D&D 5E Which classes would you like to see added to D&D 5e, if any? (check all that apply)

Which class(es) would you like to see added?

  • All of the Above

    Votes: 2 0.9%
  • Artificier

    Votes: 99 43.0%
  • Alchemist

    Votes: 56 24.3%
  • Duskblade (Arcane Fighter base class)

    Votes: 36 15.7%
  • Gladiator

    Votes: 22 9.6%
  • Jester

    Votes: 12 5.2%
  • Knight

    Votes: 22 9.6%
  • Mystic

    Votes: 72 31.3%
  • Ninja

    Votes: 16 7.0%
  • Pirate

    Votes: 14 6.1%
  • Prophet

    Votes: 14 6.1%
  • Samurai

    Votes: 13 5.7%
  • Shaman

    Votes: 66 28.7%
  • Summoner

    Votes: 49 21.3%
  • Warlord

    Votes: 90 39.1%
  • Witch

    Votes: 45 19.6%
  • None, it's perfect the way it is!

    Votes: 36 15.7%
  • Other (explain below)

    Votes: 35 15.2%

I think artificer is already covered with gunsmith option of the alchemist.
For some, who equate 'Artificer' with 'firearms'.
However I personally for example view a D&D Artificer as it appeared in Eberron. For which firearms are not appropriate. When adjusting the artificer class, converting the firearm features to fit a wand or staff was necessary to fit it into my Eberron game.
 

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Right, and Arcane Archer isn't a base class with all sorts of variants below it.

WOW you totally missed my point and picked one sentence to support yours without taking as part of its context.

My points :

1. We build classes and subclass to fill niches so building to a niche is not new or unwelcome.

2. The Wizard class could be the only caster class in the game and every other caster a subclass under it... bit its not because people like more variety and depth than a subclass can always provide.

3. Summoner is large enough to have its on class

So in response to:

"very specialized & niche-y. It would be unlike any other class, to an unprecedented degree within 5e. "

Sorcerer, Warlock, Bard... Just as specialized and niche-y. I completely disagree that a summoner class is unprecedented in that casters exist in niches already.

"Well, I didn't mean that it's simply a niche that isn't explored, I mean it's more narrow than D&D classes. It would be like saying, "I want a class that is really, really, really good at archery, and can do all sorts of trick shots, but doesn't do anything else."

That might be fine in a game that was intended to have dozens and dozens of classes, but it doesn't feel like D&D."

Your arguments are ..."its so unlike anything else" which is reason to have it and its not "not large enough to be its own class" when the Wizard School of Conjuration subclass does not come close to filling the desired niche proving its too large for a subclass.

Also "small niche classes":
A class designed to fight only with finesse weapons or hand to hand (Monk),
A class designed to take damage without armor just because of how tough and how much heath they have (Barbarian)
A class about sneaking up on people and stabbing them in the back(rogue)
A class that is a wizard but uses "nature magic" (Druid)

.....Do I really need to go on here? All the abilities of a rogue could be options for every class but it was decided to make in class focusing on the niche. Building classes to fill niches is exactly D&D and always has been. A summoner is no worse than the Artificer (Guy who builds things) or Mystic (Guy who used psychic damage). Again, if your not building a class to fill a niche why are you building it?

You could easily build and entire summoner subclasses around skills, combat, and crowd control. Making it wide enough to be a class using its niche.

I fail to see the value in your argument "but it doesn't feel like D&D" because first it fits fine with every other niche class ever made and secondly D&D is an evolving game where players and developers are always looking for creative new ways of playing a game that could be only 2 classes with cross classing (Melee Fighter, Magic Caster) and make it different and fun. That means anything that gets " It would be unlike any other class, to an unprecedented degree" is an awesome and meaningful addition and if you don't want to play that class pick a different one. So if your agreement boils down to "No, I don't want it" it doesn't mean much if enough people like me do.
 

