5e Classes (Starcraft Supplement)

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Adventurers have different backgrounds and races, but they also have different classes, skill sets for combat and traversal that allow them to become something even greater, a person with the will go surpass their normal mortal limits.

This chapter will be looking over the roles that each class has within the Koprulu Sector and expand on the archetypes of those classes available to players within the setting. This chapter will also describe additional classes not from the player’s handbook.


The Marine is the back bone of the koprulu's sector's military. They range in different ranks but are all fundamentally the same carrying huge weapons weapons but in a more flexible suit of armor. They comprise the front line for the terran. The marine is often the most patriotic type of person for the terran but are mostly comprised of criminals attempting to redeem themselves or are imprisoned in their armor forced to fight or die.


A heavy assault based grenadier that tank hits for others and provide support for the front liners. There range is short, but they have area of attacks that support the front like crazy. These guys are often looked at as protectors. These are mainly comprised of demolitionist seeking the will to make things go boom.


These are the front liner tanks, they are massive people within suits of hardened steel with two flamethrowers affixed to it, they are normally the ones that will do anything to make things burn being mainly composed of pyromaniacs themselves.


The most docile and dedicated supports, these people have combat suits that increase their energy and heal the wounded bringing them back alive so that they can continue the fight, the medics are often in the background but receive accommodations more then any others.


The most specialized class, going between being an actual sniper to a melee infuser or a psionic mastermind that can make things go boom, this class is a specialized utility class that brings the damage to the extreme but trades off without having a combat suit, instead they have a ghost suit that helps hide themselves in plain sight until time needs them.


(Unearthed Arcana: Artificer)

The artificers of the koprulu sector are the back bone of everything. They design war machines and design new weaponry for both the terran races. This is the most common class people become wanting to help with front lines without having to be on the front line helping by creating technology including space craft.

The best artificers are inventive, prone to leaps of insight matched with detailed, exhaustive, preparation. Like wizards, artificers make exhaustive study of the nature of magic. Wizards look for insight into the nature of the flow and skills with weaves. Artificers are more practical, they have to find a middle ground between magic and the sciences. Artificers are chemists and engineers as much as they are arcanists. Alchemists that travel the world are practical, they need to be able to improvise and find new and exciting applications of their technology.

Skilled artificers have lucrative careers ahead of them, weaving magic and creating machines that anyone can use requires both dexterous hands and a nimble mind, along with years of study. For some, these tools are the only opportunity people will have to hold magic in their hands and can give someone an amazing resource to take with them. For adventurers a solidly constructed magic item can mean the difference between life and death.

The steady advancement of new technologies in the Koprulu Sector has been a boon for artificers. Since leaving the Milky Way galaxy, artificers have been researching, studying, and relishing in alien technology.


(Player's Handbook pg. 46)

In the Koprulu Sector, the rise of the barbarian was directly tied to the first invasion of the zerg, where the terrans had to learn to use brute strength to fight back. A chaotic place like the Koprulu Sector is where people can find a place for themselves on the brutal fringes if caught off guard. They build a place for themselves with strength of will, or strength of arms where will fails them.

There are many dangers in the sector and many planets have untold adversaries, where everything is a struggle. Fierce warriors grow out of this sector, fiercer then the milky way, and they spread out through their territories, exploring the ruins of peoples that could not survive the planets, or fending off attackers and invaders with their brothers and sisters in arms on the front lines.

Sometimes these peoples leave, and venture out into the planets at large. These people are rough and tumble in the unprepared civilizations, but their brutal bluntness makes them an “efficient” addition to a city. In “civilized” spaces a barbarian is a bruiser or a force of strength. Militaries value barbarians as irregulars or brutes, though they are the easiest to 'reform' in the military training facilities in times of drafting.

A true barbarian may be considered by some to be criminals to civilization. They are blunt and violent, driven by their emotion or a connection to the totems and iconography of the wild. However, their strength and simplicity has sometimes made them the foundation of bringing civilization as well as breaking it, there are many tiny kingdoms ruled by a barbarian lord who decided they could simply build themselves a lordship.


(Player's Handbook pg. 51)

In the sector bards learn their trade from an apprenticeship system in association with bardic colleges that consider themselves the keepers of history and culture. These colleges are cultural centers and keep extensive records of songs and stories that traveling bards collect. These schools are also focused on general education, most children are expected to spend some time with the harper tutors learning simple lessons and songs to help them with reading, writing and arithmetic. One of the duties of apprentice bards in the sector is traveling to planets collecting, sharing, and raising morale.

