RPG Evolution: D&D's Missing Archetypes

Dungeons & Dragons' classes have expanded to include popular tropes from fantasy fiction. Now D&D itself is influencing what archetypes appear in fiction. There's still a few missing.

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Picture courtesy of Pixabay

This thought experiment is rooted in the idea that classes need to be in the Players Handbook to be deemed official. This article specifically addresses popular fantasy characters that don't seem to easily fit into one of the existing classes.

Of the original classes, the fighter and wizard find their inspiration in literature and history. Of those with historical roots, bards and druids were inspired by Celtic history (the bard was originally much less a musician and much more a multi-class fighter/thief/druid) and paladins from chansons de geste (and specifically the fantasy fiction, Three Hearts and Three Lions). Speaking of fiction, many of the classes were inspired by the popular fiction at the time: the wizard and rogue were patterned after Jack Vance's Dying Earth series, clerics were inspired by Dracula's vampire-hunting Van Helsing (more likely the Hammer films than the original novel), rangers after Aragorn from J.R.R. Tolkien's Lord of the Rings series, barbarians after R.E. Howard's Conan series, and monks from the Destroyer series featuring Remo Williams.

After their debut, many classes were largely refined. Bards became a full class, clerics became more religious, and monks diversified to represent more martial arts. But the sorcerer and warlock are more recent, filling niches that better represented other spellcasting sources. Wizards were very much a Vancian-inspiration, so sorcerers filled the many other spellcasting archetypes in literature in video games. Warlocks were the second antihero after rogues with some dubious magical origins that made them different from sorcerers and wizards, a caster more inspired by cultists and witches than magical formulae and raw willpower.

The archetypes below are the next evolution of these ideas, inspired by new media that has debuted since and roles that aren't quite being filled by existing classes. That said, variants of all these exist in some form, but not as a core class. Almost every character archetype can be recreated by tinkering with the rules, be it via third party supplements or homebrew. But at some point an invisible line is crossed where players expect to be able to play the character they see in other media. If fantasy games, movies, and books are any indication, here's three archetypes that might be on the path to becoming core classes in D&D's future.

Artificer​

The rise of steampunk-style characters has been propagated by video games that regularly included magical tech in their settings. That in turn has created its own media offshoots, like Wakfu (based on the titular Massive Multiplayer Online Role-Playing Game) and Arcane (based on the online battle arena game League of Legends). And of course, anime is a major influence, which was regularly mixing fantasy and technology going as far back as the works of Studio Ghibli with Castle in the Sky.

The artificer originally appeared as a specialist wizard in Advanced Dungeons & Dragons Player's Option: Spells & Magic, only to reach prominence in Third Edition with the Eberron Campaign Setting. It was an official base class in Fourth Edition's Eberron's Player's Guide. The artificer has since shown up Eberron: Rising from the Last War and Tasha's Cauldron of Everything, but it's not part of the core classes in the Player's Handbook.

The reason for that may be that artificers have built-in assumptions about the campaign universe that requires some "magitech" inclusion by the dungeon master, and not everyone may be comfortable with that default assumption. That said, clerics assume a divine connection to deities, barbarians assume a culture of raging primal warriors, and warlocks assume a (somewhat sinister) connection to other beings willing to exchange magic for power. It's not that big of a stretch to include artificer in the core rules and it may well be included in future editions.

Witcher​

The Witcher was originally a book series, which in turn inspired a video game franchise, which in turn created a Netflix series. Watching The Witcher series feels a lot like watching someone's Dungeons & Dragons campaign, and that's no accident. Witchers have a lot in common with rangers and in the original setting where they originated, may well have been inspired by them. But origins aside, the ranger has always been something of an uneasy fit for a witcher.

That's at least due in part to the revisions to the core ranger class itself. Xanathar's Guide introduced a proper monster slayer archetype that fits the witcher mold. And of course there's the Bloodhunter class created by Critical Role's Matt Mercer in The Explorer's Guide to Wildemount.

