Classes (Biscore-Zabbet Supplement)
Classes and Rarity[edit]
Unlike in many settings, there is a certain ranking of what percentage of classes there are to each other. Specifically, there's three rankings: Common, Uncommon, and Unheard Of. These rankings are not based on power, moreso based on how much magic they use, and in the case of Uncommon, royalty and status. With that said, there are a great deal of classes to choose between, with notes on specific ones.
Common Classes[edit]
These classes are mainly non-magic, relying on weaponry, certain fighting techniques, or other means of power. Common classes, in total, are what 90% of Adventurers are.
Class | Notes |
---|---|
Archer | Archers are usually common, sporting bows and crossbows. |
Barbarian | These warriors usually Rage to get where they are. Wild Magic and Zealot Barbarians are considered Uncommon. |
Black Swordsman | Black Swordsmen are strong bastions of humanity. As such, Black Swordsmen cannot be any race but Humans. |
Brawler | Brawlers can fight with their fists, or anything around them, using special techniques to deal with those stronger than them. The Show and Tell subclass is considered Uncommon. |
Doctor | Doctors are those who heal others, and specialize in many different fashions, either knowledgeable in Medicine or faking it. Auto-Doc is considered Unheard Of. |
Escort | Escorts will help people out with their charms and looks. Considered "adult"; Discretion is advised. |
Fighter | Fighters are very common, and for good reason; Anyone and anything can be a Fighter, as long as they know how to attack with weaponry. Arcane Archer, Rune Knight, Eldritch Knight are considered Uncommon. Echo Knight and PSI Warrior are considered Unheard Of. |
Guard | Guards are protectors of villages and cities, using their tools to stop crime. They usually must have a good reason to adventure instead of guard. |
Gunslinger | Gunslingers use new-fangled technologies to shoot down other creatures. |
Halfwit | For those who are the dullest of the dull, this is for you. This is considered an April Fool's class, and should be used for more light-hearted campaigns in this setting. |
Martial Artist | Masters of combat, they can use many types of Strikes, Grapples, and Stances to get the upper hand. There are a lot of options with this class. Be warned. |
Monk | Ki-utilizing warriors, Monks typically seek for self-betterment and perfection of the self. Astral Self, Four Elements, Shadow, and Sun Soul are considered Uncommon. |
Nomad | Nomads are the travelers of the world, picking up skills from everywhere they've been. Occultist is considered Uncommon. |
Peasant | Classically, the first person you'd ever meet in your journey, living basic lives. That is, until something happens; they journey somewhere or encounter something great. Weaker than most choices. Be warned. |
Rogue | The sneaky, skill monkeys which can deal a sneak attack to unsuspecting foes. Arcane Trickster is considered Uncommon. |
Tinkerling | The crafters of the modern world, Tinkerlings make useful inventions which get stronger and can include more ideas as they level. Tinkerling's take a lot of management and discussion with the DM. |
Zoomer | The nimblest combatants which heavily rely on speed. Zoomer has no subclasses. |
Uncommon Classes[edit]
Uncommon classes are usually one of two things; Classes with little magic or magic-like abilities, or are in some capacity royalty. In total, these are roughly 9% of adventurers throughout the lands.
