D&D 5E What Would Your Perfect 50th PHB Class List Be?

Pragmatic ideal:
Artificer
Bard
Berserker
Cleric
Druid
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Warrior
Wizard

(With the recent, extensive class survey, I expect the anniversary PHB's changes to be focused on optimization/alteration of the existing classes, rather than the addition or removal of any classes to or from the list. With that in mind, my only changes would be to change the name of the class in most dire need of it...and also the Fighter, because I think "Fighter" is a tremendously lame name for a class. A Warlord would be great, and I wouldn't be opposed to a dedicated psionic caster, or a dedicated arcane half-caster, or even a Scholar - I just don't think new classes are particularly likely.)

Pie-in-the-sky ideal:
Artificer
Channeler
Hero
Mage
Morph
Rogue
Sorcerer
Spellblade
Summoner
Warrior

(To some extent, this list was built under the assumption of significantly greater mechanical weight falling on the subclasses than in present 5E, giving each of them space to nail down more flavor-based archetypes: there's still a range of flexibility in core class concepts, with Artificer in particular as an outlier, but they're much broader on average.)

The Warrior is the more "mundane" of the core martials, ranging from "person who's really good at hitting things" to "battlefield tactician that leads from the front and makes everyone around them better" depending on how heavily an individual build chooses to focus in either direction (with some subclasses leaning more on one or the other). By default, lower-level leans more towards the former, while higher-level leans more towards the latter. (It's possible this should just be split into the Warrior and the Warlord, even with allowing the Warrior increased tactical options, but my answer to "what should a high-level Fighter look like?" is already to lean more into becoming a general and eventually leader of armies, so I'd rather start with the two as one broad class rather than two narrower ones.)

The Hero is the openly supernatural martial, leaning on mythological heroes, demigods, and mystic warriors: they don't cast spells, but many of the things they can do are blatantly magical. As I presently envision the class, it's mechanically closest to the 5E Monk, in that it leans on power points of some stripe to limit the wilder abilities somewhat, though also like the Monk, there are a number of abilities the Hero just has.

The Rogue is, for the most part, similar to its 5E incarnation: a skilled expert at whatever it devotes itself to, whose default combat role is an evasive skirmisher. The main differences are that 1) it goes much further into its use of its chosen primary skills, with rules detailing what a heavy enough focus on a given skill allows you to just do beyond the typical constrains of a skill check; and 2) being much less heavily focused on damage-dealing in combat by default, leaning more on mid-combat disruption - a Thief can steal weapons or focuses or do the fantasy equivalent of tying someone's shoelaces together, a Scout can set any of a myriad of traps and snares, and so forth. (Sneak Attack would probably be an Assassin subclass feature.)

The Mage is the generalist caster, working the most like 5E fullcasters: it learns discrete spells from a large list, though with the specifics of that list mostly-to-entirely defined by the subclass, and has slots to cast those spells from. (The best illustration of my broader thought process here with both this class and this lineup of classes is that 5E's Wizard, Druid, and Cleric are more-or-less Mage subclasses.)

The Sorcerer is the specialist caster, with each subclass having a fairly narrow, heavily thematic spell suite which it can mostly cast from at-will, with a number of ways to modify spells between class and subclass, allowing for much more creative spell use than the Mage can pull off. Basically, take the most interesting mechanical aspects of 5E's Sorcerer and Warlock and dial them up to 11 as the core of the class.

The Channeler is also a caster class, but it comes at it from a more fluff-focused direction than the other two: you draw magic from a powerful source outside of yourself, and whether that source is sapient or not, your casting is always, on some level, a negotiation - you have to persuade the power to do what you want it to do, with the process involving skill checks (or something akin to them) with somewhat variable potential outcomes. Each Channeler has a fairly broad power suite, like a Mage, but is less consistent; the Channeler has theoretically at-will access to its magic, like the Sorcerer, but the more heavily it draws on that magic, the more difficult it becomes, as each DC threshold goes up over time. (There's also the potential for a cast-from-HP mechanic here, with the Channeler offering up some of its own lifeforce to put a metaphorical finger on the scales, though that might wind up as a subclass mechanic.)

