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Published: 2022-05-20 00:18:53 +0000 UTC; Views: 25530; Favourites: 170; Downloads: 32
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Description
So I'm a sucker for RPGs, I'm a sucker for giving character classes to characters from the media I love. Hence, this was made! Originally this was going to be a D&D based meme, but I decided to make it more generic and less situated to a particular piece of media. This is similar to my Miitopia Character Job Meme and My Fractured but Whole Character Class Meme , but not based on any particular game.I based the roles from the Tv Tropes Fantasy Character Classes Page . Now it should be noted that I did not include every single class in this meme, as there is a lot of variation and overlap, and decided to make two versions. This one focuses on the basic classes as well as some notable variations on those classes. The other version seen below is an extended version that includes more classes/variations. Descriptions of the classes are also from the Tv Tropes page. Along with a few notes from me.
Extended Version Here
Rules:
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Any character from any media is allowed
OCs are allowed
Meme is completely unisex, meaning a man, woman, etc can be any class. Just making that clear.
Fighter: Aka "Warrior", "Knight", or "Soldier". One of the most basic classes, the Fighter puts emphasis on strength and physical combat. Wielding melee weapons, they typically lack range, or have only limited ranged attack options, but they excel at fighting enemies in close range combat, often having high HP, defense, and attack capabilities to aid in this. In a team or party based game they put themselves at risk at the front of the group and take the brunt of the damage meant for their less sturdy comrades. A Fighter's strength is boosted by the wide variety of equipment they can use and they are usually able to equip the widest variety of weaponry and armor, including stuff too heavy for other classes. Most of the time the Fighter is considered the default "hero" class and as such they are often considered good for beginners.
Paladin: Aka "Holy Knight", "Crusader", "Templar", Inquisitor", "Guardian", or "Royal Guard". The Paladin is a Fighter with the power of Light and healing magic, as well as defensive buffs for their allies. Their devotion to their god or deity gives them various prayers, healing abilities and holy-based spells to protect themselves and others. Naturally, they are a type of Magic Knight. They are also quite good at laying the smite down on undead, demons and other traditionally evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely. If the setting doesn't have behavioral limitations they may have lower stamina or speed to balance out their magic.
Barbarian: Aka "Beserker", "Savage", or "Viking". The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.
Wizard: Aka "The Vancian Magician", among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
Warlock: Aka "The Theurgist". The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a Magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light — and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually offensive (in the tactical sense) and nasty and deals heavy area damage and/or multitude of status ailments.
Sorcerer: Aka "The Inherit Gift Magician". This magic-user was born with abilities they don't need to study, and can use more readily than other Magicians. This is sometimes explained as being descended from a magical creature, other times as being part of Mage Species. They are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.
Magic Knight: Aka "Hexblade", "Spellblade", "Rune Knight" or "Eldtrich Knight". The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how the Fighter and Mage parts are combined: there is a difference between using a sword and magic, and using magic to improve your sword/fighting abilities. Sometimes split into multiple classes based on different kinds of magic or fighting styles - e.g. the same game might have both "Spelldancers" who are highly trained Vancian-Swashbucklers, and "Elemental Blades" who are Elementalist-Knights born into their powers. Usually, they tend to be worse at fighting than Fighters or magic than Mages, but that's the price of versatility.
Druid: A jack of all trades nature Magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a "worshiper" of nature.
Rogue: Aka "Thief", "Assassin", or "Ninja". Rogues are a diverse class that contains everything from dexterous thieves, to treasure-hunters, to assassins. Masters of stealth and infiltration, Rogues prefer to attack when their opponent is least aware. They are quick but fragile, unable to take heavy damage, and instead rely on their speed to dodge attacks and slip in and out of the shadows to catch their opponent off guard; setting traps and inflicting status effects on foes to give them the edge. Outside of battle Rogues usually have a wide range of helpful utility abilities such as lockpicking to allow them to open locked doors and treasure chests without needing to find/buy keys or the ability to detect and disarm traps. Some can even steal items directly from enemies allowing the player to obtain items that otherwise might be unobtainable. Sometimes Rogues are lumped in with the Ranger class, but more commonly they are differentiated by specializing in melee - particularly with light blades and daggers or ranged attacks using throwing weapons such as knives and shuriken.