This is always my favourite debate. I always have trouble staying away from this.
New classes are fun and can bring in some great ideas. But they're also the surest way to bloat the game. A system can add three or four new class before things get unwieldy. Pathfinder is the good example. It was pushing the limits after its first two Ultimate books and the Advanced Class Guide that added seven new classes to the game, but each was pretty distinct. After that… suuuuuper bloat and redundancy that just weakened the identity of the core classes.
New classes are also hard to balance. The mechanics of a class affect every encounter in every level from first to twentieth. That requires a heck of a lot of playtesting to get right, which hasn't always happened previously in the game.
New classes are a trap, as devising a class with unique new flavour or unique new mechanics isn't hard. Imagination has no limits. And with a century of high fantasy, swords & sorcery, dark fantasy, urban fantasy, and science fantasy to draw from for inspiration, there's no shortage of iconic powers and concepts.
There's fifteen on the list, but off the top of my head I can also think of a dedicated shapeshifter that turns into people, animals, or hybrids; the binder/ spiritualist that summons spirits as pets, implants them in objects, or absorbs them into their body; the swashbuckler that bounds across the battlefield with a rapier; the dark knight that controls undead or uses darkness; the demon hunter/ monster knight that uses supernatural powers to hunt horrible creatures, fighting darkness with darkness; the truenamer that uses the secret true names of objects, forces, and creatures to cause magic; the totemist/ fetishist that forms links between things or uses pieces of objects or creatures to affect the larger whole; the tinkerer that crafts nonmagical constructs and devices; the gunslinger that can make and employ either handguns or longarms in devastating ways; the blue mage or spellthief that copies the powers of foes confronted in the past;
That's before you get to the weirder unique stuff D&D has done in the past. Like the Incarnate, Soulborn, and Totemist. Factotum. The Dragon Shaman and Dragonfire Adept. Runepriest and Runecaster. Swordsage and Warblade. Or the world specific stuff, like Dragonlance's Mystics and Sorcerers, Dark Sun's Templars and Defilers, and the like.
5e is built nicely to avoid much of the problems with class bloat. Subclasses and backgrounds can take the heavy lifting in that regard. When in doubt, things can be tweaked and slipped into an existing class. And reflavouring can also help, tweaking an existing class to be something else. Or making something that works through liberal multiclassing...
When thinking on what could be a class, it really needs a strong story. A hook and narrative. It needs to be recognisable without lengthy description or explanation of how it's different, while also avoiding stepping on the toes of other classes. And it needs to be diverse and flexible enough to spawn numerous subclasses, each with distinct flavour and mechanics. But it also needs to be generic enough to fit effortlessly into all campaign settings with almost no work, including Eberron, the Forgotten Realms, and the myriad homebrew worlds. A class where the DM is taken aback by how to fit it into their world is a poorly thought out class.
Going through the list:
Artificer It's popular and has been updated twice before. And it can encompass a lot of the magical creation archetypes or classes that use lots of magical items without imbalancing the game. It could work as a wizard or bard archetype, but response to that was apparently lacking.
The playtest version we saw was nice and flexible. That's what you want in a class. You can use it as a chassis for alchemy and gunslinging. (Or more. I did a DMs Guild product that easily added wandslinging, tinkerer, and paper talismans like you see in anime. It's a flexible class.)
Alchemist This is cool, and Pathfinder has shown there's lots of tropes and subclasses it can fill. But this can be folded into the artificer without issue.
Duskblade A less generic gish class. In an alternate reality, WotC released a spellsword or swordmage class in the 5e PHB. In that reality, the duskblade would be a fine subclass for said gish class. But here in this dark reality, the duskblade is probably best served as using an eldritch knight or hexblade warlock of a combination of both. It's not a class, it's a character's build.
Gladiator This is an occupation, not a class. Someone who fights for show could be a background. (I think it is.) A fighter or a barbarian or a war cleric can all equally fight in a ring and work as a gladiator.
Jester This is a bard subclass. Or rather, a specific flavouring of the College of Satire. So not even its own subclass. Much to my chagrin...
Knight This is a fighter subclass mixed with noble background or similar aristocratic backstory.
Mystic If this is the Dragonlance spontaneous cleric, that's just using spell points from the DMG with the cleric or the Divine Soul sorcerer.
As an alternate name for the psion? Yes, that is a class that needs to exist. Psions/ psionicists/ mystics are needed because they've been in every edition (save Basic and OD&D) and is essential for Dark Sun. And there's a lot of potential subclasses and flavours.Even former classes like the soul knife.
Ninja Historical ninjas are rogues. Fantasy/ wuxia ninjas are Way of Shadows monks. Done.
Pirate Like the gladiator, this is an occupation. You're a sailor that robs people. Fighters, rangers, rogues, and probably even bards can be great pirates. I ran a Skull & Shackles campaign just fine without a "pirate" class.