On the ground bards are frequently members of the supply chains, traveling the worlds and singing songs and telling stories. These bards usually taught by fellow members of the supply chain in communities referred to as “traditions,” these traditions record the history of their supply chain through an oral history of songs and myths. Other members of the traditions range out into the world to find new stories and new places for the caravan to travel, or travel to meet other supply chains and share between the traditions, or to settled territories to see who will share with the nomadic peoples.

Some bards are simple entertainers, but their foundation in the skills built up by the bardic institutions makes them valuable in their niche. Though there are many people capable of playing music or displays of skill and performance ability, bards are on a completely different tier, there is a magic to what they do, both literally and metaphorically. Bards are focused on their art and they are intensely skilled at performing it.


(Player's Handbook pg. 56)

The gods are the more active within the sector, appearing and granting prayers, especially to the most intriguing through clerics. Most clerics in Koprulu belong to an established religious hierarchy leading back to the milky way, but some do not. The gods choose whom they will, and sometimes a simple devoted worshiper is blessed with the abilities of a cleric, despite not being at all affiliated with a formal religious order or organization. That cleric might be a contemplative hermit, a wandering prophet, or simply a devout peasant. The most extreme are luckless unknowns that a deity may have observed something special in.

Religious orders will often try to recruit these people who gain clerical ability and bring them into the fold, both to temper their actions and to try to gain insight into their gods through their choice of cleric. But not all wish to be bound to the order of a church. Conversely, not everyone who pursues a religious vocation is a true cleric. Some acolytes discover a different path for their lives, they serve their faiths in other roles, such as priests, scholars, or artisans, while some go on to vocations that have nothing to do with religion.

Some few who are denied the path of the cleric become embittered and seek favor with Demons and its fiends, or the outside entities. Religious scholars debate whether divine rejection led such a person to embrace this dark path or whether the person was rejected because the gods foresaw this in them. The gods will not say.

Some clerics are homebodies who serve a particular community of the faithful, but adventuring clerics tend to have a certain crusading zeal to do their deity’s work in the wider world. This work may include ministering to far-flung communities, or seeking out and defeating threats to the civilized world.

The existence of clerics is the surest sign of a true god over a lesser powerful entity. Feylords, for example, have no clerics. Neither do fiends, though they may have priests or warlocks. Only a true god may empower a cleric with divine energies. They are the team leaders, providing support spreading their religion.


(Player's Handbook pg. 64)

Druids are people who have turned their veneration to nature and the natural world. They have found insights and reverence in the subtle and powerful rhythms of nature. They venerate nature and the gods of the natural worlds, from the true gods to the myriad nature spirits and the fey, but question the existence on these new worlds.

Though most people associate druids with the forests, druids do not restrict themselves to such limited bounds. Druids are the appointed caretakers of all of the land, from frozen mountain peaks, to burning deserts. Druids tend to the rolling hills and the rough storm-broken coasts. Some druids have devoted themselves to the wilderness and their care taking.

On the ground druids revel in the abundance of nature, the territories below very from lush planets to a burning planet full of volcanoes and large creatures abound. They seek to preserve this splendor against those who would despoil it.

Druids are an esoteric order of people, they rarely interact with the more established and staid people of civilization, instead isolating themselves within their order of people and their deep wilderness. They are their own people, independent of the world within their own circles.


(Player's Handbook pg. 70)

The life of a fighter is a common profession for those in koprulu seeking out adventure and excitement. Some become soldiers, some leap directly into adventure. Some people try to live peaceful lives, but they never keep a weapon far from their side.

A solid weapon is a valuable asset to many. Knights are always looking to bolster their numbers from among the nobility. Just about every able bodied person has some modest ability with a weapon from serving as a part of the local militia and others continue this training on to join the military or the city guard.

Some people don’t embrace a career with the military, or at least not in the service to a higher cause or a nation. Some become soldiers of fortune, loyal to their employer and the gold they have to pay. Some become adventurers, hoping to find gold and glory or simply to scratch the itch of wanderlust.

These people without alliance to kings, countries, or gods find themselves in service to guilds or companies. Trading guilds hire warriors as guards or thugs.

Some fighters travel a less reputable path and become crooks, pirates, or pit fighters. They pillage and plunder along with rogues and barbarians to take what their weapons can give them.

There are many dangers in the koprulu sector and a strong fighter can always find a use for their skills. Soldiers and mercenaries and adventurers always find themselves a place among people willing to pay a few silver and adventuring parties can always use a sturdy sword arm.


(Player's Handbook pg. 76)

Monks are people who turn contemplation into action. Meditation becomes form and the movement of fists is an expression of philosophy as much as it is of violence. A monk masters their body as a crucial step in mastering their soul. Through this ritual of contemplation and training, they learn to awaken abilities within themselves, expanding the magic of ki energy that comes from within.

