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D&D 5E What classes do you want added to 5e?

Tony Vargas

Legend
The Artificer is another class I'd love refined and presented as an effective pc class. This is the class that I didn't like in 4e, but darmed if I know how best to do it for 5e. 3rd made it a prep guy, but that's kind of boring.
Prep does lend itself to certain kinds of support, like buffing and damage mitigation, but we already have a capable primary-support archanist in the Bard. Aside from that or the closely-related 4e 'leader' version, you have a concept that specializes in making magic items in a game that assumes few or even no magic items. That's a quandary.

Book of 9 swords was a response for the broken spellcasters in 3rd. I'm not saying no, but show me the need for them.
Whether you find 5e neo-Vancian casters 'broken,' or just very complex and versatile, there's a surfeit of complex casters and what non-casters there are tend to be a lot simpler, with the handful of non-magical classes DPR focused and very simple indeed (down to the Champion). There's a lot of room for more depth, player agency, customizability, flexibility & versatility on the 'martial' side and Bo9S provided some of that to 3.5, so why not re-cycle some of them in 5e. The Warblade, for instance, could be a worthy successor to the 4e fighter, as well as to it's 3.5 roots. And it would complement the ...
Warlord: I've said my piece on Warlord on that thread. if you want my opinion, read that. In short, I'm pro warlord.

As Sub Classes/Paths:
Sha'ir: good gravy man - I want this one bad. Most likely a sorcerer or warlock subclass.

Spellfire Wielder: some sort of reskinned sorcerer could have potential if balanced with other classes.
Not really either of these, but they remind me of something:

One of the most-attempted concepts I've seen over the years (OK, decades) is the Elemental Mage. You could always do it by picking spells associated with an element, fire being the easiest, most of the time. But, you gave up a lot of flexibility without getting anything in return. We did finally get the HotEC Elemental Sorcerer, which was a very DPR-focused, relatively simple take.

And, coincidentally, another thing 5e lacks at present is a simple caster alternative. Want to use magic, but not learn bunches of spells and track slots, you're out of luck. If you want a last-airbender ki elementalist there's one monk build, but, that's still not exactly a carefree, simple class.

An Elementalist class could have a sub-class for each classic element, maybe plus wood & metal. Each could have a focused set of magical powers (and thematically related proficiencies) using its element without all the hassle of prepping & casting spells, tracking slots, optimizing a build or the like. Just blast things with fire, or lightning, or heal with the comforting power of water or protect with the solidity of earth & stone... and off you go.
 
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alright, I now want dnd unchained if nothing else for the ultimate troll:

it it's <insert page #s> includes
1. the warlord restored to it's proper glory and fully competitive with the cleric.
2. the book of 9 swords for those that want to make complex fighting types.
3. spellcasting rules as simplified as the champion fighter archetype was and a new spellcasting class: The spell slinger: with archtypes elementalist, sh'air and spellfire wielder.
4. a tinkerer class, for those whom like to win using SCIENCE! (and for those that poo poo tech in dnd, I have one word for you: Blackmoor).
5. for the first time in dnd history, the alchemist realized as a full class, as pathfinder figured out in one of their first releases.

and much, much more.

*********************
okay, whom twitched like Dreyfus looking at Clouseau :p.


Prep does lend itself to certain kinds of support, like buffing and damage mitigation, but we already have a capable primary-support archanist in the Bard. Aside from that or the closely-related 4e 'leader' version, you have a concept that specializes in making magic items in a game that assumes few or even no magic items. That's a quandary.

Best I was able to figure out something, was using build points per day and using talent/feats to tap these build points, so your character becomes macgyver.

(to see the meat and potatos of the design, see dark revelations: book of adventure, troubleshooter path).
 
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Tony Vargas

Legend
alright, I now want dnd unchained if nothing else for the ultimate troll:

it it's <insert page #s> includes
1. the warlord restored to it's proper glory and fully competitive with the cleric.
2. the book of 9 swords for those that want to make complex fighting types.
3. spellcasting rules as simplified as the champion fighter archetype was and a new spellcasting class: The spell slinger: with archtypes elementalist, sh'air and spellfire wielder.
4. a tinkerer class, for those whom like to win using SCIENCE! (and for those that poo poo tech in dnd, I have one word for you: Blackmoor).
5. for the first time in dnd history, the alchemist realized as a full class, as pathfinder figured out in one of their first releases.

and much, much more.

