Skyrim Special Edition

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Robin959

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Class Request (157 comments)

  1. Robin959
    Robin959
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    Locked
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    For Requesting a new Class please use the following format

    Classname: Add Class name here

    Class Tier:
    - Tier 0: Classes with 5 Class Levels
    - Tier 1: Classes with 10 Class Levels
    - Tier 2: Classes with 15 Levels
    ...
    - Prestige Class: A Class the doesn't have Levels and can't be mastered. They only provided Bonuses while equipped.

    Prerequisite: Every Tier X Class should have at least one Tier X-1 Class as a Prerequisite, other possible Prerequisite are Player Level or having to finish specific Quest First. Also, a Class can have more Prerequisite listed than are needed, if that is the case please mark down stuff like "(2/3)" meaning from the 3 Prerequisites you only need to complete 2

    Exp Bonus: Amount and for which Skills a Bonus should be provided.
    Perks: A Base Perk that scales with the Class Level and at least one Perk for every 5 Class Levels.
    1. Robin959
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      Possible Examples:

      Classname: Harbinger

      Class Tier: Prestige

      Prerequisite: Fighter, Duellist, Barbarian, Knight, Scout (2/5) and Finished the Quest "Glory to the Death" (1/1)

      Exp Bonus: None
      Perks:

      • Deal 30% more damage against creature and Bandit enemies
      • Unarmed Damage is doubled (that will also doubled Werewolf Damage)
      • Once per day become invulnerable for 3 seconds


      or

      Classname: Necromance

      Class Tier:
      Tier 1

      Prerequisite: Mage

      Exp Bonus: +15% Conjuration Exp
      Perks:

      • Base Raised Undeath gain 2% more health and attack power per Class Level
      • On Level 5: While you have atleast one friendly Undead near you, Magicka Recovers 20% faster
      • On Level 10: Gain the raise Bone Collusus Spell (Spell Describtion here...)

  2. Bangtastic
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    Classname: Death Knight
    Class Tier: 2
    Prerequisite: Knight + Occultist
    EXP Bonus: +5% more Experience Gained In One-Handed, Two-Handed, Heavy Armor, Conjuration & Destruction

    Perks:


    • Level 1: Serve me!: Killing an enemy automatically reanimates the body. Can only happen every 20 minutes. Cooldown reduced by 1 minute per class level.      

    • Level 5: Frost specialisation: Your frost spells are 1% stronger, cost 1% less and slow the target by 2% per class level. Your other destruction spells (like fire and lightning) are 2% weaker and cost 2% more per class level.

    • Level 10: Your soul is mine! : Your Perk "Serve me!" now also automatically fills a soul gem.

    • Level 15: Death is cold: Your reanimated servants are immune to frost spells, but they take 25% more damage other spells.
    1. Robin959
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      Level 1: I personally don't like doing real-time cooldowns, so I would probably do something like the Battlemage that can trigger every 6 in-game hours. In general, feels way too powerful for a Level 1 perk

      Level 5: Probably would switch that with the Level 1 one and add the same bonus to reanimation spells that are added to frost

      Level 10: That should work, I guess

      Level 15: Making someone completely immune only work with perks, you can't really handle out Perks to Npc on runtime, not even with SPID (as far as I know), so best is giving them higher resistance (which is capped by 90%, I think)
    2. NobodyNobody666
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      I have to disagree with this and this should be tier 1. Death Knight has a different path on tier 2 and death knight's main focus is weapon enchantment, summon dead, and self-buff. It is great for undeath quest for death knights and necromancers. 
  3. Waddalian
    Waddalian
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    With a spirit steeled by the horrors of the deep and a body weathered by Dwarven fire and Draugr fury. The Delver fights an eternal war against the depths, plundering the ruins of civilisations past and exterminating the subterranean creatures that would mean Tamriel's destruction should they lay buried and lurking. The Delver will use any means necessary to ensure the surface-lands are safe from the dark underground, even if they die forgotten and lost to some void-spawned abomination.

    Class Name: Delver

    Class Tier: Prestige

    Prerequisite: Commoner, Burglar, Thief, Mage, Mystic, Warrior, Barbarian, Berserker and Finished the Quest "Blindsided" (1/1)

    Exp Bonus: +20% Lockpicking EXP, +20% One-Handed EXP, +10% Alteration EXP, +10% Illusion EXP

    Perks:

    • Into The Depths: Deal 50% more damage against Bears, Chaurus, Daedra, Draugr, Dwarven Automatons,  Falmer, Frostbite Spiders, Hagravens, Mages, Shades, Skeletons, Trolls and Vampires. Deal 25% more damage to enemies when indoors. Attack Speed and Movement Speed is increased by 25% when indoors.
    • Plunderer Extraordinaire: Carry Weight is increased by 300. Gain the 'Loot Chest' spell (an Alteration spell that costs 150 magicka to summon a chest wherever you are, items put in the chest can be resummoned). Increased chance of finding gold and magical items in containers. Locked containers are easier to lockpick.
    • Underlord: All spells cost 25% less Magicka to cast when indoors. All spells are 20% more powerful when cast indoors. Gain the 'Underlord' power (a power that grants Night Vision, +200 to Armour Rating and puts all nearby enemies (REGARDLESS OF LEVEL) into a frenzy)

