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Classes

Below are the recommended classes and subclasses for the campaign, as well as a brief description of how they might fit into the story. All classes are available for play, including the Artificer and Blood Hunter classes. Not all subclasses are recommended, particularly the more traditional martial subclasses. However, if you have a concept in mind for a subclass not on this list, talk to the DM.   There is also one playtest (UA) subclass recommended and three homebrew subclasses, as their style will fit well in the game. The UA subclass is College of Spirits for bard. The homebrew subclasses are the Daylight cleric domain, the Gunfighter fighter archetype, and the Undying Emperor warlock pact. The homebrew subclasses are marked with links below, as they will not show up on the standard D&D Beyond class pages.   When choosing a class, keep in mind magic in the Imperium is tightly regulated. It is against Imperial Law to use unsanctioned magic, and rogue magic users keep their abilities hidden from anyone they don't trust with their lives. Technology in the Imperium is relatively advanced, and firearms are an option, with the Artificer class and Gunfighter Fighter subclass starting with firearms proficiency.   When making your character, remember the premise is that something drastic pulled you away from your old life. This event should be an integral part of your story and represent a disruption to your prior goals. If your class does not typically choose a subclass until 2nd or 3rd level, instead choose a subclass now to reflect your training prior to whatever sent you on the run.

Blood Hunter


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