Unlike sorcerers who exploit the overflowing energy of their heritage, clerics who have power granted to them from on high, or wizards that draw from the energy that surrounds them, monks built their strength and draw from within themselves, and are able to channel their ki into specialized weapons by artificers or artifacts.

The most celebrated places of the koprulu sector monks are secluded monasteries built within the worlds, hidden away from the rest of the universe only found by those who need it, where monks could contemplate hidden truths in privacy. Though these are romantic images and not untrue, there are monks spread out across the worlds, some are in the forests or the underground, others live inside the cities. Some, travel the world hoping to find insight that way and to turn their skills to constructive ends.


(Player's Handbook pg. 82)

Paladins are powerful fighters, empowered by their faith and the gods they serve to hunt down and destroy the enemies of the faithful. They exemplify a host of traits that folk consider honorable, just, and good, though they can also exemplify a host of traits that folk consider inflexible and intransigent.

These warriors aspire to be the best people they can. When such a warrior also has great devotion to a particular deity, that god can reward the faithful with a measure of divine power, making that person a paladin.

Different paladin orders in Koprulu emphasize different elements of righteous behavior, but all paladins are expected to hold true to a common set of virtues:

Liberality. Be generous and tolerant. Good faith. Be honest and keep promises. Courtesy. Treat others with respect despite how they treat you. Give honor to those above your station. Earn the respect of those below your station. Lawfulness. Laws exist to bring prosperity to those under them. Unjust laws must be overturned or changed in a reasonable fashion. Bravery. Gain glory through battle. Defend any charge unto death. Pride in one’s actions. Lead by example. Let your deeds speak your intentions. Humility in one’s deeds. Do not boast or accept rewards undue to you. Unselfishness. Share resources, especially with those who have the most need. Good-temperedness. Render service cheerfully and without disdain. Wisdom. Cause the most good through the least harm. Piety. Be faithful to the precepts of your god. Kindness. Protect the weak. Grant mercy to those who seek redemption. Honor. Hold true to the code. Death before dishonor.

Every paladin grades and emphasizes these virtues based on his or her own personal ethos and religious background. Most paladins, like clerics, are devoted to a particular deity. The most common paladin deities are those that embody action, decision, watchfulness, and wisdom.

Their devotion to a higher ideal makes paladins popular folk heroes. Many tales are woven about noble knights and oath-sworn champions, although pragmatists note that the tales often end with a tremendous sacrifice.


(Player's Handbook pg. 89)

The worlds of Koprulu are vast, lush, desolate and savage. Those people who can navigate through these wild spaces have immense value to the communities that occupy the ground and those who range through the sky reefs and the worlds. Much like druids, the skills of a ranger and the value they hold to the community at large date back to the earliest days of the world and the people who occupy it.

Not every hunter or trapper wandering the surface or underdark is a ranger. A ranger finds the wilds to be something holy, more so than the staid trappings of civilizations. To a ranger peace is never found from being at rest. A ranger believes in the sanctity of wild spaces, from the deep forests, to the twisting streets of the cities.

Though rangers are not always connected together by group or creed, they are linked by a loose creed or common goals and practices. Rangers will often leave marks and symbols to help other traveling rangers. These marks can indicate campsites, danger, monsters, shelter, or a ranger’s cache of supplies. These simple trail markers aren’t at all a “secret,” but they are usually meaningless to people who haven’t received a ranger’s training.

Often rangers out in the wild are bound to circles of druids and rangers may act as a companion to a druid, or as their more proactive foils.

Rangers in koprulu often find a place for themselves on the ground, ranging out from the settled ground territories to explore the wilderness to find resources that can be sold to the people. Though they also range on the wilder expanses of lost and undiscovered regions.

Koprulu's rangers also explore the wilderness of civilization, exploring the twists and turns of the cities or ranging space from world to world, protecting space and the planets of civilization or its deepest depths.


(Player's Handbook pg. 94)

The rogue isn’t a master of the blade, they aren’t artists. But in some way, they are. An expert rogue is a master at knowing exactly where to put their blade and take their shot, at seeing the art in removing valuables without a trace, also very useful for obtaining ancient relics protoss or zerg had hidden. They are dexterous and quiet, carrying themselves with unconscious stealth. Their talents are often turned to illegal ends, their skills plaguing the wealthy and removing some of their gains. When a rogue looks to find more honorable paying work they act as scouts and spies or turn their skills to delving through dungeons, dealing with monsters and uncovering lost treasures.

Most large cities in Koprulu have a number of small thieves’ dens, guilds and organizations that compete with one another. A few places have an organized group of rogues that controls all such activity. Most thieves’ dens are secret gathering spots for illicit trade of goods and information. These are often hidden beneath the city, and prone to moving as soon as they’re discovered.

