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D&D 5E What single new class would you like to see?

I'll put in a vote for Artificer as well. Hopefully, it is one flexible enough to be able to model a bunch of different concepts: alchemist, magic item forger, runesmith, steampunk inventor etc.
 

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Tinker-TDC

Explorer
One idea I haven't seen anywhere that I think would be really neat is a 'Mighty Hero' type class. I'm thinking in terms of a martial strength-based class that does a Thor or Heracles type thing where, for instance, a fighter gets multiple hits this class only gets one but it is far more powerful than any of the fighter's hits (an easy way to make this mechanical is adding an additional damage die to your damage rolls where a fighter would get an extra attack).
I also see this type of thing having something about doubling your carrying weight (as if you were a size larger) and maybe a mechanic for throwing large objects? I could also see 'tavern brawler' baked in or something else like that. Actually, now that I think about it the extra damage dice and increased weight could both be the effects of a medium creature being treated as a larger creature. Perhaps grappling larger creatures might work its way into this, too.

I'm not an expert or anything, but this one seems like it could be a unique thing as far as 5e goes.


So I decided to write this one up. Here y'all go: http://www.dmsguild.com/product/180249/Mighty-Hero-Class?src=slider_view
 

G

Guest 6801328

Guest
The anti-magic Inquisitor type would also be kind of cool.

I've always thought that would make a good Paladin sub-class, although some people might complain that since Paladins use spells it might be a little weird. You could make it the "anti-Arcane" class, though.
 

Tectuktitlay

Explorer
Also put a vote in for artificer with subclasses for any variety of someone who makes objects to use.

Alchemists, who makes all sorts of spell-potions, and transmutes substances.
Traditional artificer that creates magic items, or temporarily enhances items instead of casting spells.
Poisoners, where your entire specialty is making different poisons to be used, with differing methods of delivery, etc. Expanded beyond the DMG's poison list, with poisons on par with single target spell effects appropriate to the level (but without crossing into magic; no invisibility, flight, etc, just straight up nasty single-target effects).
 

GreenTengu

Adventurer
I want a Tactician class whose abilities trigger off Intelligence.

Really, Intelligence is such a under-powered, under-utilized stat in the game at this point that it is a wonder that anyone but Wizards has it set at above 8. A semi-martial support class that uses the stat would probably be helpful in the very least that the attribute could be considered as something other than "wizard only attribute".

And, of course, the more alternate to Cleric in the game there are, the better. Healing/damage reduction is too essential in the game to be totally dominated by a single class. It really is weird to think that every single adventuring part in the world is required to drag along a religious zealot to constantly give sermons on his/her deities superiority to all others.

Yet, somehow, the evangelical zealot has been a requisite party member since 1st edition and not nearly enough in terms of feasible alternatives has yet been presented.
 

TwoSix

Dirty, realism-hating munchkin powergamer
Really, Intelligence is such a under-powered, under-utilized stat in the game at this point that it is a wonder that anyone but Wizards has it set at above 8. A semi-martial support class that uses the stat would probably be helpful in the very least that the attribute could be considered as something other than "wizard only attribute".
I have it on good authority Intelligence is quite workable even at 5. :)
 

Also put a vote in for artificer with subclasses for any variety of someone who makes objects to use.

Alchemists, who makes all sorts of spell-potions, and transmutes substances.
Traditional artificer that creates magic items, or temporarily enhances items instead of casting spells.
Poisoners, where your entire specialty is making different poisons to be used, with differing methods of delivery, etc. Expanded beyond the DMG's poison list, with poisons on par with single target spell effects appropriate to the level (but without crossing into magic; no invisibility, flight, etc, just straight up nasty single-target effects).

I'd like to see an Artificer as well. However there seems to be so much variation in people's view of the class, that I'm not sure that it would fit under a single class. The Eberron Artificer; the expert in creating and using magical items has at least three potential subclasses already.
Trying to fit a mundane Tinkerer/Inventor and bomb-throwing, mutagen-chugging Alchemist with all of their particular archetypes into the same class probably isn't going to work well for any of them.
 

nomotog

Explorer
I'd like to see an Artificer as well. However there seems to be so much variation in people's view of the class, that I'm not sure that it would fit under a single class. The Eberron Artificer; the expert in creating and using magical items has at least three potential subclasses already.
Trying to fit a mundane Tinkerer/Inventor and bomb-throwing, mutagen-chugging Alchemist with all of their particular archetypes into the same class probably isn't going to work well for any of them.
There isn't really that much difference between the ideas. They are all based around making items the difference is what items you are making. It's like the wizard, you can make all kinds of wizards with the wizard class just by changing your spell selection.
 

Jabborwacky

First Post
Occult themed archetypes for current classes would be good as well, although we'd need a completely new arcane spellcasting class to make an occult mage. I'm thinking about stuff like transmuting a person's flesh to old-one flesh to gain fast healing, or other spells that attempt to mimic the work of the gods in roundabout, yet dangerous ways. Maybe they develop a tolerance threshold for casting spells, and exceeding that threshold comes at the price of taking on certain monstrous qualities permanently. After all, if one aims to surpass the gods by mimicking the best qualities of magical beasts and aberrations, then hidden in his spells lay the concept of a monster far worse than anything currently in existence.

They could build a whole setting around the concept.
 
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leonardoraele

First Post
In EN5ider we made the Noble, our name for the Warlord, and it's one of our most popular articles ever.

We want to make a new 5E class. What would you like to see?

I would like to see a nonspellcaster class. (maybe a 3rd-caster archetype) We already have tons of spellcasters in 5E, I would like to see more noncaster options.
 

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