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D&D 5E [5e] Are classes too generic? (Read the OP before answering)

I'm thinking of a Witch/Shaman class that can use a mix of arcane and divine spells. I don't what the player to do that using multi-classing. I prefer making a class from the ground up. I might have been reading to many old Dragon Magazines lately... :)
Jump over to the DMsGuild and try one out:
Here are 12 or so versions for you: 5e Witch Classes
 

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I like the shaman archetype, and it's one that 5E is somewhat missing.

I would start with the druid and replace wild shape with something: you could merge the cleric's Nature's domain or maybe use the Circle of the Stars from the recent UA. I would even let a player replace wild shape and give them some abilities from Wizard's Divination school. Lots of options depending on how the player views their character.

After that, tweak the spell list. Again, start with an existing list (like the druid) and tweak it a little at a time.
There are about 15 or so on the DMsGuild: 5e Shaman Class
 

I find designing homebrew classes to be an interesting exercise. It can be really fun, but it's a major pain in the butt to get the balance right... it's way too easy to suddenly make a homebrew class super OP. If you're gonna do it, I'd highly recommend leveraging the expertise at the Unearthed Arcana Reddit channel... the people there are great at finding balance issues.

:)
I 2nd this option. I just provided links to 12 witch and 15 shaman classes on the DMsGuild. However, you can find equally good stuff at the UA reddit: Unearthed Arcana
 


For his current campaign, a friend of mine did exactly that. It's a very unusual D&D campaign. More Thundarr the Barbarian than Forgotten Realms. He simply ruled that the existing classes are unavailable (though a few NPCs in the setting use the PHB classes), and he wrote up new ones. He steered away from subclasses for most of them, but made up for it by having more overall classes than the PHB offers. Fair warning though, it was a lot of work for him, so be certain you want to go this route.

I came to the same conclusion. Ban all other classes and build 4 classes just for the campaign setting. That is what I'm working on today:

  • Shaman (dreamland focus, tailored spell list)
  • Guardian (ranger-warlord mix)
  • Warrior (fighter-protector mix)
  • Beastkin (monk-half-beast mix)

No sub-classes attached. The power curve of the classes will be lower than regular 5e D&D. I don't plan to go beyond level 7-8 with this. I want an old school, less widgets, feel. From the DMG I will use: Proficiency Dice, Ability Check Proficiency (no skills). No Tools. Humans only. No backgrounds. Slow Natural Healing. A home-brew sanity rule. Looking at spell points instead of slots.

The setting is in a deep and vast forest. The technology level is lower than typical D&D level (no chain and plate armours). I'm aiming for a horror fantasy and gritty Grendel-like stories. The Gods are far removed and unreachable.
 

Sounds like you're basically designing a D&D-related game which takes some inspiration from 5E, but isn't very close.

It's worth noting that properly designing one class, let alone four, is a hell of a lot of work, even if only going to L8 or what-have-you. You may want to check you're sure you'll go through with all of this before starting on a project like this (and that you have players interested in doing this).
 

Sounds like you're basically designing a D&D-related game which takes some inspiration from 5E, but isn't very close.

It's worth noting that properly designing one class, let alone four, is a hell of a lot of work, even if only going to L8 or what-have-you. You may want to check you're sure you'll go through with all of this before starting on a project like this (and that you have players interested in doing this).

It didn't start like that last night but it is becoming that. I'm really like it when the system (characters) and the setting match perfectly. 5e lets me do that. I've done so much campaigns (world building) since 1981. I need to create something entirely new if I want to continue playing D&D.
 

It didn't start like that last night but it is becoming that. I'm really like it when the system (characters) and the setting match perfectly. 5e lets me do that. I've done so much campaigns (world building) since 1981. I need to create something entirely new if I want to continue playing D&D.

I personally prefer to play entirely new RPGs when I want a different experience from D&D, but I know that doesn't work for some people. I always recommend it though. There is a lot to be gained from expanded system horizons.
 

I dunno if this helps, but in another thread someone mentions and recommended "Hidden Oddities: A Witches Primer." I peeked at it on DriveThru, then bought it. It's an awesome book, well written, nicely illustrated, and all about a new class for 5th Ed: Witch. It's a very nice take on the subject, not just a re-skinning of Warlock like I've seen others do. Some nice extras like a few witch-related sublclasses for other classes.

I also don't think the classes are too generic. I think generic was the point. There have been times I wanted a class which would combine features of two classes without multiclassing, but honestly, multiclassing IS a great way of getting specifics you want out of a particular character concept.
 

  • Shaman (dreamland focus, tailored spell list)
  • Guardian (ranger-warlord mix)
  • Warrior (fighter-protector mix)
  • Beastkin (monk-half-beast mix)
Have you considered just using:

Druid
Ranger
Barbarian
Monk

?

Maybe with restricted or custom subclasses for extra flavor.
 

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