I think one of the flaws of 4e's design is that it made it very difficult to homebrew. If you wanted to create a custom class, you had to write out 30 levels of powers and a handful of paragon paths.
I don't want to sound too much of a sour note in what is otherwise a positive thread, but:
1. Classes are probably the most complex game elements in 4e. It really is quite easy to homebrew monsters, feats, powers, races, paragon paths and epic destinies.
2. If people are willing to re-use material (as seems to be currently happening with the 5e playtest - it doesn't look to me like people are creating new spells for the spell point wizard) even homebrewing a class becomes much simpler. For example, you could create a fighter-mage homebrew class by simply granting it access to fighter at-wills and wizard encounters and dailies (and perhaps a few more tweaks for balance).
3. Essentials has shown how class design can be further simplified. Instead of several encounter powers, you could just come up with three (or even one, used multiple times in an encounter) and scale up the effects with level. In theory, the same could be done for daily powers.
As an example, here's a simple class that I came up with in May 2009 (original post
here).
Now that I look back on it, I think it's interesting how similar it is to the Essentials slayer. With the advantage of having seen Essentials, if I were to write it up today, I'd be able to make it even simpler (by collapsing some of the related powers, for example).
[SBLOCK]This is the 4E class for anyone who feels overwhelmed by the power choices in 4E or constrained by 4E's power descriptions and just wants simple attacks that may be flavored however the player wants.
The Armsman
"I attack."
Class Traits
Role: Striker. You are able to make damaging attacks with your weapons. You also have high hit points and good armor, so you lean towards defender as a secondary role.
Power Source: Martial. You depend on your fighting skill and the occasional stroke of luck.
Key Abilities: Strength, Dexterity, Constitution.
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Athletics and Endurance. From the class skills list below, choose one more trained skill at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Streetwise (Cha)
Class Features: Armsman Weapon Talent, Background Skill, Combat Flexibility
An armsman is a competent warrior that functions well in melee and at range. He focuses on making simple but effective attacks.
Armsman Class Features
Armsman Weapon Talent
You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you use a power that has the weapon keyword. The bonus to damage rolls increases to +3 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 11th level, the bonus to damage rolls increases to +4, or +6 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 21st level, the bonus to damage rolls increases to +6, or +9 if you use a two-handed weapon or a versatile weapon wielded in two hands.
Background Skill
You gain training in one additional skill.
Combat Flexibility
You may expend an armsman encounter attack power to use any other armsman encounter attack power of lower level, even if it is one that you do not know.
Armsman Powers
Unlike most other classes, an armsman does not need to choose encounter, daily or utility powers because there is only a single power at each level. An armsman only needs to select two of the three at-will powers available to him at 1st level (a human armsman does not even need to make this choice). When an encounter or daily attack power allows an armsman to use an at-will armsman attack power, he may select an at-will armsman attack power that he does not know.
Most armsman powers allow you to use Strength instead of Dexterity for ranged attack rolls and damage rolls when you use a weapon with the heavy thrown property, and Dexterity instead of Strength for melee attack rolls and damage rolls when you use a light blade. This is indicated in the text of the powers.
Level 1 At-Will Exploits
Weapon Attack
Armsman Attack 1
You attack your opponent.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level.
Weapon Interference
Armsman Attack 1
Your attack interferes with your opponent's attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.
Weapon Trick
Armsman Attack 1
Your attack leaves your opponent less able to defend against your next attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade), and you gain a +2 bonus to the next attack roll you make against the target before the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 2[W] + Dexterity modifier damage (ranged or melee with light blade) at 21st level.
Level 1 Encounter Exploit
Power Surge
Armsman Attack 1
A surge of adrenaline allows you to hit hard.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage.
Level 1 Daily Exploit
Dazing Luck
Armsman Attack 1
A lucky hit hinders your opponent for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage and the target is dazed until the end of your next turn.
Level 2 Utility ExploitDart and Sprint
Armsman Utility 2
A surge of adrenaline allows you to move quickly.
Encounter * Martial
Minor Action
Personal
Effect: You may shift one square. You also gain a +2 bonus to your speed until the start of your next turn.
Level 3 Encounter ExploitSwift Surge
Armsman Attack 3
A surge of adrenaline allows you to make two quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One or two creatures
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), two attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.
Level 5 Daily Exploit
Lucky Graze
Armsman Attack 5
A lucky hit gets through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 4[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 4[W] + Dexterity modifier damage (ranged or melee with light blade).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.
Level 6 Utility Exploit
Combat Vigor
Armsman Utility 6
A surge of adrenaline grants you greater endurance.
Encounter * Martial
Minor Action
Personal
Effect: You gain temporary hit points equal to 5 + your Constitution modifier. If you are bloodied, the number of temporary hit points you gain equals 5 + half your level + your Constitution modifier instead.
Level 7 Encounter Exploit
Follow-Up Surge
Armsman Attack 7
A surge of adrenaline spurs you to follow up on a successful attack.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you may make a melee or ranged basic attack against the target.
Level 9 Daily Exploit
Devastating Luck
Armsman Attack 9
A lucky hit threatens a vulnerable spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.
Level 10 Utility Exploit
Combat Resilience
Armsman Utility 10
A surge of adrenaline allows you to recover more quickly.
Encounter * Martial
Minor Action
Personal
Effect: You gain a power bonus to all saving throws equal to your Constitution modifier until the start of your next turn.
Level 13 Encounter Exploit
Furious Surge
Armsman Attack 13
A surge of adrenaline allows you to hit harder.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage.
Level 15 Daily Exploit
Stunning Luck
Armsman Attack 15
A lucky hit leaves your opponent unable to act for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage and the target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.
Level 16 Utility Exploit
Combat Evasion
Armsman Utility 16
A surge of adrenaline allows you to reduce the effect of an attack.
Encounter * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. If the attack imposes an effect that a save can end, you may make an immediate saving throw against the effect.
Level 17 Encounter Exploit
Rapid Surge
Armsman Attack 17
A surge of adrenaline allows you to make three quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One, two or three creatures
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade), three attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 1[W] + Dexterity modifier damage (ranged or melee with light blade) per attack.
Level 19 Daily Exploit
Lucky Break
Armsman Attack 19
A lucky hit breaks through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee or ranged with heavy thrown weapon) or Dexterity vs. AC (ranged or melee with light blade)
Hit: 6[W] + Strength modifier damage (melee or ranged with heavy thrown weapon) or 6[W] + Dexterity modifier damage (ranged or melee with light blade).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.
Level 22 Utility Exploit
Lucky Dodge
Armsman Utility 22
A stroke of luck enables you to avoid an attack.
Daily * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: The attack misses.
Level 23 Encounter Exploit
Follow-Through Surge
Armsman Attack 23
A surge of adrenaline spurs you to follow through with a successful attack.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you may use the same armsman at-will attack power or another armsman at-will attack power against the target.
Level 25 Daily Exploit
Deadly Luck
Armsman Attack 25
A lucky hit threatens a vital spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 5[W] damage.
Level 27 Encounter Exploit
Destructive Surge
Armsman Attack 27
A surge of adrenaline allows you to hit even harder.
Encounter * Martial, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.
Level 29 Daily Exploit
Incapacitating Luck
Armsman Attack 29
A lucky hit leaves your opponent helpless for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage and the target is unconscious until the end of your next turn or until it takes damage. Aftereffect: The target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.
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