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Overview of the Class System

Overview

This world obviously can't take use of regular classes like the cleric or druid, (unless you want to get funky), so there is an entirely new set of choices for your class, which use some abilities from existing classes as well as some homebrew abilities to create an entirely new class like the medic. Since this world has only 7 classes, it may feel like you have much less freedom in customizing and creating a complex character that is fun to play. Luckily, each class has very unique abilities and at many levels choices to make for abilities.

Intro to each Class

  1. Assault: The Assault marine is an all around excellent combatant who is useful in all areas of combat. (Basically a fighter)
  2. Commander: The Commander is the life force of a fireteam. Without it, a team would have no sense of leadership or guidance. A fireteam MUST have one Commander and can have one Commander ONLY.
  3. Martial Artist: While still using guns, the martial artist is that one guy who took hand to hand combat way too seriously. You want to punch aliens in the face? This is the class for you.
  4. Medic: The medic is the person responsible for keeping the team alive. Wielding highly useful medkits and tons of bandages, the Medic is the only person keeping the team alive. (Highly recommend having at least 1).
  5. Recon: This class uses tracking your enemies, stealth takedowns, and taking advantage of surprising the enemy to deal massive amounts of damage without being detected.
  6. Scout: Want to be upfront, moving around the battlefield and flanking your enemies with ease? The Scout is the class for you. (Very similar to official Scout class).
  7. Support(or Heavy): This is your ammunition pack carrying fighter who can go up front and take some hits before being seriously injured. They are the only class capable of carrying large amounts of ammo on them for their allies.
 

What Makes this Unique

Unlike most of DnD, subclasses work very differently for this game. Some classes have no subclass, but do have to make choices for abilities. Other classes can choose from a multitude of subclasses from the Player's Handbook, which follows the ideal of customization. For example, The Commander can choose subclasses from the offical Fighter, Rogue, and Barbarian class in the PHB. This helps reflect what type of leader you are. Are you a skillful tactician? Pick Battle Master. Are you an abrasive and quick to act tyrant? Pick the Berserker. Are you a leader who enjoys taking out enemies by surprise before they can launch a counterattack? Pick the Assassin.   It is important to note that picking these official subclasses from the PHB doesn't mean you are going to get all of the same abilities you normally would or at the same levels. It mostly exists to help further customize and expand on what type of person you are in the way of combat.

Understanding the Leveling System

Before you look at the classes, this section will give you vital information on how it works. Every class has at least one opportunity where at a level you get to pick between multiple options. You may only pick one option at that time.  More importantly, some classes include subclasses from official DnD classes like the Champion subclass and the Assassin subclass. You pick this archetype the first time they are available (normally level 3). You can not take features from multiple subclasses (stick with your subclass!) If you get an archetype feature from one of these subclasses at a level different from the PHB, First feature at level 5 and second feature at level 9 for example, You take them in the order you get them in the PHB and ignore the level requirements. For example, if at level 5 you pick the Champion archetype, you get improved critical, even if you normally get that archetype feature at level 3 playing a fighter. If your next feature is at level 9, you get Remarkable Athlete since it was your second feature from this archetype you received.

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