Classes
I'll take each class more or less individually from here, and cover campaign acceptable subclasses, if any.
Artificer:
Alchemists are support staff, and the goal here is a party of more or less front line troops and artillery. Healing/support ability is secondary. Alchemists don't fit the bill.
Artillerists are a hard sell, but not impossible with the right collection of spells and infusions. They are too short ranged for ship-to-ship, and a bit iffy in close quarters fighting on shipboard, but can be handy if this is addressed.
Armorer and Battlesmith are fairly ideal, of course, especially Battlesmith.
Carpentry is a major plus, of course, for shipboard repairs. Any artificer will be expected to be able to do this, and possible sail repairs (weaving)
Barbarians
There just really aren't any in space, except for may a few isolated Rock Hopping halfling tribes too far form any major port for trade for too long. They are beyond the scope of this campaign, but would be limited to berserkers and ancestor worshipers.
Bard
They are everywhere. You can't escape them. Militant sorts, like Valor or Sword bards are quite acceptable. Mind manipulators and Feywild oriented sorts are not going to be seen as useful. The areas in between depend on what else is being put forward by other players. Sages are handy, for instance, but in small numbers.
Cleric
Of Celestian, of course, which means Twilight or Knowledge
Druids
In spite of the clerical presence, Druids are welcome. Well, some are.
-Star Circle druid are the default Space druid, similar to Land Circles on planets.
-Moon Circle metamorphs could well be handy, but there is a lack of animal life to learn in space, and most fly, so even Moon circle druids take awhile before combat shapes are viable.
-Wildfire druids aren't necessarily "cleansing by fire" sorts. They may just be fascinated with the Nature of Fire Bodies. In fact, a Fire Genasi Druid in space is likely Wildfire.
Fighter
The Patrons aren't looking for duelists, they're looking for soldiers and those capable of fighting groups.
Good Choices:
-Eldritch Knight is almost a cliche for a fighter in space.
-Psi Warrior: Common with the githyanki, and commonly opposed to Far Realm sorts. Fromthe fight-fire-with-fire school of thought.
Bad choices:
-Battle master: he's a bit on the fancy side. That works well one-on-one, but not one-on-horde.
-Cavalier: he needs a horse to shine.
-Rune Knight: not really the sort of magic used in space. Forge centered sorts are dangerous where air supply is limited, so they aren't really trained. They are also Giant centric, which is another rarity in space.
Monk
There are lots of monks on a planet, but space, large as it is, is small in population, so it have limited teachers.
-Elemental Path Monks: the default in Sol System, with a dojo on Barney's Rock. They can actually man a Helm, which is what makes them popular.
-Astral Path Monks: Githyanki trained psionic monks.
-Mercy Path Monks: Celestian Church trained monks.
Paladins
The only paladins that will be considered will be Celestian's, or a Gem Dragonborn. Any other sort is too much of an outsider, and would have too many masters.
In both these cases, the Paladin would be a Watcher Oath.
Ranger
The best choice is Horizon walker, of course. The only bad choices are tied too closely to the Feywild.
Tasha's options will be used to remove terrain specialties, as they don't apply in space. They may be used for some other ranger abilities, but need not be.
A dragonborn ranger may be a Drakewarden (a variant Beastmaster), but it's by no means required (they may NOT be a Beastmaster, however).
Rogue:
A Soulknife would be ideal to the recruiters, but any subclass that has an easy melee Sneak Attack is fine. In crowded conditions this is every rogue, of course, but, mostly, it makes Swashbucklers and Phantoms their second choices.
Sorcerer
Aberrant mind is the preferred Psi sorcerer, and the default for Gem Dragnborn (There are no Gem stats for draconic sorcerers), but Shadow and Divine could work, as well.
Warlock:
The only Warlocks acceptable to the recruiters are So-Lar's. And only one of them.
Wizard
You wouldn't think there was a bad choice, here, but a couple of specialties, such as Diviner, just aren't combat ready enough for the recruiters. They are going to avoid: Divination, Illusion, and necromancy specialties. The rest, even Order of Scribes, works for them.
This message was last edited by the GM at 19:09, Wed 04 Oct 2023.