steeldragons
Steeliest of the dragons
Here's what I've seen all around here and extrapolated to come up with. It does seem that the "all classes that appeared in a 1st PHB" is being adhered to, if not entirely in the ways we might all have been thinking over the passed year or so...
So without further ado [about nothing], I present for your viewing pleasure, and undoubtedly dazzling comments,
Steel Dragons' ABSOLUTELY DEFINITIVE [and completely hypothetical] CLASS LIST FOR D&D 5e!
Warrior Classes: The Fighter. The "default"/"basic game" warrior class. Trick him/her out with your choice of 8 Combat Styles including, but not limited to: Archer, Gladiator, Knight and Slayer.
The Barbarian. A "sub-class" of the Warrior. Trick him/her out with your choice of 3 Totems.
--Barbarian -Bear Totem (standard Berserker/Rager)
--Barbarian -Lion Totem (more Dex/speed based)
--Barbarian -Raven Totem ("Shamanic/Spirit" powers, minor access to some druidic magics?)
The Paladin. A "sub-class" of the Warrior. Trick him/her out with your choice of 3 Oaths.
--Paladin -Sun Oath (the traditional LG Paladin)
--Warden -Moon Oath (the N nature-y Paladin)
--Blackguard -Darkness Oath (the LE "anti-paladin")
The Ranger. A "subclass" of the Warrior. Trick him/her out with your choice of 3 Lodges.
--Ranger -Hunter Lodge (skills and bonuses based on favored enemies)
--Ranger -Nature Lodge (access to druid spells and abilities)
--Ranger -Guardian Lodge (skills and bonuses based on terrain)
Mage Classes: The Wizard. The "default"/"basic game" Mage class. Trick him/her out with your choice of 8 Traditions including, but not limited to: Enchanter, Evoker, Illusionist and Necromancer.
The Psion. A "sub-class" of the Mage. Trick him/her out with your choice of 3 Disciplines.
--Telepath -Telepathy Discipline
--Kinetic -Telekinetics Discipline
--Seer -Clairvoyance Discipline
The Sorcerer. A "sub-class" of the Mage. Trick him/her out with your choice of 3 Origins.
--Sorcerer -Dragon Origin
--Sorcerer -Faye Origin
--Sorcerer -Elemental Origin
The Warlock. A "subclass" of the Mage. Trick him/her out with your choice of 3 Pacts.
--Warlock -Devil Pact
--Warlock -Faye Pact
--Warlock -Horror Pact
Rogue Classes: The Thief. The "default"/"basic game" rogue class. Trick him/her out with your choice of 8 Schemes including, but not limited to: Charlatan, Thug and Trickster.
The Assassin. A "sub-class" of the Rogue. Trick him/her out with your choice of 3 Guilds.
--Assassin -Espionage Guild
--Assassin -Nightshade Guild (poison specialists)
--Assassin -Shadow Guild (acrobatics/ninja stuff and eventual "shadow magic" powers)
The Bard. A "sub-class" of the Rogue. Trick him/her out with your choice of 3 Colleges.
--Loremaster -Sage College (improved magic/spell ability and lore skills)
--Warlord -Skald College (improved inspiration and combat skill)
--Spellsword -Bladesinger College (the essential "gish" character)
Priest Classes: The Cleric. The "default"/"basic game" priest class. Trick him/her out with your choice of 8 Domains including, but not limited to: Light, Storm, Knowledge, and Healing.
The Druid. A "sub-class" of the Priest. Trick him/her out with your choice of 3 Circles.
--Druid -Oak Circle (extra magicky/spell specialist)
--Druid -Moon Circle (shapeshifting specialist)
--Beastmaster -Stag Circle (animal companions/summoning)
The Monk. A "sub-class" of the Priest. Trick him/her out with your choice of 3 Orders.
--Monk -Dragon Order (the extra special martial artist, different attacks and skills)
--Monk -Pearl Order (the chi powers/psionic monk)
--Monk -Tiger Order (more strength/warrior oriented, different attacks and skills)
There ya go. Everything from your B/X Fighters and Thieves to 2e specialist Mages and specialty Clerics, your 3e wildshaping Druids and Sorcerers to 4e Warlords, Warlocks and shadow-walking Assassins [oh my!]...Psionics and Monks and Bards...even a Spirit-Shamany type Barbarian for cryin' out loud!
