User:Zhenra-Khal/Realms Of Beyond/Classes

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Classes

Within the Realms, all manner of roles are possible. Snobby Elves can be snobbier Paladins, your drunken Dwarf can make a useful Bard, puny Halflings can make rather terrifying Barbarians, and Half-Orcs can be Monks.


Base Classes

Classes that have no requirements - The place all characters start. Base classes come in eight categories - Martial, Divine, Arcane, Primal, Psionic, Spiritual, Specialist, and Technological.

  • Martial classes are warriors, those who use muscle and weaponry to fight - Classes like Fighter, Paladin, Ranger, and Monk.
  • Divine classes draw power from worshiping greater beings, and being given their power in return for service - Classes like Cleric, Paladin and Oracle.
  • Arcane classes gather and shape raw magic themselves, instead of gaining it from a god or the natural world - Classes like Bard, Sorcerer and Wizard.
  • Primal classes draw power from nature itself, whether it be the world's or their own nature - Classes like Druid, Totemist and Ranger.
  • Psionic classes are people whose minds are strong enough to manipulate the world through psychic power, such as Psion, Wilder and Lurk.
  • Spiritual classes draw power from soulstuff and spirit allies, shaping the anima to their whim - Classes like Incarnate and Soulweaver.
  • Specialist classes use utility, flexibility and adaptability, depending on finesse and skill to get through the day - Classes like Rogue, Artificer and Soulweaver.
  • Technological classes use technology to carry the day - Classes like Artificer, Enforcer and Infiltrator.

Each class also has associated roles they have built in, usually a pair, one primary and one secondary.

  • Striker classes focus on dealing heavy damage. Some, like Wizards, are glass cannons, while others, like Barbarians, are more durable.
  • Defender classes are living shields, focusing on distracting enemies and taking the brunt of the damage. Examples are Paladin, Barbarian and Fighter.
  • Support classes focus on healing and aiding allies, giving out buffs and so forth. Clerics and Bards are some of the most iconic Supports.
  • Controller classes focus on hindering enemies, using crowd control and debuff spells to make the foes easier to take down. These are classes such as Wizard, or Ranger.
  • Utility classes are exactly that - Perfect for getting you from point A to point B, regardless of what locks, traps or other hindrances lie in the way. Rogues are the most iconic Utility class.


Primary Base Classes

The most specialized in each of the seven categories, these classes were generally the first of their kind.

Cleric

Clerics (Clr; Divine) are the priests, the healers, the preachers and saints of the world, drawing power from the Divine while they grant power to the Divine in return through their worship. They are strong on their own, and even stronger when paired with allies that they can fill with righteous might or unholy power.

Druid

Druids (Drd; Primal) are like Clerics, but they venerate the natural world itself - Plants, animals, the sun and moon, earth, sea and sky, rather than the gods that rule over them.

Fighter

Fighters (Ftr; Martial) are the warriors - Knights, samurai, vikings, soldiers, and many other roles, can all be filled by the Fighter. Few others have the same prowess with weapon and armor as a Fighter.

Incarnate

Incarnates (Inc; Spiritual) are those born with a connection to the collective soul of all sentient beings, drawing power forth and shaping the souls of the dead and unborn into armor, weapons and the like.

Psion

Psions (Psi; Psionic) are masters of the mind, moving objects, reading thoughts and altering the world with a thought.

Rogue

Rogues (Rog; Specialist) are thieves, assassins, conmen, thugs and in some cases, lawyers and politicians. But they all have one thing in common - They use their skill and guile to get what they want, and care little about those who get in their way.

Technician

Technicians (Tec; Technological) are scientists, engineers, and inventors, using their knowledge of technology to pull off many feats of brilliance, such as curing diseases or finding ways to protect entire cities.

Wizard

Wizards (Wiz; Arcane) are the magical scholars of the world. Most are Mundanes who took interest in magic, so while they can shape magic and release it, their spells are prepared ahead of time and stored within objects (Including their own body) instead of coming from innate power. They can snap off a spell in an instant, but they're stuck with whatever they prepared before the battle, though in a pinch, they can read directly from their spellbook.


Other Base Classes

Ardent

Ardents (Ard; Divine/Psionic) are philosophers who tap into the collective thoughts of the gods themselves, using the very ideas of creation and destruction, light and dark, the elements themselves, to power their abilities.

Artificer

Artificers (Art; Arcane/Technological) are the magical crafters of the world, combining tech and magic seamlessly. Any caster can create magic items, and some can even make constructs, but none do it as skillfully or efficiently as an Artificer - And none can match their skill at destroying such, either.

Barbarian

Barbarians (Brb; Martial/Primal) are the savages of the world; Filled with emotional fury, and respect for the natural world. They have little skill, but their passion and drive often makes up for this, as all too often the primal fury of a beast can be found wearing the flesh of a man.

Bard

Bards (Brd; Arcane/Specialist) are the minstrels, dancers and artists of the world, incorporating innate magic into their masterpieces. They have great skill and can aid their allies, but are also well-rounded enough to hold their own.