Gunslinger​

Critical Role is so popular that it's begun to influence the game that inspired it, so it's perhaps not a surprise that another of Mercer's creations, the gunslinger, fills a missing archetype. Like the artificer, the gunslinger presupposes a level of technology that is not currently the default in D&D. But also like artificers, gunslingers are everywhere, including in Vox Machina.

In the cartoon, Percival de Rolo is infernally-inspired by the demon Orthax to create firearms, justifying their inclusion in a fantasy setting that didn't initially have firearms at all. Since his debut, Percival is now considered the inventor of these kinds of weapons, which just goes to show how a determined DM can make the archetype's inclusion work in their campaign.

Will They Ever Become Official?​

Pathfinder, with its massive array of character options, is a good guidepost for the future of D&D. All of the above archetypes are covered as base classes, although they're not (currently) part of Pathfinder's core rules either.

Of the three classes, the artificer has steadfastly appeared in each edition, and with each debut a little less attached to the campaign roots of Eberron. Its inclusion in Tasha's completed that journey, so it seems likely that the next logical step is to include artificers in the core rules. If that happens, it's not hard to see a gunslinger being an option, either as a fighter or ranger archetype. And the Witcher-inspired class is likely not far behind, benefiting from a subclass in Xanathar's Guide (the Monster Slayer) and Mercer's own Bloodhunter class.

Your Turn: There are surely archetypes that are popular in fantasy-related media that don't fit any of the current classes. What did I miss?
 
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Michael Tresca

Michael Tresca

doctorbadwolf

Heretic of The Seventh Circle
I guess the question is, what would the Scholar do? I mean, ok, he'd be good at skill checks, but we have classes that do that. What makes him unique? I suppose he could have an ability like the Battlemaster's to size up foes; as 5e doesn't have dedicated monster knowledge rules that could be handy, but then I think you'd find most DM's would assume that only Scholars can do this (making for an OD&D Thief situation).

But even then...I can't imagine an academic is a great fighter. Unless it's a caster subclass, like the Cloistered Cleric, they'd maybe have some sort of tactical benefit, due to advice they can give?

So kind of like the Bard and the "Warlord"?
Well the Bard really is where a Scholar is the easiest fit.

In my game Quest For Chevar, it's much easier to make a Scholarly character that is both useful and feels like a scholar, because preparation is a huge part of surviving and succeeding at the job, but even it needs to either be able to shoot a gun or something, or be capable of some binding magic, or somesuch.

I think that the prep stuff is harder to put into dnd, because it just isn't normal to have an investigation into the BBEG before going totake them down in DnD. But a combination of monster knowledge*, binding magic, and some sort of "give advice that makes the enemy more vulnerable to your allies" ability, could make a strong, if odd, dnd class.
 

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James Gasik

We don't talk about Pun-Pun
Supporter
Well it used to be a part of D&D. Seek out Bards and Sages to uncover legends and lore, gather consumables and the like- fighting a monster like a dragon was an undertaking. You needed to find out about it's lair, when it goes hunting, what it's breath weapon and resistances were, what spells it could use...then you could make the attempt.

Then somewhere along the line, a party could just blunder into a dragon and win despite a lack of preparation. Or nobody wanted to use potions because it's a drain on action economy, or DM's didn't want to let players prep because it made things "too easy". I suggest doing things the old fashioned way these days and people give me funny looks.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Well it used to be a part of D&D. Seek out Bards and Sages to uncover legends and lore, gather consumables and the like- fighting a monster like a dragon was an undertaking. You needed to find out about it's lair, when it goes hunting, what it's breath weapon and resistances were, what spells it could use...then you could make the attempt.

Then somewhere along the line, a party could just blunder into a dragon and win despite a lack of preparation. Or nobody wanted to use potions because it's a drain on action economy, or DM's didn't want to let players prep because it made things "too easy". I suggest doing things the old fashioned way these days and people give me funny looks.

But you try and tell the young people today that... and they won't believe ya'.
 

