Class Templates / Kits

77IM

Explorer!!!
Supporter
Reading the conversion articles on the Wizards web site, and some of my players' character ideas, it occurs to me that you can get a whole lot of bang for your buck by taking the existing classes, and tweaking their flavor somewhat, to come up with a whole new "class" without needing to invent 80+ original powers.


Overview
  • You can change the power source, energy type, and trained skills of a class.
  • You can swap which ability scores a class uses for its powers.
  • You can change around class features somewhat, although it's best to keep them as similar to the existing features as possible.
  • You'll need to rename a lot of your class features and powers.
  • All this monkeying requires strict DM oversight! It's not an excuse to swap a class skill for no reason, or consolidate all your powers to use the same ability score.
Examples
Rather than detailed rules, I think it's easiest to just show some examples.



Barbarian
You are a wild warrior bursting with primal rage.

Base Class: Fighter

Abilities: When wearing light armor or no armor, you may add your Constitution modifier to AC in place of your Dexterity or Intelligence modifier (use whichever is highest).

Class Skills: You are automatically trained in Intimidate. Replace Streetwise with Nature on your class skill list.

Proficiencies: You lose all of your heavy armor proficiencies (but not heavy shield proficiency).

Class Features: Replace your Fighter Weapon Talent feature with the Rage feature:
  • Rage: Once per encounter, as a minor action, you can fly into a barely-controlled frenzy of mayhem. The rage lasts until the end of the encounter, or until you fall unconscious. While in the rage, you get a +2 bonus to melee weapon damage and a +2 bonus on Athletics, Intimidate and Endurance checks, but you suffer a -5 penalty to all other skill checks, a -2 penalty to AC, and you can't use any powers with a power source other than Martial. At 11th level, the damage bonus increases to +3, and at 21st level, it increases to +4, although the other bonuses and penalties of raging remain fixed.
Comments: This one is obviously obsoleted by the PHBII playtest material.



Bard
o/` "Move, move, move, move silently!" o/`

Base Class: Warlord

Abilities: Swap Strength and Dexterity for all of your class powers.

Power Source: Arcane. Your powers are called "spells" and have the Arcane descriptor.

Proficiencies: You lose all your armor and shield proficiencies except leather armor. You lose your military weapon proficiency, except for short sword and long sword. You gain short bow proficiency.

Defenses: +1 Reflex, +1 Will

Class Skills: You are automatically trained in History and Streetwise. Your class skill list consists of the following: Acrobatics (Dex), Arcana (Int), Bluff (Cha), Diplomacy (Cha), History (Int), Insight (Wis), Streetwise (Cha), Thievery (Dex)

Class Features: Your Inspiring Word is renamed to Inspiring Song. You must choose Inspiring Presence for your Commanding Presence feature. You lose the Combat Leader feature. You gain the wizard's Cantrips feature, but only two of the cantrip powers: ghost sound and prestidigitation.

Powers: Your class attack powers only function with one-handed weapons. You select your utility powers from the cleric utility power list.



Blackguard
You are a paladin dedicated to an unholy power.

Base Class: Paladin

Damage Type: All of your powers with the Radiant keyword instead have the Necrotic keyword and deal necrotic damage.

Class Features: You lose the Lay on Hands feature. Instead, gain the Sneak Attack feature, like a rogue. However, whenever you use the Sneak Attack to deal bonus damage, you lose a healing surge. You can't use your Sneak Attack if you are out of healing surges.



Elemental Priest
You worship powerful entities of wind, wave, and flame, and they grant you power over the elements.

Base Class: Wizard

Abilities: Swap Intelligence and Wisdom on all of your class powers (so you now use Wisdom for attack and damage on class powers).

Power Source: Divine. Your powers are now called "prayers," and have the Divine keyword instead of Arcane.

Damage Types: Any class powers with the Force keyword that deal force damage instead have the Radiant keyword and deal radiant damage.

Class Skills: You are automatically trained in Religion, not Arcana. Add Religion to your class skill list and remove Arcana.

Implements: You use a holy symbol for powers that use an implement.

Class Features: Your Spellbook feature is renamed to Communion. When an elemental priest prepares his daily spells, instead of consulting a book, he enters a brief trance-like state and receives visions from his deity or his deity's agents. This feature functions in every way just like the Spellbook feature. You lose your Arcane Implement Mastery and Cantrips class features, but gain the Divine Channeling feature of a cleric.



Monk
You are an ascetic warrior, trained to fight without arms or armor.

Base Class: Ranger

Abilities: Swap Dexterity and Wisdom on all of your ranged class powers.

Power Source: Ki. Your powers are now called "techniques," and have the Ki keyword instead of Martial.

