10 Star Trek: TOS Characters You Can Make In D&D (And How To) | Pretty Reel

First and foremost, it’s important to acknowledge that a Star Trek tabletop game exists. However, it is unfortunately not as accessible to a wide audience as 5e turned out to be. As Honor Among Thieves is the first tabletop movie in a long time, it already shows how much more popular the tabletop game is.

Luckily, Star Trek characters aren’t hard to season for the world of Dungeons & Dragons anyway. At their core, they’re a crew of highly talented individuals on a ship in search of new frontiers. Just with a more magical touch.

Captain Kirk – Swashbuckler Rogue 20

Captain James Tiberius Kirk is the Enterprise’s leader, a talented but lighthearted patriarch to his men. He’s a talented hand-to-hand combatant, but it’s often his intelligence and swagger that put him in danger. In this regard, the Swashbuckler Rogue perfectly represents his charisma and martial talent. Expertise would obviously be geared towards persuasion and insight.

Fancy Footwork represents Kirk’s agility against stronger opponents. Rakish Audacity represents his confidence and stubborn strategies. Panache is his ability to trip up enemies in dialogue. Elegant Maneuver and Master Duelist are just additional ways for Kirk to defeat his enemies with tactics. Captain Kirk is as human as it gets, so he should be a regular human, with balanced ASIs.

First Officer Spock – Open Hand Monk 20

Spock is Captain Kirk’s always logical and highly capable right-hand man. His half-Vulcan physiology has given him traits that make him superhuman. To represent these physiological differences, a half-elf monk is a good substitute for a half-vulcan. When it comes to feats, Skill Expert should be seen as representing Spock’s intelligence. Expertise must be oriented towards investigation and mastery of mysteries and history.

Open Hand is the best subclass, because “nerve manipulation” might as well be “ki manipulation”. The open hand technique is clearly just a more aggressive version of the iconic neck pinch. The “whole body” is an extension of the upper Vulcan musculature. The same goes for all the body-related perks Monks get, such as Diamond Soul. “Tongue of Sun and Moon” is a good way to sneak into his psychic abilities.

Doctor McCoy – Life Cleric 20

Doctor McCoy is Spock’s emotional opposite and has an appreciation for life that surpasses that of anyone else on the crew. Although McCoy is a technical pacifist, he’s not crazy enough to refrain from defending himself. With his healing skills and an assortment of medical tools, McCoy is ready to save lives on the battlefield.

Life Cleric is the best support class for such a role. Disciple of Life, Preserve Life, Blessed Healer, and Supreme Healing make perfect sense for the compassionate McCoy. Various non-lethal enchantment spells such as Calm Emotions and Hold Person should be a priority. ASIs should be set up to get Wisdom and Charisma first. The Inspiring Leader feat is pretty handy for adding survivability to a party.

Lieutenant Commander “Scotty” – Battle Smith Artificer 20

Scotty is the Enterprise’s aloof but ever-reliable engineer. The closest analog to Engineers in the fantasy world of Dungeons & Dragons would certainly be Battle Smith Artificer. To be more “cute”, Scotty’s Steel Defender could be seasoned as a miniature floating version of the Enterprise, but with more frame-friendly designs.

Any upgrades or features the Enterprise has, such as its defense systems and navigation capabilities, can now be adapted to apply to the mini Enterprise. Not only is he a cheeky little companion, he’s also really useful in and out of battle. Plus, Flash of Genius is the perfect fit as it mirrors the ending of every Scotty episode.

Lieutenant Nyota Uhura – Bard of Eloquence 20

Lieutenant Nyota Uhura is the Enterprise’s communications officer and is always present for all diplomatic missions. Although not as used in the series as she could have been, Uhura nevertheless proves her courage when she steps down from the bridge. His skills are obviously oriented towards diplomacy and communications.