The Spellblade is almost certainly the most purely mechanical class on this list, being effectively a pre-built Warrior/Mage multiclass template - half-caster spell slot progression, a less extensive repertoire of martial abilities, and some option to allow the former to fuel the latter. As the name implies, you pair blade and spell: the details, and the flavor, are both subclass territory. (My default assumption with this lineup is no multiclassing allowed, with feats and subclasses allowing one class to dip into the mechanics of another, but the half-caster merits its own framework either way.)

The Morph (or Shapeshifter) and Summoner are each collections of disparate-but-resonant concepts that merit dedicated mechanical frameworks to provide a better home for those concepts: the former nails down core shapeshifting mechanics to be applied by lycanthropes, Wild Shapers, and similar subclasses focused on forms other than beasts, as well as more contemporary-inspired "super-powered form change" characters; the latter nails down optimal-for-fun-gameplay summoning mechanics for beastmasters, demonologists, necromancers, and any number of other characters that take action primarily by directing how others take action. (Casters' spells can then dip into these mechanics as well, though in a comparatively limited and/or more costly capacity.)

The Artificer is...more or less the same as in 5E, save for trading re-fluffed spellcasting for a more dedicated array of ways to use gadgets in combat, plus more expansive crafting rules and options. While this class concept is definitely more narrow in comparison to the rest of the list, I feel like it plays in sufficiently unique space to merit a separate class. It was a close call, though, and it's also possible that, like in 5E, the Artificer could be saved for an Eberron book rather than featuring in the PHB.

(I also strongly considered a Scholar class for this list, because it has a distinct flavorful space which other people have expressed interest in, and that isn't covered in the rest of this class list...I just think a lot of its mechanical space is taken up by where I envision pushing the Rogue, to the extent that I don't know what it does that justifies a full class.)

TL;DR:
Warrior ~= Fighter, Warlord, non-magical Barbarians and Monks
Hero ~= magical Monks and Barbarians, non-caster Paladins and Gishes, others
Rogue ~= Rogue, non-caster Rangers, low-magic Bards
Mage = generalist caster (~= Wizard, most Druids, high-magic Bards, others)
Sorcerer = specialist caster (~= Sorcerer, most Psions, others)
Channeler ~= Cleric, Warlock, Binder
Spellblade ~= caster Paladins, Gishes, and Rangers, others
Morph = shapeshifter (Moon Druids, others)
Summoner = summoner
Artificer = Artificer
 

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Magician - Practitioner of Chaos (Wizard, has spellbook and magical secrets [like Transmuter, Necromancer, &c.] Sorcerer, no spellbook but a reflexive style of magic, wither inborn or tied to a power well [The Pattern, a Lodge, &c.])

Mystic (sub-classes: Telepath, Kineticist, Warlock, Sorcerer)
I quote both of you, because it is the same basic idea. Why do you want to keep sorcerer and wizard/warlock as subclasses of a parent class? What is your rationale? Because from what I have seen, you either end up with differences so watered down that one of the classes might as well not exist -or worse the result fails to capture both- or you end up with something that is two entirely separate classes that only happen to not be able to multiclass with each other. Even supposing one gets the perfect balance, I'm not so sure how it would look like?
 

I think the new books will be a politically correct inoffensiveness pass possibly with some improved formatting and art updates.

However, based on the topic, I think I would trim down the base classes if I were to do a big over-haul. I keep changing my mind on which when I think about it, however. :D

I would also replace multi-classing with feats.

I like the idea of replacing the cleric with the oracle and using the paladin to cover the trope as well.

Pretty much the classes we have now (including the artificer, though I often don't use it) however, I'd also add in an actual arcane warrior half-caster, the arcane counterpart to the paladin and ranger.

I think the artificer mirrors the wizard more than people think. Divine casters are generally more combat focused / less spell focused that the standard arcane casters, which makes them less gishy than a person might want.

The SSI reminds me very much of a weaker form of spell mastery, for example. They also have decent ritual casting and spell preparation; and the spell preparation tends to give a large spell list when combined with the subclass bonus spell lists.

Just pull out all the stops....

Bard half caster with a jongleur.
Cleric half caster with a paladin.
Druid half caster with a ranger.
Sorcerer half caster with a spellbinder.
Warlock half caster with a witcher.
Wizard half caster with an artificer.
 