Class Skills: You are automatically trained in Religion, not Dungeoneering or Nature. Remove Dungeoneering and Nature from your class skill list and add Religion and History.

Proficiencies: You lose all your armor proficiencies, and your military weapon proficiencies.

Class Features: You lose the Prime Shot class feature and Hunter's Quarry class feature, and you must select the Two-Blade Fighting Style for your Fighting Style. You gain these class features:
  • Unarmed Combat: When you are wearing cloth armor or no armor, you get a +3 bonus to AC.
  • Unarmed Strike: You are considered proficient with your unarmed attack, which has a +3 proficiency bonus to attack rolls and deals 1d8 damage. Your unarmed attack has the high crit and off-hand properties, and can even be used as a ranged weapon (with a range of 6/12) when used in conjunction with your class encounter and daily powers.
  • Ki Awareness: You gain an enhancement bonus equal to 1/5 your level to AC, unarmed attacks, and unarmed damage. Because this is an enhancement bonus, it doesn't stack with the enhancement bonuses from magical weapons an armor.
  • Ki Focus: As a minor action, you gather your ki energy. Later, as a free action, you can discharge your ki energy to deal an extra 1d6 damage to a foe you have just hit with a damaging attack. You can't gather ki energy a second time until you've discharged the first ki energy. The extra damage increases to 2d6 at 11th level and 3d6 at 21st level.
Powers: None of your class powers function with any ranged weapons other than your unarmed strike. Your at-will powers don't function with any ranged weapons (so you can't use the nimble strike at-will power).



Ninja
You slip silently through the night, dispatching death to the unsuspecting.

Base Class: Rogue

Abilities: Swap Charisma and Wisdom for all of your class powers.

Power Source: Ki. Your powers are now called "techniques," and have the Ki descriptor.

Powers: Select your utility powers from the warlock utility powers instead of the rogue powers.



Sorcerer
You have an intuitive grasp of magic without needing to study.

Base Class: Wizard

Abilities: Swap Intelligence for Charisma for all of your class powers.

Class Skills: You are not automatically trained in Arcana, but you are trained in one additional class skill.

Class Features: You lose the Arcane Implement Mastery, Ritual Caster, and Spellbook features, but gain the Spontaneous Casting feature:
  • Spontaneous Casting: As a free action, you may recover the use of a spent encounter attack spell by spending a use of an encounter or daily attack spell of a higher level than the one you are recovering. Spells spent in this manner aren't cast; you simply can't use them any more, as though they had been cast. For example, if you've used up your 1st-level encounter attack spell, you could get it back by losing your use of your 3rd-level encounter attack spell. You could get back the use of the 3rd-level encounter attack spell by taking a short rest, or by spending the use of your 5th-level daily attack spell.


Spellblade
You blend the magical arts with the skills of a fencer.

Base Class: Paladin

Abilities: Swap Intelligence and Charisma on all of your class powers.

Power Source: Arcane. Your powers are now called "spells," and have the Arcane keyword instead of Divine.

Damage Types: Choose one of the following damage types: acid, cold, fire, lightning, thunder. Any class power with the Radiant keyword now has the appropriate damage type keyword and deals damage of that type.

Class Skills: You are automatically trained in Arcana, not Religion. Add Arcana to your class skill list and remove Religion.

Defenses: +1 Fortitude, +1 Will.

Implement: You may use any weapon as an implement for powers that use implements. Add the weapon's enhancement bonus to the power's attack and damage, but do not add the weapon's proficiency bonus to attack rolls.

Class Features: Your Divine Challenge is renamed to Arcane Challenge and deals a new damage type (as described above). Lay on Hands is renamed to Tincture. Channel Divinity is renamed to Combat Casting, with powers named Arcane Mettle and Arcane Strength. These class features all work the same way, just their names are changed.



Swashbuckler
You fight with finesse, control, and speed, rather than brute force.

Base Class: Any except wizard.

Abilities: Swap Strength and Dexterity for any melee weapon class powers that use Strength for attack and damage, but only when you are wielding a one-handed weapon (this includes versatile one-handed weapons that you are weilding in two hands). Don't swap abilities for powers that already use Dexterity for attack and damage -- they continue to use Dexterity.

Proficiencies: You lose any heavy armor and heavy shield proficiencies you might have, and military ranged weapon proficiency.

Defenses: If your class gets a bonus to Fortitude defense, apply it to Reflex instead. If your class gets a bonus to both Fortitude and Reflex, then these bonuses remain unchanged.

Class Skills: You may add Athletics and Acrobatics to your class list, but if you do so, you are trained in one fewer class skill at 1st level.

