D&D 5E "Fixing" 5e's Least Well Performing Classes

doctorbadwolf

Heretic of The Seventh Circle
So, a lot of energy has been spent due to the obnoxious hyperbole of saying that a given class "sucks" because it doesn't do a thing one wants it to do, or is 5% under a "baseline" that isn't actually anything like a reasonable "baseline".

/snark

Why don't we, instead, talk about what would "fix" those classes for the people who have a bad experience with them?

Monk:

Runs out of ki too much? Give them +Wis mod ki at level 2, and let them regain wis mod ki once per day as an action or maybe regain wis+prof by spending 10 minutes in meditation.

Doesn't have enough "boom"? Let's workshop some extra things to do with ki, and some level 11 upgrades to Patient Defense and Flurry of Blows, to go with the level 9 upgrade to Unarmored Movement.

Patient Defense, at level 11, could upgrade to allowing a reaction attack when missed by a melee attack, or allow you to move as a reaction when you get hit while benefiting from Patient Defense?

Flurry of Blows, at level 11, could upgrade to add your proficiency bonus to all damage rolls with your Flurry of Blows.

Name Pending something something Thousand Stars, you spend a bonus action to add your proficiency bonus in damage to damage with thrown weapons, and double their range. You can make a single attack with a thrown weapon as part of using the ability. Also add to Martial Arts the ability to draw a weapon as part of every attack, regardless of number of attacks. At level 11, the benefits last until the end of your next turn.

Bond of The Earth, as a bonus action you enter a deeper state of balance within yourself. You add your Wisdom modifier to saves against charm or fear, and gain THP equal to your martial arts die +wisdom mod.

Senses of The Hunter, bonus action, you gain advantage on perception checks? Later you get darkvision or improve your darkvision? Maybe just "no disadvantage in dim light"?

Ranger:
The spells known are just too damn low, you guys. Give them known spells equal to half their ranger level rounded down plus their wisdom mod, and then add extra spells to Hunter and Beastmaster.

Not enough? Take all the replacements from the Class Feature Variants UA and make them Enhancements.

Sorcerer:
Give them +Cha Sorcery points at level 3. Give them their Sorcery points at level 1. Give them spells known equal to half sorc level + cha. Let them replenish Cha mod sorcery points during a short rest. Give them an extra metamagic at each tier.
Also they should get signature spells that they cast for cheap or without a slot x/day, or something.

Warlock:
Give spells known equal to half level plus cha. Give third spell slot at level 5, 4th at 11, etc. Fold some of the invocation taxes into pact boons and into eachother. (eg, blade pact lets you get extra attack) Make the patron spells auto-known.
 

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Sacrosanct

Legend
I don't have issues with any of the more common classes usually mentioned as being bad, except one. And it's a minor complaint really.

Way of the 4 elements monk. With the expansion books and increased spells, the choices the monk can invoke should be expanded to reflect that. And I think they should be able to choose one elemental cantrip. And another at level 6, 12, and 18 (or somewhere around there) to have a total four cantrips, one for each element.
 

Eltab

Lord of the Hidden Layer
Monk:
Flurry of Blows gives you (proficiency) attacks, not the flat 2.
No change at low levels but gets more effective as you level up. At top tier, throwing around 4d10 without needing a weapon will put a dent in any monster's day. (And a Sun Soul monk will in effect have a never-be-disarmed revolver.)
 

cbwjm

Seb-wejem
I don't have issues with any of the more common classes usually mentioned as being bad, except one. And it's a minor complaint really.

Way of the 4 elements monk. With the expansion books and increased spells, the choices the monk can invoke should be expanded to reflect that. And I think they should be able to choose one elemental cantrip. And another at level 6, 12, and 18 (or somewhere around there) to have a total four cantrips, one for each element.
They already come with a cantrip that affects all four elements, just expand it to include all of the effects of the 4 elemental cantrips at level 3 and you're covered. Maybe it already does, are the bullet points in those cantrips the extent or just suggestions on what they can do?
 

I wonder what it would do for monk if Flurry of Blows only gave you one extra attack but didn't require your bonus action. That way you could use it with your extra martial arts attack and it would function normally, or stack it with the other Ki options that do require bonus actions. Probably too expensive, but it was a thought.
 

Weiley31

Legend
Monk:
Flurry of Blows gives you (proficiency) attacks, not the flat 2.
No change at low levels but gets more effective as you level up. At top tier, throwing around 4d10 without needing a weapon will put a dent in any monster's day. (And a Sun Soul monk will in effect have a never-be-disarmed revolver.)
So basically they do 5 unarmed attacks once they are at +6 prof?
 

Campbell

Relaxed Intensity
A big problem for monks is spending resources just to keep up with what other classes get to do for free.

I honestly see no reason why Flurry of Blows needs to cost ki. A monk who flurries every round is not doing out sized damage compared to other martial characters. Spending a ki point and a bonus action on Step of Wind when other classes and sub-classes only need to spend a bonus action for similar features feels bad.
 

There is a fundamental assumption here: all players optimise their characters.

This is, of course, not true. It is quite possible for a player to create a character with a "strong class" but still make non-optimised choices which make them weaker than a "weak class".

Then there are characters with rolled ability scores and hp...

So, it's much better to think about balancing weak CHARACTERS rather than weak classes. And 5e gives DMs the ideal tool to do this - magic items. Since 5e baseline is "no magic items" dropping in a magic item appropriate to the struggling character should automatically raise them above that.

NB, this is why I dislike the crafting rules and assumed availability of gold and magic in 3rd edition/Pathfinder. They take away one of the DM's key game balancing tools.
 

CapnZapp

Legend
As I explained over in the other thread, the problem is that no class sucks as a whole. So you can't fix the problems (and yes there are problems) by boosting entire classes - that would make the builds that doesn't suck better for no good reason.

What you need to do is fix individual subclasses and in some cases individual abilities. Yes, that's much harder.
 

Dr Magister

Explorer
To copy and paste my response from another thread:

My personal fix for the ranger is simply to let them add their proficiency bonus to weapon damage vs favoured enemies. It's not a huge boost, especially at higher levels, but it makes the feature feel relevant in combat.

For beastmasters, I've just said they can command their companion as a bonus action rather than a full action. However, in one of the modules that WoTC put out for free during the lockdown, there was a Rat King subclass who got rat swarms as companions, and they could command them using their reaction. Given this was an official module, possibly this is the direction they're thinking of going?
 

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