Warrior
Thief Expert
Mage
Priest

That's it. Each with about 30 subclass options to choose from.

EDIT: I agree with some of the suggestions put forth by @Ashrym below, but I'd prefer to not mix my Divine peas with my Arcane carrots. This is the revised list I would like to see in a "perfect list" of D&D classes.
 
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Warrior
Thief
Mage
Priest

That's it. Each with about 30 subclass options to choose from.

Going that route I'd probably replace "thief" with specialist or expert to avoid thematic baggage. Then move priest under the mage umbrella and label it magician to avoid that thematic baggage too. If a person is cutting down that much there isn't much point is keeping both the mage and priest umbrellas IMO.

Warrior
Magician
Specialist

That seems to fill the main class concepts with the massive subclass design. For me at least.
 

Can you explain your renames? I’m intrigued!
Mostly just broadening the names away from the culturally loaded terminology.

Aescetic replaces Monk. Invokes the same idea, but doesn't immediately suggest Shaolin or medieval catholic friars.

Champion replaces Paladin. Less culturally specific, and personally, I think calling edgelord subclasses "Paladins" is cringey af.

Dreadnaught replaces Barbarian. Broad class of ecstatic state warriors, not necessarily primative or wearing a bear shirt.

Greenseer replaces Druid. Followers of the old ways, primal magic practitioners, and spirit traffickers.

Incantor replaces Bard. Masters of magical intonations.
 

Mostly just broadening the names away from the culturally loaded terminology.

Aescetic replaces Monk. Invokes the same idea, but doesn't immediately suggest Shaolin or medieval catholic friars.

Champion replaces Paladin. Less culturally specific, and personally, I think calling edgelord subclasses "Paladins" is cringey af.

Dreadnaught replaces Barbarian. Broad class of ecstatic state warriors, not necessarily primative or wearing a bear shirt.

Greenseer replaces Druid. Followers of the old ways, primal magic practitioners, and spirit traffickers.

Incantor replaces Bard. Masters of magical intonations.
Huh. I viscerally dislike some of these renames for some reason, but I like how much thought you seem to have put into them.
 

