magic Academy wizards typically study at is the Mobial Academy.  
Warlock
--> They have the ability to have other planetary patrons. Every planet has a unique pantheon specific to it, but the sun and moon are more galactic patrons. This means, if you play a warlock, it will be a discussion on what the patron wants from the character and the areas they have worshipers on. Patrons can also be from a planet you are not native to.  
Medic
--> This is your Cleric Class  
Sorcerer
--> There will be a custom rolling table for wild magic in this setting.   There is an oppurtunity for a setting specific archetype: Star Sorcery. (Details for the archetype are being developed)  
Astronomer
--> This is the Druid Class.   Wildshapes are only available for creatures you have an innate knowledge of, basically if a bunny can breathe fire on a planet, but bunnies where you are from don't breathe fire, you will not be a fire breathing bunny unless you know its aspects. MUST SPEND 24 hours studying the creature if they do not know the creature. It is required to have one on the ship to make it run.    

Half Casters:

Engineer
--> This is your Artificer Class. There must be one on a ship to make it run.  
Paladin
--> 'nuff said.  
Therapist
--> This is the Bard class. There must be a bard or wizard on a ship to make it run.  
Rangers
--> They will have the proficincy in rifles rather than bows. and will have rifles, not bows. They will also have special weapon bonuses.

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