    • Sun-Scarred: Deal 50% less damage when under sunlight. Deal 25% less damage when outdoors. Spells are 20% less powerful and cost 25% more Magicka when cast outdoors.
  4. seto1986
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    how do i u unlock cleric class
    1. KingstonPrince7
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      Hi! I'm the guy who designed the class! You have to master the priest class first, in the mod MCM you have to pick the priest class first, and mastering it by using restoration spells will unlock the cleric class by itself, you'll get a notification when that happens.

      I suggest you to enable the master notification, UI menu and the lesser power on the MCM, with this you'll get the class menu automatically after you level up your skills in the game (activating the perk trees menu). I also suggest you to use the settings loader add-on so you don't have to configurate your MCM in every new game.
    2. seto1986
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      i mastered the priest and warrior but im using the experience mod to if that matters
  5. andydieh
    andydieh
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    Classname: Madman/ Psycho/ Crackhead

    Class Tier: Tier 0

    Prerequisite: None

    Exp Bonus: +10% Melee Weapons


    Perks:

    Base: +5 stamina when hit.

    On Level 5: Gets +50 Health Magicka and Stamina if killed 24 humans in last 24 hours
    1. Greatmjones
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      should skooma or alcohol be a part of this?
  6. stevayoki
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    Class Name: Knight of the Nine

    Class Tier: 2

    Prerequisite: Knight and Paladin

    Exp Bonus: 5% Block, 10% Heavy Armor, 15% Restoration

    Perks:
    (Base): Dropping health below 20% grants you additional armor and magic resistance that scale with Class Level.
    (At level 5): Your melee attacks burn the target during daytime.
    (At level 10): Gain Divine Favor: Once per day, you can instantly heal an ally to full health, magicka, and stamina.
    (At level 15): Gain Divine Intervention: Once per day, revive you to full health, magicka, and stamina upon taking fatal damage.
  7. kcerdf123
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    Decided that this mod needs some love. One question though, is there a template that you used in order to implement the community classes, or was that all scripting? I want to make class packs for this mod and it looks modular enough.

    Classname: Soldier/Raptor

    Class Tier: Tier 2

    Prerequisite: Warrior, Knight

    Exp Bonus: +15% 1H Exp and +15% Heavy Armor Exp

    Perks:

    • Base: Weapon Guard: 10% damage reduction when attacking and followers gain a flat 5% damage reduction.
    • Level 5: Rally The Troops: All allies while near the Soldier gain a 100% health bonus and a small (2%, maybe 3%) damage boost.
    • Level 10: Pride Rush: Power attacks ignore 25% of a target's armor.
  8. arvenide
    arvenide
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    Classname: Berserker

    Class Tier: Tier 2

    Prerequisite: Barbarian

    Exp Bonus: +15% Experience on Two-handed and Heavy Armor

    Perks:

    • Base - Bloodlust: +3% Two-handed Weapon when you're below half health per class level

    • On Level 5 - Rampage: When equipped with Two-handed Weapon, attack speed is increased by 30% when you're below half health

    • On Level 10 - Furious: When equipped with Two-handed Weapon, movement speed is increased by 30% when you're below half health

    • On Level 15 - Berserk: Gain a new power called Berserk. You reduce your health to 20% of your max health, but you take 80% less damage from all sources. Can be toggled on and off
  9. buddi3000
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    Hi,

    i got the idea of a Daedra worthshipping class. either prestige or a lvl 15 class.

    Its prerequsistite is:
    2 or 3 of the daedric questlines (except Thieves guild)
    2 of the medium classes.

    Bonus:
    1 % attack and spell dmg per daedric quest
    bonuses if vampire or werewolf
    etc.
  10. AntaresLYA
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    What about a bit of love for our dear Geralt of Rivia?

    Class name: Witcher

    Class Tier: 2

    Prerequisites: Fighter

    While equipped:

    • +10% One-Handed, while left hand is empty
    • +5% Alchemy, Block and Light Armor

    Level 1: I carry two swords. They’re both for monsters.

    • Steel Sword: +2 damage / level vs. regular human-like enemies: humans, elves, orcs, etc.
    • Silver Sword: +2 damage / level vs. monster-like enemies: daedra, undead, vampires, werewolves, etc.