First, some key points to my list involving existing classes:
  • I think several classes are too broad and are better served being split
    • Artificer: Split this into two classes: Alchemist and Artificer like Mage Hand Press did with the Alchemist and Craftsman.
    • Cleric: Split the class or rewrites to organize the class into
      • Monastic robed Priest and scholarly Cloistered Priest: wizard's armor and weapon proficiencies
      • the Templar: medium'heavy armored warrior priest
      • the Mendicant Priest, Oracle, and prophet
    • Monk: Split into Martial Artist and Monk
    • Rogue: Split into Rogue (the Light Armored Warrior) and the Thief (Backstabby sneaky expert)
  • In addition, I assume (and would want) multi-classing to remain optional. More classes would allow for more options for character concepts for those that don't want multiclasing while offering even more customization for those that do
My List
  • Alchemist: the class deals with elixers, potions, powders, poisons, and explosives. wizards hit die and combat ability
  • Artificer: Craftsman and tinkerers dealing with gizmos and gadgets
  • Arcane Warrior
    • subclasses: Bladesinger, Duskblade, Eldritch Knight, Spellsword
  • Barbarian (renamed)
  • Bard:remains full caster
    • subclasses: Lore (Sage Bard), Minstrel (Roguish Bard), Skald (Warrior Bard)
  • Cleric: Divine caster servant of a deity (see additional notes below for what I want if stays one class)
    • Domains: Forge, Grave, Knowledge, Life, Nature, Sun, Tempest, War
  • Courtier(New) a non-martial Warlord who is also good in social situations
    • Subclasses: Companion, Diplomat, Prince/Princess
  • Druid;Replaced by Nature Cleric, Shaman, and Witch.
    • Can be a subclass of Shaman
  • Fighter:Medium/Heavy armor warrior
    • subclasses: Armiger, Captain, Hoplite, Lancer (e.g. Cavalier, Cataphract)
  • Marksman
    • subclasses: Archer, Crossbow Expert, Gunslinger, Huntsman, Peltstat
    • or fold into Rogue below
  • Martial Artist: Unarmored warrior (see additional notes below)
    • Customizable Styes
      • Techniques: Kicking, Holds, Locks, Movement, Push, Throw, Vital Areas
      • Meditation Abilities
      • Mental & Physical Techniques
      • Ki abilities
  • Monk: Martial Artist/ki spellcaster hybrid)
  • Paladin
    • Subclasses: Ancient, Crown, Devotion, Guardian (non-spellcaster), Vengeance
    • Notes:
      • Personally, I would like to see the class return to being less "spellcasty"
        • The base class should be a non-caster with more abilities tailored to the Oath
        • The spell lists should be more tailored to the flavor of the oath
  • Psion/Psychic (see additional notes below)
    • Subclasses: Psychic Healer, Pyrokinetic, Telekinetic, Telepathic
  • Psychic Warrior
  • Ranger
    • Subclasses: Beastmaster, Hunter, Monster Slayer
    • Personally, I would like to see the class return to being less "spellcasty"
      • The base should be a non-spellcaster
      • The spell lists should be narrowly tailored to the subclass not the class
  • Rogue: The maneuver based Light Armored armored warrior archetype (see below)
    • Subclasses: Corsair, Gallant, Musketeer, Swashbuckler
  • Shaman: The Spirit based full spellcaster (could be a cleric variant)
    • A religious leader that is an intermediary between the spirit world and the people he serves. Unlike a Cleric/Priest, who serves a deity and promotes their interests, the Shaman does not serve the spirits.
    • Subclasses; Dreamwalker, Ridden/Possessed, Skin-Walker (Shapechanger), Spirit Binder, Spirit Healer, Spirit Priest (need another name- Spirit Caller (borrowing from another poster)?)
    • Spirit Companon: Has an ancestral guardian, spirit of the land, or totem that
      • grant guidance limited to Arcana, History, Heal, and Nature, Suvival should take a short rest or long rest.
      • act as a scout
    • Turn Spirit
      • Celestial (non-deity), Elementals, Fiends, Fey, and incorporeal undead
      • Send spirits to attack
    • I have already mentioned elsewhere the types of spells I want including no flashy spells such as fireballs or meteor swarms
  • Sorcerer:The innate spellcaster
    • Subclasses: Arcane Lineage, Celestial Blood, Demon Blood, Devil Blood, Divine Blood (Child of Deity, no halos, no Radiance, no wings), Dragon Blood, Fey Blood, Sea-Kin (Moana), Winter-Kin (Elsa)
  • Thief: split off from Rogue
    • Subclasses: Assasin/Spy, Burglar, Charlatan/Swindler, Mastermind
    • Keeps Rogue's Sneak attack
  • Warlock:The Pact Magic
    • Patrons: Archfey, Celestial, Fathomless, The Fiend (Abysal), The Fiend (Infernal)*, The Great Old One, Spirit
      • * There should also be patrons for each Demon Prince
      • There should also be patrons for each Arch-Devil
  • Warlord
    • also for one type of non-martial Warlord- see Courtier above
  • Witch
    • I have already stated multiple times what I want out of a witch class including the types of spells (e.g no flashy fireballs,
    • I would add a note that there are additional ways to do witches including Fey Pact, Fiend Pact, Great Old One Pact (e.g. The Craft)
  • Wizard
Additional Notes
  • Alchemist:
    • Hit Die d6, Armor & Weapons as Wizard
  • Cleric:If not split into classes, changes that I would want to see