Class | Notes |
---|---|
Arcane Pastry Baker | A.P. Bakers usually reside on Zabbet, as the art of Arcane Bakery is usually a secret kept with tight lips. |
Dragoon | These slightly infuse the powers of Dragons into their techniques, and are known for leaping great bounds. Dragoons usually serve a King, so decide which you serve. |
Jester | Jesters are mask-wearing fiends which can tell a great joke. Any Jester above 9th level is considered Unheard Of. In addition, Jesters usually entertain someone or a type of people, such as a King, Lord, or crowds at bars. |
King | Rulers of a place large or small, Kings have skillsets which can be used to great effect in a pinch. As a King, you'll need to know what Kingdom you rule, among other things. You must discuss what, if anything, you rule (or ruled) as King. |
Knight | Knights are swordsmen which can inspire others, and aren't seen without their trusted mount. Knights serve under Kings or Lords, so you must decide whom is your Lord/King. |
Mime | The imitators of others with a silent mouth. Mimes are typically mute, so you must work around this. In addition, Mimery is seen as strange to aliens, so you might be outcasted for this. |
Occultist | The praisers of dark powers, while not necessarily being evil. Occultists usually practice some kind of Religion, which is frowned upon by a lot of people. Occultists cannot follow Bolezemut. |
Paladin | Paladins, in this setting, get lent power from their dedication to their Vow. Instead of becoming an Oathbreaker when you break it, gaining empty levels equal to your Paladin levels, keeping nothing except armor, weapon and skill proficiencies, a Fighting Style if you have one, ASIs, and your Extra Attack, if you had it. Empty levels still count toward your Proficiency bonus, but nothing else. |
Ranger | Rangers are usually reclusive from Urban environments, and are seen as primitive by society. Unless you have past connections to a town/city, you will usually be turned away by merchants, as they assume you are less civil. |
Unheard Of Classes[edit]
These classes are the rarest of the rare, and can be the center of attention in a town they enter. These include the higher powered magic users, who can grasp a hold of the Weave despite the tears. This also includes some non-magical classes, which are either impossibly rare or just strange.
Class | Notes |
---|---|
Amalgam | While not directly coming from the Weave itself, they use Magicks to affix animal parts (among other things) to their own bodies. Amalgams are rare on both Biscore and Zabbet, originating from other planets not as focused on. Since they rely on the weave less than most, they are unaffected mostly. |
Cleric | Clerics are directly tied to the Weave, as their powers come from Gods which have all but seemed to disappear, making faith in them lessen and subsequently making God's powers weaker. As such, they cannot reach the peak of their power at all. The cap for their power is 16th level.. |
Deprived | Many of the Deprived class are from Delfiads, however they aren't exclusive to it. These beings, in this setting, are deprived of any soul, and have it replaced with something like an ember in their body. They also cannot multiclass, so you must be careful when choosing this. |
Elder Sage | The wisest of the wise, Elder Sages teach those they meet wisdom. However, due to the Weave's tears, they cannot grow to the peak of their power; Their levels are capped at 18. |
Feat Master | Like the Deprived, many of the Feat Masters come from an Alien race; Vacov. However, they are willing to teach those willing to learn about their ways in Versatility. Feat Masters cannot be multiclassed into or out of, so you must be careful when choosing this. While considered an April Fool's class, it still can be a threat. |
Parasite | This is a unique class in the fashion that it is a race-class combination. Parasites are found neither on Biscore or Zabbet, so it is hard to find any. Still, they do exist in the Galaxy, making it a theoretically possible class to play. |
Primordial Arcane | The truest sense of power, the Primordial Arcane is a status few can achieve or even manage to see with their own eyes. These lucky few whom are this class most likely were gifted it by one of the few Minor gods whom would grant such powers, or were gifted it from a distant planet's power. Either way, these are the rarest class, and are burdened hard for the Weave being weakened, as they live and breathe Magic. They have a cap at 12th level. |
Seer | These casters peer into the future as part of their power, having many spells which can assist with this. Seers also have weaknesses due to the power of veering into the future. Due to the Weave's punctures their images are incomplete. Seer's are capped at 16th level, and cannot go above this point. |
Spirit-Bond | Some are haunted, but you? You have befriended a spirit, not sure of the origins of it. This spirit can shift into things magically, but as such, it lacks what it needs to peak in it's power. This has a level cap of 18th level. |
Warlock | Those whom make packs with creatures with high concentrations of magic should have to worry, as not many beings are so giving in the times of magic scarcity. They must be lucky enough to find a Genie, converse with a Fiend or Celestial to discuss gaining power, or try and find a Great Old being or Hexblade. They have no level cap, however. |
Wizard | What is there to be said that isn't obvious about wizards? The original spell slingers have fallen on hard times, as the Weave they draw from is less giving toward magic. They have a level cap of 16th level, due to this lack. |
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