James Gasik

We don't talk about Pun-Pun
Supporter
They just didn't live through that era of gaming, and now you can take a background and be a Sage...and the DM might not tell you anything (one thing I agree with Crawford about- background features need more teeth, they tend to get ignored or downplayed a lot)!
 


Garthanos

Arcadian Knight
While I imagine this was made in a tongue-in-cheek snarky way;
That is how its expressed but it doesn't change meaning
  1. most stories regardless of medium involve characters who remain within the same scope of story through out. (tier)
  2. most campaigns have a limited number of levels any way. (staying in that tier is almost always going to be fine or happen whether you want it all)
  3. the mundane joe from gym who cannot jump more than 10 feet in a standing jump quits making sense in the story at high levels and his flexibility particularly outside of pure combat is basically trash.
  4. Most caster classes automatically adjust becoming more versatile and awesome to match advancing tiers with well defined abilities for doing so ... but this fighter is pulling the same moves he did at level 3 and barely is any more skilled outside of combat than he was at low level. In pure story terms that just sucks ignoring the game details.
To me the answer is one of 2 things let your im just a regular dude hang out at low tiers OR let mundane dude reliably evolve.
, spellcasters should be able to break laws of nature because that's what magic does by its very own definition.
If you can lift a book from 30 feet away you broke a law of nature.... that simply isnt the issue.

Has magic become so mundane that it must necessarily permeates everything and everyone?
yes this is D&D and magic is not made to feel dangerous or erratic or mysterious... D&D makes magic very very not "magical" in a story sense
and having it permeate everything is a very good description of the way legends and myths worked in the real world the strong distinguishing between magic and the everyday is a modern invention the demigod stories were often characters considered demigods or the descendants of dragons or daemons or fae in an after the fact fashion. Very like levelling up and discovering it.
Maybe it has and I hang on to the "mundane" of D&D because I would find it too sad otherwise...
Again the everyman with a bit of luck doesnt go away it just stays in its own tier instead of being an embarrassment.
 

Minigiant

Legend
Supporter
They just didn't live through that era of gaming, and now you can take a background and be a Sage...and the DM might not tell you anything (one thing I agree with Crawford about- background features need more teeth, they tend to get ignored or downplayed a lot)!
It's more tha tthe rise of videogaming has made the Scholar be both an important knowledge quest NPC or a gadgeteer/alchemist based PC class.

So the younger gnerations are not strangers to playing Scholars but they have been trained to get knowledge from NPCs.
 

Minigiant

Legend
Supporter
the mundane joe from gym who cannot jump more than 10 feet in a standing jump quits making sense in the story at high levels and his flexibility particularly outside of pure combat is basically trash.
Part of the issue is that the Mundane Joe that was a Knight or high class Mercenary in Real Life or Fantasy books were very versatile murder-beasts.

It's like when my cousin started watching Game of Thrones and asked me "Is every lord a badass?". My answer was "50& of the male nobility in Westeros in their prime was a highly educated monster who would absolutely wreck 99% of both continent's population. And only 50% because some of the knights are so strong and don't need their brains."
 

James Gasik

We don't talk about Pun-Pun
Supporter
Though, to be fair, the value of one such man on a battlefield shrinks significantly, and is pretty much worthless against dragons, which is why the Valryians made all the Lords of Westeros bend the knee.
 

Minigiant

Legend
Supporter
Speaking of ASOIAF, I see the Maesters and Alchemists as the low magic and low fantasy versions of the Scholar class.

Powered up to D&D's base magic and fantasy level,a maester would masters of potions, grenades, surgery, clockworks, steamworks, falconry,dog training, along with base knowledges like finances, history, religion, and language and obscure magics like binding and true names.

Their players would just be rolling to know anything.

"It is said Chromatic dragons each have a weakness in their standing position due to their placement of their breath sacs. For greens,it is the armpits. I'll do a minor binding to increase its' gravity to force it to land and crouch. What is gravity? Grug, I've explained this already six errr five plus one times."
 

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