The most common respite for such robbers is what they call the Honest Trade, adventuring, where roguish abilities may be used without censure and are later lionized in song and legend. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but still keeps them rich; they vow to burglarize ancient tombs and monstrous lairs instead of the homes and businesses of the wealthy in civilized lands.

Some rogues have learned it is easier to pick someone’s pocket when you have a powerful backer. Many rogues take this idea and become diplomats, courtiers, influence-peddlers, and information-brokers, in addition to the better-known thieves and assassins. Such roguish spies blend more easily into civilized society, more often acting as grease in the wheels than a wrench in the works, or just stealing a few cogs.


(Player's Handbook pg. 99)

Some people are born with the natural ability to manipulate magic, and the strength to command those energies. Some possess this ability as a chance happenstance, a twist of fate. Some possess power in their very heritage. Some have draconic blood, a draconic ancestor that disguised themselves as human. Others, more so than those with draconic ancestry, possess the power of wild magic, an energy that flows through Koprulu like rampant storms.

This connection has given some sorcerers of Koprulu, especially wild magic sorcerers, a fearsome reputation. Their connection to the frightful phenomenon of wild magic storms makes them the subject of fear and persecution when that connection is displayed in an eruption of wild energies. Some especially fearful communities will execute or drive out those with the touch of the wild storms. Many who discover that they have the talent of a wild magic sorcerer take care to conceal or outright reject their abilities. Most sorcerer's aren't the same as others as they obtain new powers through the sector.

Those who do decide to embrace their abilities will venture outwards into the sector, hoping to find an opportunity to put their skills to good use, or simply to use the powers that destiny has granted them to the best of their abilities.

Many sorcerers seek out a master that they can apprentice to, someone who has learned to better command those same energies without disaster striking, but can only be shown a path for every person is different. Others simply venture out to make the best of it and to learn on the go, this may be a dangerous method, but it is certainly exciting.


(Player's Handbook pg. 105)

People who have sought out power through a bargain with some powerful entity from beyond their ken and some even from beyond their home plane. This is a fast and comparatively easy way to gain power for those without the devotion to study or prayer, or the fortune to be born with innate ability. There are rewards beyond the power granted, as the warlock’s patrons may offer them insights they would not normally be able to discover with such paltry things as study.

The porous nature of Koprulu makes it harder than ever for someone seeking this sort of power to access it. Portals remain open to various parallel planes, and portals to planes far flung across the multiverse occasionally are ripped open within the sector. Cabals of warlocks establish themselves around these portals, exploiting these easy connections to their patrons to gain better access to their patrons.

Warlocks have a worrisome reputation in Koprulu, most people don’t like to think how a person prostrate themselves to a demon, especially out here since none know their true natures, and warlocks and their patrons, regardless of their actions or intent, are fearsome reminders of those inconvenient truths. Many warlocks conceal the truth of their abilities, claiming their skill comes from study, rather than from a bargain.


(Player's Handbook pg. 112)

Wizardry is perhaps the most broadly approved of pure spellcasting path in the considerations of the lay people of Koprulu, thanks in large part to the study required to perform it with skill. The wizarding universities and magical guilds strive to keep control over their members that operate in the public and to teach control of the world’s magical energies to those that come to them to study. Membership to, or certification by, one of the magical guilds may be required to practice the more powerful arcane arts within the more rigidly dominions of terran space in the sector. Where this certification is not outright required it is seen as a crucially important piece of accreditation. Some people will only trust magical advice that comes with accreditation from a magical guild or university.

These magical universities will typically offer incentives to people in the world at large to come and learn at their arcane centers. Once there students often become cloistered in their learning, closely supervised until their instructors can be assured that those learning won’t singe their eyes off. Then students are either allowed to continue their studies on their own accord, or apprentice themselves to one of the professors.

This educational system has a secondary purpose in that it teaches people control, not just for the sake of those individuals who come to learn, but also for the population at large, giving them a sense of security.

Many wizards dedicate themselves to the study of Koprulu's wild magic storms that occur in space, the understanding is that these storms tend to coalesce around magical activity, and learning how to dissipate collected magical energy, or to anticipate the arrival of a wild magic storm is valuable knowledge.

Following their tenure at magical institutions, wizards either delve into research, which can send them out on adventure for more practical research. Some wizards remain with their institutions, pouring over the school’s libraries. Other wizards find careers with crafting guilds, merging their two fields of expertise and become enchanters of magical items. Some others find a path with the government, becoming advisors on arcane matters or serving positions like artillery within their military.

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