Difference between revisions of "User:Zhenra-Khal/Realms Of Beyond/Classes"

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==Base Classes==
 
==Base Classes==
Classes that have no requirements - The place all characters start. Base classes come in seven categories - Martial, Divine, Arcane, Primal, Spiritual, Specialist and Psionic.
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Classes that have no requirements - The place all characters start. Base classes come in seven categories - Martial, Divine, Arcane, Primal, Spiritual, and Specialist.
 +
 
 +
*'''Martial''' classes are warriors, those who use muscle and weaponry - Classes like Fighter, Paladin, Ranger, and Monk.
 +
*'''Divine''' classes draw power from worshiping greater beings - Classes like Cleric, Paladin and Oracle.
 +
*'''Arcane''' classes shape raw magic themselves, rather than receiving it - Classes like Bard, Sorcerer and Wizard.
 +
*'''Primal''' classes draw power from the aspects of nature itself - Classes like Druid, Totemist and Ranger.
 +
*'''Spiritual''' classes draw power from soulstuff and spirit allies - Classes like Incarnate and Soulweaver.
 +
*'''Specialist''' classes focus on utility, flexibility and adaptability - Classes like Rogue, Artificer and Soulweaver.
 +
 
 +
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.  
  
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Martial | Martial]]''' classes are warriors, those who use muscle and weaponry - Classes like Fighter, Paladin, Ranger, and Blademind.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Divine | Divine]]''' classes draw power from worshiping greater beings - Classes like Cleric, Paladin and Oracle.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Arcane | Arcane]]''' classes shape raw magic themselves, rather than receiving it - Classes like Bard, Sorcerer and Wizard.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Primal | Primal]]''' classes draw power from the aspects of nature itself - Classes like Druid, Totemist and Ranger.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Spiritual | Spiritual]]''' classes draw power from soulstuff and spirit allies - Classes like Incarnate and Soulweaver.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Specialist | Specialist]]''' classes focus on utility, flexibility and adaptability - Classes like Rogue, Artificer and Fighter.
 
*'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Psionic | Psionic]]''' classes draw power from the mind, knowledge and focus - Classes like Psion, Wilder, Blademind and Oracle.
 
  
 
===Primary Base Classes===
 
===Primary Base Classes===
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====Cleric====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
  
 
====Druid====
 
====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.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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 the masters of the mind, the strategic, cunning foe who can twist reality to their whims with little more than a thought.
 
  
 
====Rogue====
 
====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.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.  
  
 
====Wizard====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
  
  
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====Artificer====
 
====Artificer====
Artificers (Art; Arcane/Specialist) are the magical crafters of the world. Any caster can create magic items, but none do it as skillfully or efficiently as an Artificer. They are also very good at making and fighting constructs.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Artificer | Artificers]]''' (Art; Arcane/Specialist) are the magical crafters of the world. Any caster can create magic items, but none do it as skillfully or efficiently as an Artificer. They are also very good at making and fighting constructs.  
  
 
====Barbarian====
 
====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.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.  
  
 
====Bard====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
 
 
====Blademind====
 
Blademinds (Blm; Psionic/Martial) are warriors of the mind, using blades and armor forged from thought itself and using their minds to empower their physical prowess.
 
  
 
====Harrier====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
 
 
====Lurk====
 
Lurks (Lrk; Psionic/Specialist) are those who hide in the imagination. You don't have to be stealthy if you can go inside your foe's mind and prevent them from seeing you, and the deadliest assassin is the one who can crush your psyche from within.
 
  
 
====Monk====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
  
 
====Oracle====
 
====Oracle====
Oracles (Ora; Divine/Spiritual) 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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Oracle | Oracles]]''' (Ora; Divine/Spiritual) 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====
 
====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.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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====
 
====Ranger====
Rangers (Rgr; Martial/Primal) are the warriors of the natural world; Hunters, trackers and wardens who protect nature from the harms of mankind and other cruel creatures.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Ranger | Rangers]]''' (Rgr; Martial/Primal) are the warriors of the natural world; Hunters, trackers and wardens who protect nature from the harms of mankind and other cruel creatures.
  