Prophet Prophets and oracles are really just covered by diviner wizards. Or a theoretical sorcerer bloodline (seer?) Or clerics of a god of knowledge. As for the actual dude sitting in a cave with ineffable knowledge of the future… that's an NPC. They don't use classes or PC rules… IF they even need a statblock. It's not like we need a Fortune Teller class for every time a player gets their palm read in some smokey Vistani vardo…
Samurai The knightly subclass of the fighter reflavoured for Southeast Asia and wielding a reflavoured longsword. I think the subclass in Xanthar's Guide also works just fine.
Shaman The shaman is a concept that hasn't been well supported, with its talking to spirits and serving as a bridge between mortal world and spirit realm. But it doesn't mesh well with standard D&D tropes and assumptions. And I’m uncertain if 3-4 distinct subclasses could spawn out of this. Maybe merged with the spiritualist/ medium archetypes, with different subclasses dealing with different types of spirit. But that would be super niche.
Otherwise, I think this works better as a druid subclass. Perhaps with a replacement power for wild shape or other feature that is fueled by uses of wild shape.
Summoner I have fond memories of my summoner wizard in 3e. This is a cool idea that could work and be distinct from the wizard. And being separate it's easier to balance, since you can add limits that don't/ should exist with the conjure X spells. A dedicated pet class. Not sure about subclasses though…
Warlord The big divisive one. The idea of skilled tactician isn't so much a class as a character concept: you’re a fighter with a high Int or Charisma, or even a ranger or wizard that commands people. Ditto the natural leader. Anyone can be the strategist if that's how you want to play your character.
So much of the warlord debate seem like an excuse to hate on 5e and its designers. It's a talking point. There's little room for compromise as all elements of the class are seen as sacred cows, even the ones that were optional in 4e (like granting attacks). And stuff that is more optional in 5e (like healing, as only the paladin has baked-in healing) is still considered mandatory. It's also weird to call for a "non-magical cleric replacement" class when the cleric isn't really essential in 5e and doesn’t *need* replacing, and it's hard to justify a non-magical replacement to reverse being petrified, blinded, diseased, ability drained, or killed…
The above means that rather than the designers being free to look at the general concept of the warlord/ tactician/ commander archetype and figuring out the best way to implement the concept in the game and innovating new mechanics, they’re stuck replicating decade-old design work.
Witch I'm uncertain how this is different from a warlock. A few choice invocations, a pointy hat, the Pact of the Chain for a kitty, and a broom of flying and you're good. Okay, there’s a lot of witchy elements not covered in that, but the in world witch archetype in D&D is filled by hags and not mortal women who make a pact with the Devil.
What do we need? Mystic/ psion and the artificer are the big two. And I'd be happy just with the former. A good shaman class might be nice, and would expand the world in neat directions. And I suppose I wouldn't say “no” to a summoner (possibly working but I don't think it's completely needed.
Everything else is unnecessary. It can be filled by 3rd Party Products or content on the DMsGuild. Perhaps more classes designed to fit specific 3rd Party campaign settings.
I wonder if Kobold Press feels up to a Midgard class…
But, the hypothetical protest goes, what about Adventurer's League? So? What about it? The number of people in the Adventurer's League is relatively small. It's aimed at the players in the 2500-odd WPN stores in North America. Even if each store has a dozen regulars, that's only 30,000 players. And if recent talk of 6 million D&D players is accurate, that means as little as 0.5% of players might take part in organized play. That's not large enough of an audience to worry about releasing content solely for.
Plus, the Adventurer's League is aimed primarily at new players. It's a way to bring people into the game. who won't give a crap about some class from an edition they never played last seen half a decade ago. Home games are the vast, vast majority, and if your DM doesn't allow 3rd Party or homebrew stuff then you really need to talk with them rather than bug WotC to release a class. The percentage of the player base that only plays via AL and played older editions regularly and were a *huge* fan of a class in an old edition and simply must play one again is probably pretty small. (Really wanting to play that 3rd Party duskblade or warlord is good encouragement to find a home game.)
As a reality check, if my educated guess that 300,000 people play AL regularly, that means three times as many people watched the last episode of Critical Role live. So for every time we say "but what about the AL?!" we should also be asking "but what about streamers?" three or four times.
I don't expect new classes in 2018. They still have to release the updated artificer and mystic onto the DMsGuild for concept testing. They'll be the Autumn 2019 book at the earliest. (Okay… if they get one up in a month or two, it might squeak into the deadline for this autumn's book. But I doubt they'll do two years of class content in a row. And that still assumes the fall's book is a sourcebook.)
Anything new put up for concept testing now will be out in 2020, following two years of testing. Again, assuming they do two new classes back-to-back. 2021 would be more likely. And that's a long damn time away...
 

