Hub: Classes in CHASE SRD | World Anvil

Hub: Classes

A Class is a profession, skillset, or set of features that highlights what a particular player (and sometimes, creature) can do. Some classes are good at melee combat, fighting well with every weapon regardless of it's origin (as with the Fighter) or dealing as much damage as possible with one good blow (as with the Barbarian. Some classes specialize in using spells and augmenting them to the whim of the caster (the Sorcerer and Wizard), or using those spells to supplement their kits, to fight better or let their allies fight better (the Bard and the Shaman). There are many different playstyles, and just as many classes, subclasses, and ways to build them. Above all, the Class, or classes, a player builds with is shaped by their career as an adventurer.
  During character creation, the Class part is the final major part of the ABC method of creation. It is also the only part with an Attribute Boost that is picked for the player.
 

Obtaining and Using a Class

Upon picking a class, a players adds everything onto their sheet that is applicable, and further adds things as their character levels up in that class. Each 'thing' will be a listed component on each class page, and each class is made up of the following components.
 

What class should I play?

If you are a new player, either new to CHASE or new to TTRPGS, it is recommended that one starts with classes labeled 'Easy'. They have a low barrier to entry while still providing good avenues of play for combat and roleplaying down the line. Coupled with this, picking a Classic Subclass for any class just improves the base class.
  It is entirely fine to Play a Champion Fighter. Or Berserker Barbarian, the case of CHASE. It's also entirely fine to play whatever sounds fancy.
 

Class Mindset

General Advice on how to play, or what to expect, with the class. Includes Key Attributes important to the class, and Key Terms the player should keep in mind while playing the class.
 

Class Table

A directory for what a class gives and when it is given. It is made manually, mistakes and all!
 

Class Basics

A list of goodies one gets from obtaining the class, either through the traditional method of starting a new character, or by Multiclassing into the class through one or another available rules to do so.
  When starting a class at 1st character level, a player obtains the starting health value, The listed Armor and Weapon Proficiencies, their choice of Primary and Secondary Skill proficiencies (listed on the class page, and alterable due to the Origin Customization Rule), addition Skill Talents (depending on their NT), and the listed starting gear.
  When multiclassing into a Class, a character must meet the listed requirements. They gain all the proficiencies and otherwise in the Multiclass Additions section. Other rules may change this.
 

Other Class Info


  Other Information pertinent to the class, such as the Class Hit Dice, the Class Group(s) the class belongs to, and it's Favorite Class Bonus. a Favorite Class Bonus is unlocked via certain talents or features, and is always unlocked for Classic subclasses.
 

Core Class Features

The features a class will give, and the meat of why characters have a class. All classes give features at class levels 1, 2, 3, 5, 8, 11, 14, and 17. Class Features will either alter a class directly and/or give a feature that is common for multiple classes or characters, called a Common Feature.
 

Subclass and Subclass Features

A subclass is an alteration and expansion of a core class, giving any number of additional tools to let a player specialize. Some subclasses continue a class down the path it's taken for their role as an adventurer (such as improving the Healing of a healer-centric class), while others allow a class to change roles or do what they do comfortably while filling other roles (such as turning that Healer into a damage dealer that heals from the damage they deal).
  A subclass gives features at class levels 2, 3, 6, 9, 12, 15, and 18. Some subclasses will skip levels or give features at level 1, though this is rare. Some subclasses, such as Domains, are shared between multiple classes, which in turn gives a much wider number to the available pool for them all.
 

Mastery Features and Mastery Talents

Class Mastery is a furthering of base class customization, and a reward for continuing to use a Single Class. They offer static improvements to Base Class Features, always building on what is established rather than giving something entirely new.
  Mastery Talents are more of the same, being minifeats that give very small, but very potent bits of improvements to a character that a player can choose from. By default, a player a can pick between two choices, plus a third given by their subclass. Players will gain Mastery Talents (and Features) at Class levels 4, 7, 10, 13, 16, and 19; unless otherwise noted.
  Instead of picking a talent from that level, a player may pick one from a previous level. A Mastery Array will often be at the bottom of a class's feature section.
  Alternatively, INSTEAD of Mastery Features and Talents, a player may pick up a Dedication Template, which will give them different features based off of another class, subclass, or even theme entirely. More information will find on the rules page for such.
 

Class Capstones


  Finally, comes a Class's Capstone. It's final feature that is obtained at Class level 20.
  A class's capstone choices comes from the Class itself, it's Class Group(s), or it's subclass(es). The Class Capstone(s) are always unique to the class, and all Capstones are exceptionally powerful in effect; either giving them powerful versions of features they could not get otherwise, or giving effects thar break or rewrite the rules of the game.
 
 

Lists


 

Class List

List of Classes, in released sets of 12, then listed in Alphabetical Order.
 
 

Class Table


  * Classes that are still WIP, and/or require updates from their Source Material if from another ORC source.

Powered by World Anvil