    Level 5: Trial of the Grasses

    • Immunity to diseases
    • Block arrows and bolts with 1H steel or silver sword, while left hand is empty

    Level 10: Trial of the Dreams

    • While crouching, get night vision

    Level 15: Trial of the Mountains
    Requirement: quest The Throat of the World completed

    • Attack speed increases +1.5% for every 5% missing stamina. Once stamina is drained, can not benefit from it until stamina is fully restored.
    • While crouching, get Detect Life

    Most of these are taken from Witcher Trials page of Witcher Wiki.
  11. CluelessCourier
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    Class: Artificer
    Tier: 1
    Prereq:
    Merchant Archetype and any other Archetype mastered.
    Exp Bonus: +15% EXP in all crafting skills.

    Base - Procure: Carrying capacity is increased by 20 per level, up to 200. More likely to find empty soul gems and scrolls in corpses.
    Level 5 - Optimize: Scrolls and staves are 1% stronger per level, up to 10%. Killing with a staff or enchanted weapon restores 200 charge to it.
    Level 10 - Infuse: Wielding a staff reduces incoming damage and improves whatever is in the other hand by 20%: spells are stronger, shields block better and weapons deal more damage.


    Gameplay: Let's be honest, crafting is powerful but improving it is tedious. This class is available as soon as level 21 and leveling is about to become harder. The EXP bonus only applies to three skills but eases the pain or mixing hundreds of potions, crafting millions of daggers and then enchanting them.

    Staves are also a really underwhelming item in vanilla so providing more viable means to use them is always cool. I personally enjoy Vokrii's overhaul on enchanting for that regard and this class would really benefit from it. However, I planned it as a general solution for how boring and bothersome playing a crafter is:
    * You need to find and fill soul gems -> Partially solved by improved loot chances. To fill them just enchant a dagger with Soul Trap.
    * Damn, my weapon is draining -> Kill some creature, anything. It is rather ridiculous that the 200 charge would apply even to a bunny. Perhaps make it 20 charge per creature's level like Enai's Atronach Stone?
    * You're hauling tons of crafting materials -> Solved with the increased carrying capacity.
    * Scrolls and staves deal low damage -> Gotcha covered. This won't make 'em viable but it helps.
    * Still, very little use for using a staff -> The capstone gives you some reason for it.

    I tried putting the most necessary QOL stuff in earlier stages and the more exciting stuff as a final treat. I'm open to suggestions .
    1. Robin959
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      It took me a while, I often started typing a responds but deleted it, because it sounded overly negative, so I tried my best, if it comes over badly I'm really sorry, that is not how I mean it, I have similar perks to this in some Classes Ideas, so it's not like I don't like the ideas, it's just I don't feel like it all fits together.

      Prereq: Merchant Archetype and any other Archetype mastered.
      Why merchant? That doesn't really fit with anything in the class, I would have understood Inquisitor because it already comes with a boost to Staves, but Merchant?

      Base - Procure: Carrying capacity is increased by 20 per level, up to 200. More likely to find empty soul gems and scrolls in corpses.
      That Perk doesn't really fit with the rest, why would a Class focused on fighting with Staves grant you a Carry weight bonus?

      Level 5 - Optimize: Scrolls and staves are 1% stronger per level, up to 10%. Killing with a staff or enchanted weapon restores 200 charge to it
      The main problem here is that it's really hard to figure out which weapon was used to kill an opponent (the best bet is to look up which animation was played to figure out which weapon was used, but then you need to be lucky and the animation has to still be running when the script triggers, so yeah, I don't know how to implement that. (and giving out charges when you kill something with a weapon in the other hand, is overpowered)

      Level 10 - Infuse: Wielding a staff reduces incoming damage and improves whatever is in the other hand by 20%: spells are
      stronger, shields block better and weapons deal more damage.
      That alone doesn#t make a Staff useful, instead of a small bonus to the stuff in the other hand you could just equip another Weapon/Spell in the second hand, which probably will deal more damage and don't have the drawback a stave has aka running out of charges.

      Okay; that sounded pretty negative again, sorry.

      Btw
      The EXP bonus only applies to three skills but eases the pain or mixing hundreds of potions, crafting millions of daggers and then enchanting them.
      It was pretty easy to level it back in the days, but that got patched out because people abused it to power level (not sure why that was a problem in a single-player game, but that how it was)

      In my opinion, crafting is really bad in Skyrim, without mods it is really tedious and not really rewarding for the most part, but once it#s mastered it's completely broken.  And that comes to the main problem with crafting Classes, namely, you can design them around vanilla then they will still be boring and break the system even more once you mastered them and got crafting high enough or you can design them around a mod, which I have tried to avoid with all the Classes so far.

      On staves, i have an Idea to make them more interesting and useful, but (if that ever will be finished) that will be a separate mod.
    2. CluelessCourier
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      Hey, no probs! I like discussing gameplay stuff so the feedback comes in handy.
      The idea of making a "crafting" class viable or fun is really hard. Perhaps that's the area of mods like Vokrii.
      But yeah, if you could make Staves or Scrolls as part of a class that'd be awesome.