Eloquence Bard is the perfect subclass for this. Silver Tongue, Unsettling Words and Unfailing Inspiration showcase his gift of chatter. Universal Speech reflects its linguistic side and ensures that no misunderstandings occur. Infectious Inspiration could be seasoned like its song, giving the crew hope even when times seem tough.

Lieutenant Hikaru Sulu – Sword Barding 20

Lieutenant Hikaru Sulu is the helmsman of the Enterprise and is a real jack-of-all-trades. When one of the crew is inexplicably absent, Sulu is often there to take command. He is multi-talented and, unlike Kirk, is charismatic enough to stay happily married to his wife. When the going gets tough, however, Sulu proves to be a skilled fighter.

Swords Bard perfectly represents Sulu’s skills. Jack of All Trades is self-explanatory, which makes Sulu competent on all counts. His favorite sword, the Sword, matches the dueling style learned at level 3. Blade Flourish, Extra Attack, and Master’s Flourish just show off his skills. When it comes to spellcasting, divination spells would match Sulu’s uncanny knowledge of many subjects.

Khan – Barbarian Berserker 20

Khan is such a terrifying enemy that even after a century, Starfleet considers him their greatest threat. He is single-handedly responsible for outright banning transhumanism in the otherwise open-minded Federation. Khan, after a century of torment, is a muscular and determined beacon of rage. The Path of the Berserker evokes this same terror.

Frenzy presents its loud and destructive fights, with no regard for its own well-being. The exhaustion that follows also reflects his weakness, for without his rage Khan is a broken and weary man. Mindless Rage shows its complete reluctance to discuss with Starfleet. Intimidating Presence is self-explanatory. In terms of race and feats, the Variant Human with the Grappler and ‘Tavern Brawler’ feats reflect his genetically modified power.

Commander Kor – Samurai Fighter 20

Commander Kor may only have appeared in a few episodes, but he would be the first major Klingon to grace humanity’s screens. It was Commander Kor who established the noble but utterly brutal culture of the Klingons. Even when Kor has Kirk at his mercy, he still holds him with all the grace and politeness of a host. Of course, all veiled in subtle threats.

The samurai is the quintessential representation of the Klingons. They are relentless fighters who nevertheless show shades of elegance. Fighting Spirit showcases their headstrong ways and martial prowess. Elegant Courtier mirrors Commander Kor’s diplomatic skills, even if those skills are performed with a metaphorical knife to his enemy’s throat. Tireless Spirit, Swift Strike, and Strength Before Death show Klingon aggression and stubbornness.

Lieutenant Commander Gary Mitchell – Aberrant Mind Sorcerer 20

Although Lt. Gary Mitchell only appears in one episode, it also happens to be the very first in Star Trek’s long history. Once Captain Kirk’s best friend, Gary Mitchell found himself exposed to the galactic barrier. The negative energy stored within quickly transformed Gary Mitchell into a powerful psionic, and sadly, the power shattered his spirit.

Aberrant Mind Sorcerer is an individual fit for this unique villain. Psionic sorcery, telepathic speech, psychic defense, and revelation in the flesh are all abilities that Gary acquired on his journey of self-centered power. Warping Implosion mirrors the complete instability of his new powers. Of course, since Gary was always beaten by rocks, the wizard’s naturally low health reflects that as well.

Captain Gorn – Barbarian Totem 20

Arguably the only enemy of Captain Kirk who could be as iconic as Khan, Captain Gorn was a showcase of how miscommunication kills. The seemingly stupid monster is actually nothing more than a leader who fears for the safety of his own people. Yet Captain Gorn is best known for his physical power, especially over humans. Obviously, Captain Gorn’s race is Lizard.

Totem Barbarian pretty much covers the rest of the Gorn’s physical superiority. At level 3, Bear should be taken for damage resistances. At 6th level, Bear once again reflects their massive strength. At 14th level, however, Wolf should be taken because it allows Captain Gorn to hit Large or smaller creatures with a bonus melee weapon attack.

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10 Star Trek: TOS Characters You Can Make In D&D (And How To) | Pretty Reel


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