Motif classes fill a design space comparable to prestige classes and synergy feats: taking character archetypes and concepts that don’t exist yet, or that aren’t otherwise possible or viable through normal multiclassing, and providing narrative and mechanical options for making such a character (without building an entirely new class from scratch). Unlike other options, motif classes provide characters with these unique, creative opportunities as early as level one and automatically preserve the normal power curve of classes (such as granting martials Extra Attack at level 5).
Motif classes blend together existing classes (referred to as “base” classes), mixing or providing new takes on existing features, as well as providing entirely new features, all to allow players to make characters that fit themes and concepts not otherwise available from level one.
However, motif classes are not full classes: a character may only take up to eight levels in a motif class and then must multiclass into a normal class. In this way, a motif class is like a reverse prestige class.
Unlike prestige classes (which usually fit too general a role to do this), motif classes may include multiclassing guidelines that allow the motif class to flow into its base classes without missing a beat, making each feel like an extension of the other. However, players are not required to multiclass their characters from a motif class into one of its base classes; they may multiclass their character into any normal class, following the normal rules.
Motif classes follow rules that do not apply to normal classes.
A character may never have levels in more than one motif class. Motif classes are intended to represent a special aspect of the character.
Most Motif classes have two designated “base” classes. After taking one level in a motif class, a character may not take any levels (or any more levels) in either base class until she has taken at least 5 levels in her motif class. She may still multiclass into other classes following the normal rules
- Motif Class into Base Class: When a character is able to multiclass from a motif class into one of its base classes, she is not required to meet the multiclassing prerequisites for either base class. However, she also does not gain any tool, weapon, or armor proficiencies, nor does she gain any skill proficiencies.
- Base Class into Motif Class: If a character chooses to multiclass from a normal class into a motif class, she must meet all prerequisites for the motif class, even if she already has levels in one or both of the motif class’s base classes. In this instance, she does gain new tool, weapon, or armor proficiencies, or skill proficiencies, if provided by the motif class.
A motif class counts as either of its base classes for the purpose of meeting prerequisites that don’t have a level requirement. For example, if a magic item required its wielder to be an adept for attunement, any motif class with adept as one of its base classes meets that prerequisite.
A motif class counts as any of its base classes for the purpose of meeting prerequisites that do have a class level requirement, but only half of the character’s levels in the motif class, rounded down, may be applied. For example, if a magic item required its wielder to be a level three adept for attunement, a character must have at least six levels in a motif class with adept as one of its base classes to meet the same prerequisite. •
- Class Abilities: As an exception tothis rule, when a motif class borrows class features from a base class (most commonly exploration features), levels in the motif class fully count toward meeting level prerequisites to choose a feature and stack with existing levels in either base class. This is usually noted in the motif class itself, most often in the Multiclassing section.
- Synergy Feats: Motif classes modify base class features, which may cause certain synergy feats to not work as intended when a motif class is used to meet the prerequisites. As such, synergy feats are not recommended for use with motif classes, but creative players (working together with their narrators) can sometimes make such combinations work.
- No Double Dipping: A motif class may not count as both of its base classes simultaneously to meet a prerequisite. For example, if a magic item required its wielder to be an adept and a bard for attunement, a character with a motif class with both adept and bard does not count as meeting this prerequisite. To meet this prerequisite, this character must have at least one level in adept or bard, and then the motif class would meet the other half of the prerequisite.
In addition to the above rules, the following guidelines were used to create the motif classes present in this book:
- Motif classes are intended to create a concept not currently represented by existing classes, archetypes, or synergy feats. A motif class should have two classes as base classes.
- Motif classes are intended to be playable from level one. Motif classes are intended to not have more than eight levels or less than five and not to have archetypes.
- Motif classes should not grant all the features of two classes at every level. Motif classes should feature appropriate levels of power and numbers of class features at any given level, keeping in mind the normal power growth of Level Up.
- Motif classes may use existing features already present on one of their base classes, modify existing features, blend two features together to create a new one, or provide an entirely new feature that fits the theme or concept.
- As with all classes, motif classes should include features that address each of Level Up’s pillars of play: Combat, Social, Exploration.
- It is recommended that the final feature of a motif class be a choice of two options, each of which build on the motif class and one of its base classes. However, this is not always necessary.
- Motif classes should include multiclassing rules that describe how the motif class’s features blend with the base class’s features to make them extensions of each other.