Classes:
The following classes are available for play;
- Barbarian: Skilled warrior who utilize primal fury and unmatched endurance to defeat their enemies.
- Bard: Arcane casters that manipulate magic through the use of art.
- Bloodhunter: Monster hunters who endanger themselves in order to gain power.
- Cleric: Individuals empowered by gods with access to divine magic.
- Druid:
- Fighter
- Monk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Warlock
- Wizard
Note: All martials (Barbarian, Fighter, Monk, Rogue, Ranger) will utilise Laser Llamas Alternative Martials set ups. The primary change made by Laser Llama is that all martials receive "exploits" similar to those utilized by the Battle Master Fighter. This provides far more build options and combat options for martials.
Artificer is not included because it can not be reconciled with the flavor of the world. In compensation Bloodhunter has been included, however it is recommended that newer players not play this class as it features mechanics that can be difficult to utilize.
Additional classes can be unlocked through play. These classes include;
- Alchemist: From Magehand Press's Valda's Spire of Secrets.
- Beastheart: From MCDM's Beastheart and Monstrous Companions.
- Captain: From Magehand Press's Valda's Spire of Secrets.
- Craftsman: From Magehand Press's Valda's Spire of Secrets.
- Ilriger: From MCDM.
- Investigator: From Magehand Press's Valda's Spire of Secrets.
- Magus: From KibllesTasty.
- Martyr: From Magehand Press's Valda's Spire of Secrets.
- Necromancer: From Magehand Press's Valda's Spire of Secrets.
- Occultist:
- Psion:
- Shaman:
- Spellblade:
- Vessel:
- Wanderer:
- Warden (MHP): From Magehand Press's Valda's Spire of Secrets.
- Warden (LL):
- Warlord:
- Warlord (LL):
- Warmage: From Magehand Press's Valda's Spire of Secrets.
- Witch: From Magehand Press's Valda's Spire of Secrets.
If all classes are unlocked, there will be 34 classes for players to choose from. Each supports a different style of play, level of complexity, and character fantasy while still fitting within the setting. Remember that your class is first and foremost mechanical and that in Thinia, the setting of the game, a "fighter" could refer to anyone who fights and a "wizard" would be a general term used for arcane magic users. There is some overlap, for example a paladin would likely refer to themselves as a paladin or holy warrior. But generally speaking class names and levels are mechanical things meant for the players rather than information known to the people of Thinia.
When introducing your character, consider how they would describe themselves. A monk may call himself a practitioner of a certain martial style while a cleric may say which god she follows.
Subclasses:
A player can select any subclass from the Player's Handbook or Xanathar's Guide to Everything. If you are unsure whether a subclass is in these books just search the class on google and look at the subclasses on wikidot. Unearthed Arcana is
not published material.
All other subclasses whether they are from other WotC books or third party publishers will need to be approved by the DMs and unlocked through play. If you are interested in playing a certain subclass let a DM know and he will be sure to find a way to implement in the game in an organic and believable manner. Note, asking for a subclass to be added will not immediately result in that subclass appearing in the next session. You will have to take steps to find it and unlock it.
For example, if a player wished to play the Meteor Knight Fighter Martial Archetype from Griffons Saddle Bag they would need to tell a DM. The DMs would then work to integrate that Martial Archetype into the world naturally and place hooks for the players to find. A player will need to work in game to uncover the means of unlocking the class. This may take the form of finding an ancient manuscript, a skilled and willing teacher, or some sort of inspiration that unlocks the subclass.
Subclasses from
reputable third-party publishers like Kobold Press, Griffons Saddlebag, Laser Llama, and others can be proposed and added to the game in the same manner as official Wizards of the Coast content.
Content that is pure homebrew or from
disreputable community sites like DnDwiki will go through a vetting process open to all members of the server. If this content makes it through the vetting process it will be implemented in the game in the same manner as official Wizards of the Coast content.
A player may choose to change their class or subclass during play. If they do this it will take some sort of investment such as downtime, level penalty, gold costs, or other reasonable costs. This is not intended to punish players, but to prevent a constant shifting of the same character from one class or subclass to another.
Finally, DMs have the irrevocable right to address an imbalance in a class, race, subclass, or any other character feature. This will always be done after discussing the concerns with the players, but the DMs will always have the right to make changes for the sake of the game. Do not expect to make an overpowered character and then have the DMs just sit back and let a single PC dominate the game. This does not mean your character has to be weak or not make sense mechanically, but if you are significantly outperforming similarly situated PCs in multiple aspects of the game, a DM will likely begin to address your build. This is particularly the case with homebrew classes and subclasses that may have limited testing. If a player chooses one of these they should be prepared to work with the DMs to ensure the class is reasonable and neither over or under powered. Always be honest and thoughtful about your impact on the game. Everyone at the table should be ensuring that everyone is having fun.