Class Features: When you are wearing cloth armor or no armor, you get a +2 bonus to AC. If your base class had proficiency in scale armor, this increases to +3.

Powers: You can only use your ranged weapon powers with thrown weapons, not projectile weapons (like slings and crossbows).



War Mage
Some wizards focus as much on melee combat as they do the mystic arts. This makes them much hardier warriors, but they lack the range of their devoted wizardly brethen.

Base Class: Cleric

Abilities: Swap Intelligence for Wisdom, and Wisdom for Charisma on all of your ranged class powers (so you now use Intelligence for attack and damage on ranged class powers, and Wisdom to determine secondary effects). Strength based melee powers are still Strength based.

Power Source: Arcane. Your powers are now called "spells," and have the Arcane keyword instead of Divine.

Damage Types: Any class powers with the Radiant keyword that deal radiant damage instead have the Fire keyword and deal fire damage. Any class powers with the Fire keyword that deal fire damage instead have the Force keyword and deal force damage.

Class Skills: You are automatically trained in Arcana. Choose 3 more skills from this list: Arcana (Int), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Int).

Class Features: Lose the Channel Divinity, Healer's Lore, and Holy Symbol Implements. Replace them with Cantrips, like a wizard, and Orb and Staff Implements. You maintain a Healing Word like ability, but it is renamed "Mystic Medicine" and works the exact same way. You are still a Ritual Caster, but may choose any 2 first level rituals at the start of the game.

Bonus Defense: +1 Fortitude, +1 Will

Comments: As much as possible, avoid taking healing powers. You are now Leader with secondary Striker/Controller abilities.
 

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I think these are a great idea, and I'd like to see more!

I would allow the sorcerer's spontaneous casting to allow the caster to trade a daily for another daily as well - after all, the sorcerer is giving up the flexibility of the spellbook.
 

The Apprentice mumbles the required arcane syllables. Motes of essence swirl around him and the corpse of an ancient Thread. With a sudden pulse, the motes of essence converge on the Thread. It stirs.

"It's alive!!!! It's Aliiiiive!!!!!"

[/THREAD NECROMANCY]

This is something that I have been contemplating for a while, I just haven't done anything about it. Now my laziness has paid off, and you have done it for me. Great job.
 


I did something similar with a 4e variant of Dragonlance's mystic class. I'm not sure to what effect...

But yeah, a few variations, or builds, and you've got a whole bunch of new class options.
 

How about this one.

Wuxia Warrior
You are an advanced student of the martial arts.

Base Class: Ranger

Abilities: Swap Strength and Wisdom for any melee class powers, but only when you are wielding a one-handed weapon (this includes versatile one-handed weapons that you are wielding in two hands).

Power Source: Ki. Your powers are now called "techniques," and have the Ki keyword instead of Martial.

Class Skills: You are automatically trained in Religion or Nature. Remove Dungeoneering from your class skill list and add Religion and History.

Proficiencies: You lose all your armor proficiencies and military ranged proficiencies. You gain proficiency in Shuriken.

Class Features: You lose the Prime Shot class feature and Hunter's Quarry class feature. You gain these class features:
• Fighting Style : Add the Two hand fighting style to the options of Fighting Style.

Two-Hand Fighting Style: Because of your focus on two handed weapon melee attacks, you can wield a versatile weapon two handed for any power that requires you to wield two melee weapons to use. This weapon counts as both your main and off-hand weapons. In addition, you gain Toughness as a bonus feat.

• Armor is for Those Without Skill: When you are wearing cloth armor or no armor, you get a +3 bonus to AC.
• Unarmed Strike: You are considered proficient with your unarmed attack, which has a +3 proficiency bonus to attack rolls.
• Obscure Martial Talent: Damage dice for shuriken and unarmed strikes is increased to 1d6.
• Ki Awareness: You gain an enhancement bonus equal to (your level +2)/5 to AC, attacks, and damage. Because this is an enhancement bonus, it doesn't stack with the enhancement bonuses from magical weapons or armor.
 
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That looks really good! I would clarify that when using the two-handed style, if a power calls for an off-hand weapon, you can use your single weapon as both the main-hand and off-hand weapon. (I assume -- it's like a flurry of blows.)

Yeah, these sort of templates are really excellent for emulating other genres. Anybody want to take a stab at Wu Jen or Shujenga? I was trying to come up with a template for Samurai but couldn't decide whether I wanted to base it off of fighter, paladin, or warlord, or some odd mixture (maybe, fighter encounter powers, warlord dailies and paladin utilities?).