Cleric: Aka "Priest" or "Acolyte". A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers from Crystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea.
Healer: Aka "The White Mage". A squishy dedicated healer with little abilities at offense, though their magic may be able to harm specific types of enemies, most commonly demonic entities and the undead.
Ranger: Aka "Hunter" or "Archer". Rangers are woodsmen skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although melee combat also has a focus either primarily (In which case they will probably also have a lot of ranged abilities) or as a backup for when enemies get close. Rangers may also be skilled in some form of wilderness or nature magic, and sometimes capable of utilizing their terrain or surroundings to their advantage. They may be very good at fighting a specific type of enemy, and often take on the role of a Hunter of Monsters against such foes. In a setting that allows guns, they will usually appear in the hands of the Ranger.
Bard: Ala "Minstrel", "Maestro", or "Troubador". The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage (via Brown Note or Make Me Wanna Shout). Sometimes they act as the Jack-of-All-Trades. Of all the classes, Bards are the most likely to be good at diplomacy with NPCs.
Monk: Aka "Black Belt", "Martial Artist", "Pugilist", or sometimes "Fighter". The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. Tend to have higher magical stats than other warriors due to their refined bodies and souls, but not enough magic to make this very useful. They often have access to some sort of Ki Manipulations and build up attacks, and sometimes have resistance to magic or certain status effects. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items.
Engineer: Aka "Tinkerer", "Artificer", "Machinist", "Gadgeteer", "Blacksmith", or "Mechanic". This is a character class that relies on technology, often of the Steampunk or Magitek variety, to achieve ranged controlling effects similar to a wizard. They most likely have guns and bombs as primary weapons, and employ stationary and/or mobile machines on the battlefield.
Gunslinger: Aka "Sharpshooter". The Gunslinger is the wielder of firearms in a fantasy setting that has them, when guns aren't common enough to be in the hands of regular people (or, if they are in the hands of regular people, the gunslinger tends to use them with much greater effectiveness and panache). Usually functions as a ranged counterpart to the Samurai class, focusing entirely on their Weapon of Choice and being weak or useless at close range, but may also have some abilities from the Engineer and/or Alchemist (particularly if they build their own guns). Sometimes given a nerf or weakness in order to keep people playing the Ranger class (assuming it isn't merged with the Ranger class) - for instance guns might have lower damage or a slower rate of fire than bows, in exchange for longer range or the ability to pierce armor, or alternatively Gunslingers may lack versatility but have higher attack power or evasion compared to regular Rangers. Gunslinger and Ranger are the only classes likely to have Wild West motifs, though even then, they don't always have them.
Alchemist: Aka "Chemist", "Brewer", "Herbalist", "Merchant", "Biochemist", or "Geneticist". An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to the Alchemist's enemies. They often are also capable of making supportive items, Health Potion and food being most common.
Beastmaster: Aka "Pet Master", "Puppet Master", "Trainer", and "Puppeteer". Pet Masters specialize in controlling a powerful "pet" to fight by their side. The pet can be anything from a tamed animal to a summoned elemental to a constructed Golem, but usually it serves as a front-line melee combatant while the master hangs back to support it with healing, buffing and long-range attacks. In extreme cases the master does not take part in combat at all. If the pet is an animal then this class is often folded into Ranger or Nature Magician, and comes with the ability to control animals in general. If folded into Summoner then the character might have access to multiple pets, but only be able to use one at a time. Sometimes a Pet Master can ride their pet and function somewhat like a Cavalier, except that the pet does most of the fighting.
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