How's this set with everybody? Who's not getting something they want with this?
So without further ado [about nothing], I present for your viewing pleasure, and undoubtedly dazzling comments,
Steel Dragons' ABSOLUTELY DEFINITIVE [and completely hypothetical] CLASS LIST FOR D&D 5e!
Warrior Classes: The Fighter. The "default"/"basic game" warrior class. Trick him/her out with your choice of 8 Combat Styles including, but not limited to: Archer, Gladiator, Knight and Slayer.
The Barbarian. A "sub-class" of the Warrior. Trick him/her out with your choice of 3 Totems.
--Barbarian -Bear Totem (standard Berserker/Rager)
--Barbarian -Lion Totem (more Dex/speed based)
--Barbarian -Raven Totem ("Shamanic/Spirit" powers, minor access to some druidic magics?)
The Paladin. A "sub-class" of the Warrior. Trick him/her out with your choice of 3 Oaths.
--Paladin -Sun Oath (the traditional LG Paladin)
--Warden -Moon Oath (the N nature-y Paladin)
--Blackguard -Darkness Oath (the LE "anti-paladin")
The Ranger. A "subclass" of the Warrior. Trick him/her out with your choice of 3 Lodges.
--Ranger -Hunter Lodge (skills and bonuses based on favored enemies)
--Ranger -Nature Lodge (access to druid spells and abilities)
--Ranger -Guardian Lodge (skills and bonuses based on terrain)
Mage Classes: The Wizard. The "default"/"basic game" Mage class. Trick him/her out with your choice of 8 Traditions including, but not limited to: Enchanter, Evoker, Illusionist and Necromancer.
The Psion. A "sub-class" of the Mage. Trick him/her out with your choice of 3 Disciplines.
--Telepath -Telepathy Discipline
--Kinetic -Telekinetics Discipline
--Seer -Clairvoyance Discipline
The Sorcerer. A "sub-class" of the Mage. Trick him/her out with your choice of 3 Origins.
--Sorcerer -Dragon Origin
--Sorcerer -Faye Origin
--Sorcerer -Elemental Origin
The Warlock. A "subclass" of the Mage. Trick him/her out with your choice of 3 Pacts.
--Warlock -Devil Pact
--Warlock -Faye Pact
--Warlock -Horror Pact
Rogue Classes: The Thief. The "default"/"basic game" rogue class. Trick him/her out with your choice of 8 Schemes including, but not limited to: Charlatan, Thug and Trickster.
The Assassin. A "sub-class" of the Rogue. Trick him/her out with your choice of 3 Guilds.
--Assassin -Espionage Guild
--Assassin -Nightshade Guild (poison specialists)
--Assassin -Shadow Guild (acrobatics/ninja stuff and eventual "shadow magic" powers)
The Bard. A "sub-class" of the Rogue. Trick him/her out with your choice of 3 Colleges.
--Loremaster -Sage College (improved magic/spell ability and lore skills)
--Warlord -Skald College (improved inspiration and combat skill)
--Spellsword -Bladesinger College (the essential "gish" character)
Priest Classes: The Cleric. The "default"/"basic game" priest class. Trick him/her out with your choice of 8 Domains including, but not limited to: Light, Storm, Knowledge, and Healing.
The Druid. A "sub-class" of the Priest. Trick him/her out with your choice of 3 Circles.
--Druid -Oak Circle (extra magicky/spell specialist)
--Druid -Moon Circle (shapeshifting specialist)
--Beastmaster -Stag Circle (animal companions/summoning)
The Monk. A "sub-class" of the Priest. Trick him/her out with your choice of 3 Orders.
--Monk -Dragon Order (the extra special martial artist, different attacks and skills)
--Monk -Pearl Order (the chi powers/psionic monk)
--Monk -Tiger Order (more strength/warrior oriented, different attacks and skills)
There ya go. Everything from your B/X Fighters and Thieves to 2e specialist Mages and specialty Clerics, your 3e wildshaping Druids and Sorcerers to 4e Warlords, Warlocks and shadow-walking Assassins [oh my!]...Psionics and Monks and Bards...even a Spirit-Shamany type Barbarian for cryin' out loud!
How's this set with everybody? Who's not getting something they want with this?