-- 77IM
 

How about this for Samurai
[SBLOCK=Samurai]
Samurai
You are a soldier of noble birth who follows the code of bushido and serves a daimyo.

Base Class: Paladin

Abilities: Replace any instance of Charisma with Wisdom on all of your class powers.

Power Source: Ki. Your powers are now called "techniques," and have the Ki descriptor.

Damage Types: Any class powers with the Radiant or Fire keyword that deal Radiant or Fire damage instead have the Force keyword and deal Force damage.

Class Skills: You are automatically trained in History, not Religion.

Proficiencies: You gain proficiency in the bastard sword and longbow. You lose proficiency in light and heavy shields.

Implement: You may use a bastard sword as an implement for powers that use implements. Add the weapon's enhancement bonus to the power's attack and damage, but do not add the weapon's proficiency bonus to attack rolls.

Class Features: Your Divine Challenge is replaced by Psychic Challenge.

[SBLOCK=Psychic Challenge]
Psychic Challenge Samurai Class Feature
You boldly confront a nearby enemy, increasing it's anxiety to the point of surrender.
At-Will✦Ki, Psychic
Minor Action Close burst 5
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target, or if you engage another target (see below). A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.
-While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, it takes psychic damage equal to 3 + your Wisdom modifier if it doesn't attack you. The damage increases to 6 + your Wisdom modifier at 11th level, and to 9 + your Wisdom modifier at 21st level.
-On your turn, if you take any action with a target other than the target of your psychic challenge, or if you move away from the target, the marked condition ends and you can’t use psychic challenge on your next turn.
-You can use psychic challenge once per turn.
-Special: Even though this ability is called a challenge, it doesn’t rely on the intelligence or language ability of the target. It’s a magical compulsion that affects the creature’s behavior, regardless of the creature’s nature. You can’t place a psychic challenge on a creature that is already affected by your or another character’s divine challenge.[/SBLOCK]
Lay on Hands is renamed to Miyagi Ki Channel. Channel Divinity is renamed to Channel Ki, with powers named Bolstering Ki and Strengthening Ki. These class features all work the same way, just their names are changed.

Powers: Select your utility powers from the fighter utility powers instead of the paladin powers.[/SBLOCK]
I like the image of two samurai facing off, each using their Psychic Challenge in a psychic dual before a fight. This creates the possibility of a psychic dual that ends with no weapons drawn, no bloodshed, and a clear victor as the other samurai admits that the victor is more powerful and stands down. :cool:

The asian flavored classes all seem like they should have wisdom as a key ability. This is to get the zen feeling of the classes.
 

What do you think of this for Shugenja?

[SBLOCK=Shugenja]Shugenja
You are a zen priest of the elements.

Base Class: Cleric

Abilities: Swap Strength for Constitution on all of your melee class powers.

Power Source: Ki. Your powers are now called "techniques," and have the Ki descriptor.

Damage Types: Choose a primary and a secondary element from the following list; Fire, Cold (water), Lightning (metal), Thunder (earth), or Poison (wood). Any class powers with the Radiant keyword that deal radiant damage instead have the primary keyword and deal this damage. Any class powers with the Fire keyword that deal fire damage instead have the secondary keyword and deal that damage.

Class Features: Channel Divinity is renamed to Channel Ki, with powers named Releasing Ki Technique (Divine Fortune) and Auspicious Sign (Armor of Bahamut replaces Turn Undead). These class features all work the same way, just their names are changed.[/SBLOCK]
 

Here is a Wu Jen.

[SBLOCK=Wu Jen]
Wu Jen
You are a student of the mystical arts of the elements.

Base Class: Wizard

Abilities: Swap Intelligence and Wisdom on all of your class powers (so you now use Wisdom for attack and damage on class powers).

Power Source: Ki. Your powers are now called "techniques," and have the Ki descriptor.

Damage Types: Any class powers with the Force keyword that deal force damage instead have the Thunder (earth) keyword and deal thunder damage. Any class powers with the Psychic keyword that deal psychic damage instead have the Poison (wood) keyword and deal poison damage. Any class powers with the Radiant keyword that deal radiant damage instead have the Lightning (metal) keyword and deal lightning damage. Any class powers with the Acid keyword that deal acid damage instead have the Fire keyword and deal fire damage. Any class powers with the Necrotic keyword that deal necrotic damage instead have the Cold (water) keyword and deal cold damage.

Implements: Reskin all implements as calligraphy.

Class Features: Your Spellbook feature is renamed to Meditation. When an Wu Jen prepares his daily spells, instead of consulting a book, he enters a brief trance-like state and balances his Ki. This feature functions in every way just like the Spellbook feature.[/SBLOCK]
 

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