*********************
okay, whom twitched like Dreyfus looking at Clouseau :p.




Best I was able to figure out something, was using build points per day and using talent/feats to tap these build points, so your character becomes macgyver.

(to see the meat and potatos of the design, see dark revelations: book of adventure, troubleshooter path).
Oh, duh, or the Rune Scribe bit of using attunement.
 

Oh, duh, or the Rune Scribe bit of using attunement.

I like that :)

also another idea

you can make items, but when you use magic items, you can use them in innovated ways that just aren't available to the average user.

for example, you can use a flame tongue to spit fire as an area of effect out a certain # of times per day.

it would have to be a fairly universal list though and honestly 5e doesn't play well to fiddling with magic items. :(
 

molotdet

First Post
All I want are the rules for creating my own things so I can keep them balanced... as that is now the name of the game. if this was AD&D i would just balance a new class/sub-class by putting it on an alternate experience track... I cant do that anymore
 

Zilong

First Post
Yup, I agree with molotdet. While I would love to see an official hexblade/magus, it would probably be more feasible to get some official guidelines for creating a class. The new conversion material, nice as it is, doesn't help very much for class conversion/creation since the advice is basically "eh, just multiclass".
 

New classes are ones of I love more from D&D, better with new game mechanic like incarnum soulmelds, ki maneuvers and poses, elemental/shadow mysteries, truenames and vestige pacts,
 

Tony Vargas

Legend
All I want are the rules for creating my own things so I can keep them balanced...
Balance is something that happens in play, via 5e DM Empowerment. If you see one character dominating or one being overshadowed, you introduce situations where the dominant character can't contribute much or scenarios where the overshadowed one can shine, or simply rule in favor of the overshadowed character more often and against any character that dominates until the issues resolve. They don't need to balance in any systematic way, they just need to be different enough.

as that is now the name of the game. if this was AD&D i would just balance a new class/sub-class by putting it on an alternate experience track... I cant do that anymore
I suppose you could. Just take the existing exp chart and multiply it by a factor based on how OP or UP the class is - x1.5, x0.8, whatever - or get fancy and make it go through different levels at different rates, slower at low-level if front-loaded, for instance. But, I doubt it'd work any better...
 

molotdet

First Post
I suppose you could. Just take the existing exp chart and multiply it by a factor based on how OP or UP the class is - x1.5, x0.8, whatever - or get fancy and make it go through different levels at different rates, slower at low-level if front-loaded, for instance. But, I doubt it'd work any better...

As a 2nd Ed diehard I never really cared for 3rd edition much nor anything that followed. it is hard to find people who want to play earlier editions now-a-days besides the fact that I kind of like 5th edition so I would like to keep things within the frame work of the rules. Anyway... I had some 30 classes and 50 races crafted for my world. it was easy to do in 2nd because I could use level adjustments, percentage penalties, or alternate XP charts to balance the power level of more advanced races or more powerful classes. But, there are no rules for this type of stuff in 5th edition and I am not quite versed in the newer rules system. For a homebrew campaign this isnt really a big deal but as I want to try to market the setting I would like some hard and fast rules for such things. that being said, I can model most of the classes using subclasses but there are certain things that have no analog, especially races (as most of those are not atypical of DnD). Now while I could do all of this in Pathfinder, that system is just huge (in addition to the race creation rules seeming to be an afterthought... i.e they aren't balanced). Personally I dont have a problem with imbalance but most new players do.
 

Tony Vargas

Legend
I had some 30 classes and 50 races crafted for my world. it was easy to do in 2nd because I could use level adjustments, percentage penalties, or alternate XP charts to balance the power level of more advanced races or more powerful classes.
I did a couple of 2e classes - I guess 'easy' is relative. Easier than trying to come up with a hundred or so powers for a 4e, class, anyway. 5e classes seem to be more a matter of ballparking, and don't strike me as that much harder than the 2e guidelines, though I'd hate to try to bang out 30 of 'em.
But, there are no rules for this type of stuff in 5th edition ...
I think that's probably quite literally the case. That is, the designers don't have any sort of rules or guidelines they use when designing new classes. At least, it's hard to look at the existing classes and reverse-engineer anything like that they might've used.

For a homebrew campaign this isnt really a big deal but as I want to try to market the setting I would like some hard and fast rules for such things.
And an OGL, of course, to do it legally.
 
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