One of the great advantages of establishing a standard progression for subclasses (abilities at level 3, 6, 10, and 14) is that in theory subclasses could be more flexible, and applied not only to the intended class but also used by others. Sure Life Clerics are the best healers, but what does it mean to have a Life Paladin or a Life Bard?
The purpose of this thread is to think about this. It won’t be for everyone – I get that (and if so , feel free to move on). But the questions I want to think about are:
1. What changes to the current (playtest) designs would be needed to make a given subclass flexible?
2. Do interesting builds emerge that might be fun to play, and are they not-obviously-underpowered?
3. Are there any combinations that are OP or otherwise “break” the game?
One way to think about this is to test the robustness of the subclasses as they are developing. And to think about how rulesets might interact.
A few initial assumptions:
- Since some of the abilities key of a resource pool from the primary class, we’ll grant access to a minimum of one use per long rest for classes without that ability. This does not grant the benefits of that ability, though.
- If an ability keys off of “cleric level”, then we’ll use the level of the class for which Life has become a subclass.
In the next post, I’ve put these in tiers of robustness/flexibility. Not necessarily power, fun potential, etc. I accept that none of the pairings are going to be as effective as they would with their intended class, but the discussion below suggests that it could remain a desirable choice for some players in any case.
I'd welcome your thoughts.
Best “new” combinations from my point of view:
- Life Bard.
- Thief Barbarian
- Hunter Druid