TOS You Can Build In Dungeons & Dragons (And How To Do It)
Before anything else, it’s important to acknowledge that a Star Trek tabletop game does exist. However, it’s unfortunately not as accessible for a wide audience as 5e has proven to be. As Honor Among Thieves is the first tabletop-based movie in a long while, it’s already telling just how much more popular the tabletop game is.
Thankfully, Star Trek characters aren’t difficult to flavor for the world of Dungeons and Dragonsanyway. At their core, they are a crew of highly talented individuals on a ship looking for new frontiers. Just with a more magical twist.
Captain Kirk – Swashbuckler Rogue 20
Captain James Tiberius Kirk is the leader of the Enterprise, a talented yet lighthearted patriarch to his men. He’s a talented hand-to-hand combatant, but his wits and swagger are often what get him in danger. In this respect, 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 headstrong strategies. Panache is his capacity to trip up his foes in dialogue. Elegant Maneuver and Master Duelist are just more ways for Kirk to overcome foes with tactics. Captain Kirk is as human as it gets, so he would have to be a Regular Human, gifted with balanced ASIs.
First Officer Spock – Open Hand Monk 20
Spock is the ever-logical and highly competent right-hand man of Captain Kirk. His half-Vulcan physiology has given him traits that make him superhuman. To represent these physiological differences, a half-elf monk is a good stand-in for half-Vulcan. As for feats, Skill Expert should be taken to represent Spock’s intelligence. Expertise should be put towards Investigation and proficiencies in Arcana and History.
Open Hand is the best subclass, seeing as “nerve manipulation” might as well be “ki manipulation.” Open Hand Technique is clearly just a more aggressive version of the iconic neck pinch. “Wholeness of Body” is an extension of the Vulcans’ superior musculature. The same goes for all the body-related benefits that Monks have such as Diamond Soul. “Tongue of Sun and Moon” is a good way to sneak in his psychic abilities.
Doctor McCoy – Life Cleric 20
Doctor McCoy is the emotional opposite of Spock, and has an appreciation for life that exceeds anybody else’s on the crew. While McCoy is a technical pacifist, he is not foolish 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 put towards getting Wisdom and Charisma up first. The feat Inspiring Leader is a rather handy one for adding survivability to a party.
Lt. Commander “Scotty” – Battle Smith Artificer 20
Scotty is the aloof yet always dependable engineer of the Enterprise. The closest analog to engineers in the fantasy world of Dungeons and Dragons would certainly be Battle Smith Artificer. To be more “cute,” Scotty’s Steel Defender could be flavored as a miniature floating version of the Enterprise, albeit with more setting-appropriate designs.
Any upgrades or features that the Enterprise has such as its defense systems, and navigational capabilities, of them can now be flavored to apply to the mini Enterprise. Not only is it a cheeky little companion, but it’s also genuinely useful in and out of battle. Also, Flash of Genius is the perfect fit as it reflects how every Scotty episode ends.
Lt. Nyota Uhura – Eloquence Bard 20
Lt. Nyota Uhura is the Enterprise’s communications officer and is always present for any diplomatic missions. Although she isn’t nearly as utilized in the series as she could have been, Uhura nevertheless proves her mettle when she does get off the bridge. Her skills are obviously geared toward diplomacy and communications.
Eloquence Bard is the perfect subclass for this. Silver Tongue, Unsettling Words, and Unfailing Inspiration showcase her gift of the gab. Universal Speech reflects her linguistic side and ensures no misunderstandings are made. Infectious Inspiration could be flavored as her singing, giving hope to the crew even when times seem tough.
Lt. Hikaru Sulu – Swords Bard 20
Lt. Hikaru Sulu is the helmsman of the Enterprise and is a true jack-of-all-trades. When one of the crewmembers is inexplicably absent, Sulu is often there to take command. He has several talents, and unlike Kirk, is charismatic enough to actually stay in a happily married couple with his wife. When push comes to shove, however, Sulu proves himself a skilled combatant.
Swords Bard perfectly represents Sulu’s skills. Jack of All Trades is self-explanatory, making Sulu competent across the board. His preferred sword, the epee, fits the Dueling Fighting Style gained at the 3rd level. Blade Flourish, Extra Attack, and Master’s Flourish are just him showing off his skills. As for spellcasting, Divination spells would fit Sulu’s uncanny knowledge of many topics.
Khan – Berserker Barbarian 20
Khan is a foe so terrifying that even when a century has passed, Starfleet considers him their greatest threat. He is singlehandedly responsible for the outright ban on transhumanism in the otherwise open-minded Federation. Khan, after a century of torment, is a single-minded muscular beacon of rage. The Path of the Berserker evokes that same terror.
Frenzy showcases his boisterous and destructive fighting, without a care for his own wellbeing. The exhaustion afterward also reflects his weakness, as, without his rage, Khan is a broken and tired man. Mindless Rage showcases his complete unwillingness to parlay with Starfleet. Intimidating Presence is self-explanatory. As for race and feats, Variant Human with the Grappler and “Tavern Brawler” feats reflect his genetically modified might.
Commander Kor – Samurai Fighter 20
Commander Kor may have only appeared in a few episodes, but he would be the first significant Klingon to grace the screens of humanity. It was Commander Kor who established the noble yet 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 with unsubtle threats.
Samurai is the quintessential representation of Klingons. They are implacable fighters who nevertheless show shades of elegance. Fighting Spirit showcases their headstrong ways and martial prowess. Elegant Courtier reflects Commander Kor’s diplomatic skills, even if said skills are done with a metaphorical knife to his enemy’s throat. Tireless Spirit, Rapid Strike, and Strength Before Death showcase the aggression and stubbornness of the Klingons.
Lt. Commander Gary Mitchell – Aberrant Mind Sorcerer 20
Although Lt. Gary Mitchell only appears in a single episode, it also happens to be the very first in Star Trek’s long history. Formerly the best friend of Captain Kirk, Gary Mitchell found himself exposed to the galactic barrier. The negative energy stored within soon turned Gary Mitchell into a powerful psionic, and unfortunately, the power shattered his mind.
Aberrant Mind Sorcerer is a one-to-one fit for this one-off villain. Psionic Sorcerery, Telepathic Speech, Psychic Defense, and Revelation in the Flesh are all abilities that Gary gained in his egomaniacal power trip. Warping Implosion reflects the complete instability of his newfound powers. Of course, since Gary was still beaten by rocks, the Sorcerer’s naturally low health also reflects this.
The Gorn Captain – Totem Barbarian 20
Arguably the only foe of Captain Kirk that could be as iconic as Khan, the Gorn Captain was a showcase of how miscommunication kills. The seemingly mindless monster is actually nothing more than a leader who fears for the safety of his own people. Still, the Gorn Captain is most known for their physical might, especially over humans. Obviously, the Gorn Captain’s race is Lizardfolk.
Totem Barbarian pretty much covers the rest of the Gorn’s physical superiority. On 3rd level, Bear should be taken for the damage resistances. On the 6th level, Bear once again reflects their massive strength. On the 14th level, however, Wolf should be taken as it allows the Gorn captain to knock creatures of Large or smaller with a bonus melee weapon attack.
MORE: 20 Best Star Trek The Original Series Episodes To Rewatch