 
====Shaman====
 
====Shaman====
Shamans (Shm; Spiritual/Arcane) are medicine men, diviners and scholars, who draw power from the spirit realm. Guided and granted power by spirits, Shamans are adept at fighting off the many monsters that feed on soulstuff.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Shaman | Shamans]]''' (Shm; Spiritual/Arcane) are medicine men, diviners and scholars, who draw power from the spirit realm. Guided and granted power by spirits, Shamans are adept at fighting off the many monsters that feed on soulstuff.
  
 
====Soulweaver====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.
  
 
====Sorcerer====
 
====Sorcerer====
Sorcerers (Sor; Arcane/Primal) are those born with innate talent in the realm of magic, those whose very flesh, blood and soul are magic itself. They can shape magic to their whim, but doing so takes time and energy. Thus they have immense power and flexibility, but they are sitting ducks while shaping their magic.  
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Sorcerer | Sorcerers]]''' (Sor; Arcane/Primal) are those born with innate talent in the realm of magic, those whose very flesh, blood and soul are magic itself. They can shape magic to their whim, but doing so takes time and energy. Thus they have immense power and flexibility, but they are sitting ducks while shaping their magic.  
  
 
====Totemist====
 
====Totemist====
Totemists (Ttm; Spiritual/Primal) Are those born with a connection to the spirit(s) of the natural world, given power by beasts both dead and unborn, and guided by instinct and omens.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/Totemist | Totemists]]''' (Ttm; Spiritual/Primal) Are those born with a connection to the spirit(s) of the natural world, given power by beasts both dead and unborn, and guided by instinct and omens.
  
 
====Warlock====
 
====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; Some are little different from Clerics and some are oathbound protectors of all that is sacred to their patron.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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; Some are little different from Clerics and some are oathbound protectors of all that is sacred to their patron.  
 
 
====Wilder====
 
Wilders (Wld; Psionic/Primal) are like Sorcerers - Born with innate talent that is tied to their emotions and that they can shape to their whim. However, this comes at the cost of being able to pop off a power in an instant like the Psion can, and their knowledge is limited despite them being able to mix and max what they know on the fly.
 
  
 
====Witchblade====
 
====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.
+
'''[[Realms Of Beyond (3.5e Campaign Setting)/Classes/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.

Revision as of 08:58, 6 August 2017

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 seven categories - Martial, Divine, Arcane, Primal, Spiritual, and Specialist.

  • Martial classes are warriors, those who use muscle and weaponry - Classes like Fighter, Paladin, Ranger, and Monk.
  • Divine classes draw power from worshiping greater beings - Classes like Cleric, Paladin and Oracle.
  • Arcane classes shape raw magic themselves, rather than receiving it - Classes like Bard, Sorcerer and Wizard.
  • Primal classes draw power from the aspects of nature itself - Classes like Druid, Totemist and Ranger.
  • Spiritual classes draw power from soulstuff and spirit allies - Classes like Incarnate and Soulweaver.
  • Specialist classes focus on utility, flexibility and adaptability - Classes like Rogue, Artificer and Soulweaver.

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 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.

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.

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.

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.


Other Base Classes

Artificer

Artificers (Art; Arcane/Specialist) are the magical crafters of the world. Any caster can create magic items, but none do it as skillfully or efficiently as an Artificer. They are also very good at making and fighting constructs.

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.

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.

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.

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.

Oracle

Oracles (Ora; Divine/Spiritual) 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; Martial/Primal) 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. 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.

Sorcerer

Sorcerers (Sor; Arcane/Primal) are those born with innate talent in the realm of magic, those whose very flesh, blood and soul are magic itself. They can shape magic to their whim, but doing so takes time and energy. Thus they have immense power and flexibility, but they are sitting ducks while shaping their magic.

Totemist

Totemists (Ttm; Spiritual/Primal) Are those born with a connection to the spirit(s) 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; Some are little different from Clerics and some are oathbound protectors of all that is sacred to their patron.

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.