    • Choose an Order (I am open to an other name) from Book, Sword, Word. (Note: optoins will need to to be fleshed out further and domains will need some rework).
      • Book: Robed Monastic Priests and Cloisterd Priests
        • Proficiencies
          • Armor: none
          • Weapon: Simple Weapons
          • Tools:
        • Grant starting proficiences from Skills, Tools, Languages
          • Skill Proficiencies from: Arcana, Knowledge, Nature, Religion
        • Grant some extra appropriate spells
        • Some options instead of Potent Spellcaster or Divine Strike
      • Sword: Templars/ Armored Warrior Priests
        • Proficiencies
          • Armor: Medium (or heavy depending upon domain
          • Weapon: Simple, Martial
          • gets Divine Smite
      • Word: Mendicant Priests, Oracles, and Prophets
        • Proficiencies
          • Armor: LIght
          • Weapon: Simple + a martial if associated with deity
          • Potent Spellcaster or some other option depending upon deity or domain
    • Choose a Domain
      • Domains could be limited to specific order or have versions for different orders
    • Other Changes
      • Channel Divinity- Destroy Undead: LImit to Grave, Life, and, maybe Sun Light. Give other Domains unique replacements more appropriate for the domains
      • Spell LIsts: Tailored spell lists from a smaller curated general list for all clerics + one's domain spells
        • General LIst: spells like Augury, Bless, Bestow Curse, Remove Curse, Summon Celestial, Planar Ally
        • Maybe add a small alignment based list
  • Martial Artisist
    • Styles have a Primary Method:
      • Kick
      • Holds & Takedowns
      • Locks
      • Movement
      • Strike
      • Throw
      • Vital Area Strikes
    • Styles are Hard, Soft, or Hard/Soft
    • Style grant maneuvers/ techniques
      • Kicking Techniques
        • ex. Flying Kick
        • ex. Scissor Kick
      • Locking Techniques
        • ex. Locking block
        • ex. Immobilizing Lock
      • Holds and Takedown Techniques
        • ex. Chokehold
        • ex. Crushing Hold
      • Movement Techniques
        • ex. Flowing Water
        • ex. Slip
        • ex. Uncanny Dodge
      • Push
        • ex. Concentrated Push
        • ex. Sticking Touch
      • Striking Techniques
        • ex. Flurry of Blows
        • ex. Eagle Claw
      • Throwing Techniques
        • ex. Fall
        • ex. Kip-Up (Instant Stand)
        • ex. Great Throw
      • VItal Area Techniques
        • ex. Pain Touch
        • ex. Stunning Blow
      • stances
        • ex. Back Stance
        • ex. Cat stance
        • ex. Horse Stance: resist trips, being knocked prone
      • Mentals & Physical Techniques
        • ex. Blind-FIghting
        • ex. Calm Mind
      • Ki
        • ex. Boost: Initiative
        • ex. Boost: Strength
        • ex. Cleanse Poison: additional save vs. Poison w/ advantage
        • ex. Heavy body: advantage to resist knockback, being knocked prone, thrown
        • ex. Light Step
  • Psychic/Psion
    • No Spell Level like chart.
      • Abilities/Feats with level. Choose from
      • greater development of ability
        • Pyrokinetic:
          • Base: Heat objects
          • Additional Increased Damage, FIre Aura, Area Fire attack
        • Telekinetic:
          • Basic: Lift Objects
          • Additional: Telekinetic Blast, Increased Blast damage Telekinetic Push, Force Fields
        • Telepath:
          • Base read minds:
          • Additional: Increased Range, Mental Illusions, Mental Invisbility, Mind Control, Psychic Blast, Alter Memories
      • Develop another area
        • go broader by picking up new area.
  • RogueThe Rogue is Khaalis's light armored variant of the Battlemaster that covers a fantasy archetype that is half-way between the Battlemaster and the current rogue. The variant can be found in the download section
    • Some difference from Battlemaster
      • Proficiencies
        • Armor Proficiency: Light Armor and shield
        • Save Proficiencies: Dex, Intelligence
      • Skills: Three from Acrobatics, Athletics, Deception, History, Insight, Intimidate, Perception, Performance
    • Class Abiltities
      • Combat Superiority (a curated list of Battlemaster Maneuvers with some new additons)
      • Canny Defense: Intelligence to AC when no or light armor,
      • Uncanny Dodge
      • Second WInd
      • Action Surge
      • Extra Attacks
    • For the subclasses download Khaalis's Light Fighter variant from downloads
.
 
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I want multiclassing to stay, but honestly it's awfully done in 5e. It feels like something they threw out in the last hour of a Friday afternoon before releasing the edition.

It completely wrecks tiers of play and ASI increases. And certain things like multiattack just don't work properly with multiclassing. A barbarian 4, fighter, 4, paladin 4, monk 4, ranger 4 will be level 20, and every single one of those classes gets multiattack. But this abomination still only gets a single attack.
I feel different. I thin multiclass overall works very well. We play a lot of multiclass characters together with single class characters and they work well.
The abomination you speak of should not work.
 

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