Biotechnician

Biotechnicians (Bio; Primal/Technological) are scientist-druid activists who use their talent in both realms to tap into the plethora of evolutionary marvels that are ripe for the picking. They alter fauna and flora (As well as themselves, of course) to help them survive both harsh environments, and the encroachment of the humanoid races.

Cryptic

Cryptics (Crp; Arcane/Psionic) are scholars and puzzlers, spending their lives solving ancient riddles and looking for the secrets of the universe in the smallest details, and once they find these patterns in you, they can unravel them, and you in the process.

Enforcer

Enforcers (Efr; Martial/Technological) are warriors who use tech to enhance their speed, strength and stamina, often in the form of grafts and mechanical armor. They're also extremely skilled at taking out mechanical monsters that are often immune to magic.

Enlightened

The Enlightened (Enl; Divine/Technological) are those who view science as a religion and religion as a science, drawing power from a collective of both brilliant, devoted minds and efficient machines.

Harrier

Harriers (Har; Divine/Specialist) are holy assassins, sent to hunt down enemies of the faith and bring them to justice. They are skilled at blending in with their surroundings, and making foe believe they are friend, before smiting the unbelievers with the divine power of a dagger in the back.

Infiltrator

Infiltrators (Inf; Technological/Specialist) are cunning people who are experts at disabling machinery and using advanced weaponry, using both skillsets to get in, get what they want, and get out.

Lurk

Lurks (Lrk; Psionic/Specialist) are assassins of the mind, crushing your psyche even as they slit your throat, able to deceive and kill with a thought, or steal memories before you realize they were there.

Medium

Mediums (Mdm; Divine/Spiritual), like Oracles, channel the power of the Divine directly, but rather than visions from the gods, Mediums are hosts for their servants, working alongside these spiritual totems to work toward their deity's goals.

Monk

Monks (Mnk; Martial/Spiritual) are the aesthetics of the world, teaching wisdom and skill, reflecting upon their inner selves and seeking perfection in all things they do. Fearless warriors who fight without armor and often without weapon, Monks are not to be trifled with.

Occultist

Occultists (Occ; Spiritual/Psionic) are mystics who combine their strength of body and mind with tools like divining cards, and ancient runes, to channel their power.

Oracle

Oracles (Ora; Divine/Primal) are enlightened people gifted with visions from the Divine, who hone their minds to receive these visions, and dedicate their lives to the cause of their deities.

Paladin

Paladins (Pal; Martial/Divine) are holy warriors, crusaders for the faith and protectors of the downtrodden. Evil Paladins, known often as Blackguards, are the opposite - Tyrants in black who destroy, pillage and enslave.

Ranger

Rangers (Rgr; Primal/Specialist) are the warriors of the natural world; Hunters, trackers and wardens who protect nature from the harms of mankind and other cruel creatures.

Shaman

Shamans (Shm; Spiritual/Arcane) are medicine men, diviners and scholars, who draw power from the spirit realm, an shape it with their knowledge of the arcane. Guided and granted power by spirits, Shamans are adept at fighting off the many monsters that feed on soulstuff.

Soulweaver

Soulweavers (Slw; Spiritual/Specialist) are monk-mystics who shape the soul itself into their crafts; Weapons, armor and even clothing made from soulstuff. They can also weave back together a torn and tattered soul, undoing the harms of the world - Or tear one apart, seam by seam.

Sorcerer

Sorcerers (Sor; Arcane/Primal) are those born with innate talent in the realm of magic, drawn from a magical ancestor, be they dragon, faerie, elemental, or just an accomplished wizard.

Totemist

Totemists (Ttm; Spiritual/Primal) Are those born with a connection to the spirits of the natural world, given power by beasts both dead and unborn, and guided by instinct and omens.

Warlock

Warlocks (Wlk; Arcane/Divine) are those who have made a bargain with an entity, such as a deity, spirit or elder evil, in return for power. Some sell their souls to archdevils, while others are little different from Clerics, oathbound protectors of all that is sacred to their patron.

Warlord

Warlords (Wlr; Martial/Specialist) are valiant warriors with strong wills and commanding voices, allowing them to bolster allies, hinder foes and control the battlefield.

Warmind

Warminds (Wmd; Martial/Psionic) are warriors who use their minds to enhance and reinforce their bodies, as well as to crush the morale of their foes.

Wilder

Wilders (Wdr; Primal/Psionic) are people born with a mental spark and a connection to nature, enabling them to "hear" the thoughts of the natural world and add their own voice to that song, manipulating nature with their mind. Their wild tendencies and near-limitless power allow them to cause greater effects at the cost of harming themselves in the process of channeling such great energy all at once.

Witchblade

Witchblades (Wbd; Martial/Arcane) are warriors gifted with magic, using spell to enchant blade and magic to augment might. Their innate magic only flares brighter with a weapon in their hand.