I thought of that after I posted it. At least we're on the same page in regards to that.

In regards to a dedicated Shape Shifter class, that sounds interesting. I know a Shaman or a Witch would have Shape Shifting potential, but wouldn't be a dedicated class.

Maybe a Morpher or a Morphium class? Or a Shape Shifter? Whatever you want to name it.


ENworld has that class called the morph. Its OP as hell at low levels, hard to say at higher levels but probably weak.
 

I’m not sure that warlords granting attacks is really optional. I suppose you could choose powers that don’t but you’d have to go pretty far out of your way to do it.

And, really, it’s not attack granting that’s mandatory. It’s ACTION granting that is.

And as far as replacing the cleric goes that misses the point. It’s replacing ALL magical healing that I want.

To me, opening the game up to a much lower magic threshold is a major draw of th class. If you want high magic dnd you got it in spades. Why can’t I have what I want too?


Sent from my iPhone using EN World
 

I’m not sure that warlords granting attacks is really optional. I suppose you could choose powers that don’t but you’d have to go pretty far out of your way to do it.

And, really, it’s not attack granting that’s mandatory. It’s ACTION granting that is.

What's the fluff, in your opinion, if a Wizard uses his Action to cast a spell, and then used the granted Action to cast another spell.

And is this usable freely, or is it limited (e.g. Int bonus times per short rest, or whatever)?


And as far as replacing the cleric goes that misses the point. It’s replacing ALL magical healing that I want.

To me, opening the game up to a much lower magic threshold is a major draw of th class. If you want high magic dnd you got it in spades. Why can’t I have what I want too?

How would you feel if somebody wanted space ships and plasma rifles and light sabers and argued "If you want low tech dnd you got it in spades. Why can't have what I want too?" Do you see the arguments as parallel, or are they fundamentally different?

(Note that in principle I'm not opposed to low magic D&D, in fact I think D&D has become too high magic/fantasy. It's just when it leads to my character being...effectively...a follower of your character that I get nervous.)
 
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How would you feel if somebody wanted space ships and plasma rifles and light sabers and argued "If you want low tech dnd you got it in spades. Why can't have what I want too?" Do you see the arguments as parallel, or are they fundamentally different?

That would be AWESOME!

However, it also changes the genre conventions considerably. In contrast, the warlord concept is well within the bounds of genre, as evidenced by the battlemaster fighter, the mastermind rogue, etc.

At this point, Elfcrusher, you are starting to sound a little bit irrational about it. Like, nobody likes being bossed around at the table, whether it's by a warlord, or a war domain cleric, or a valor bard, or a devotion paladin, or mastermind rogue, or whatever -- we all agree with you about that. But the way you keep going on about it, and viewing the warlord only through that lens, it's starting to sound more like some personal trauma that you've suffered.

Do you need a hug? I am working on a class called the Huglord that goes around hugging fellow PCs. It's basically a no-magic bard. Here, have a Comforting Hug die (1d8).
 

As far as the Warlord goes, I too am puzzled by WOTC' s reluctance. Even if Mearls dislikes the concept, it's definitely a fan favourite, so why not?
They tried to include it. Both with the Battlemaster and the Purple Dragon Knight.

The problem is, fighter doesn't have enough sub-class room for warlord. So they both failed.
 

I’m not sure that warlords granting attacks is really optional. I suppose you could choose powers that don’t but you’d have to go pretty far out of your way to do it.

And, really, it’s not attack granting that’s mandatory. It’s ACTION granting that is.
From the PHB 1, only half the At-wills grant an action. 2 of the 4 level 1 Encounters grant action. Kinda. Leaf on the Wind just allows you to swap places. Of the level 1 Dailies, only one grants movement and the rest are just bonuses. Only a quarter of the Level 2 Utilises grant movement. One of the L3 Encounters grants movement, none of the Level 5 Dailies, none of the level 6 Utilities, only 1 of the level 7 Encounters.
Etc.

It goes on like that. Less than half of the base Warlord powers grant an attack or movement or action. It would be very, very easy to build a warlord that focused on either restoring hp or granting bonuses to attack and defences rather than granting actions. The focus on attack granting and the lazylord concept came much later.

And as far as replacing the cleric goes that misses the point. It’s replacing ALL magical healing that I want.
First, this still assumes healing is required. It's not. I've seen several parties with no dedicated healer work just fine. You just rest more.
Second, if you don't want to slow the pace of adventuring, the solution isn't patching the game via the class, but changing how healing works. There's lots of options in the DMG for increasing healing without mandating someone play a particular class. Mandating class choices is a step backwards in the design of the edition.

You shouldn't add classes when tweaking the tone and assumptions of the game. You should add optional rules and tweak the game system.
And there's no reason to limit the design of the warlord to fit that niche of the healer, making so it does fewer warlordy things that only a warlord could do in order to make room in the class features for mandated healing. It should stand on its own as its own class rather than propping up a play style. It's sacrificing the concept of the class in order to fit the design of a previous edition.

To me, opening the game up to a much lower magic threshold is a major draw of th class. If you want high magic dnd you got it in spades. Why can’t I have what I want too?
That's fine. I have no problems in theory.
But healing is the least of that. With Hit Dice and liberal use of potions or short rests, you can get around without a dedicated healer. Especially with an optional second wind self-healing mechanic.

The larger problem is working around things like the need for lesser restoration and greater restoration and raise dead. Dealing with diseases and curses and being reduced to 1 Intelligence by an intellect devourer or suffering from mummy rot or facing lycanthrope. That's when not having a cleric or druid or bard or divine soul sorcerer is problematic. Even with fast non-magical healing, magic is often still required for much of the game.
 

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