D&D General Unique Class Mechanics you would love to see in a D&D "goes wild" Edition [+]

YMMV, of course, but it'd have to depend on the fullness of the rest of the bonus action economy and also the structure of the core system. Without the core system identity expressed I just went off 5e's designs 'cause... well. You haven't really outlined anything.

Cool.

Sure.

Your design notes for "Wild" on Spellblade was just the PF Magus's melee weapon spell attacks. I've got that in my Swordmage design and have had for months. And it's not even their core identifying feature, but a late-game bonus.

And for you that would just be a "5e Homebrew" class.

Then you hit on a FF Magic Structure that's been adapted to almost every edition since 2e, and one Mike Myler made for 5e in one of his recent releases.

And then you hit Truenamer which is straight out of 3e and there's at least a dozen of those online including C. E. Usiku's version which he's sold on DTRPG.com for the past 6 years at this point.

None of these are "Wild" they're just concepts that have been done but never as core structures.

The post I was responding to, which lead to that reply chain, was trying to build up unique stuff for each class and was like "Barbarian rage is already unique" so I took that design note and tried to do something 'unique' for Ranger that fit in within the same level of creativity and change.

Sorry I thought the question was clear especially with the examples. So let me explain what I look for in detail:

I wrote:

"What I mean with "go wild" is late 3.5 experimental (and a bit like late 4E experimental) creating more unique classes. For this to work, the game (in my oppinion) needs to be heroic not deadly. (Since if you are dead after 1 hit, well then there is not much distinction to have)."


So what I mean is unique class mechanics (in existing or new classes), which may have been done before, but which are mechanically unique, as in something other classes normally cant do for a potential new D&D system. You can take the official 5.5 classes as examples of what "normal classes can do", but it should not assume 5E structure.


So in general no 5E homebrew (even if the person who did it wants money for it).
Also just because someone did something in some way in a 5E homebrew, does not mean the mechanic is less "wild". And what I mean with wild is that it fundamentally changes parts of the game as the examples I have given compared to "normal". Things which WotC would most likely not put into 5.5 as is because its too much risk.


So to explain what makes, in my oppinion, these mechanics I mentioned "wild" aka make them work vastly different to the "standard":

Spellblade:
  • Makes spell slot not lost on a single miss. Kind of makes them (mostly) unmissable since you can use another weapon attack again.
  • Change spells to melee attacks, changing their range (and potential them not triggering potential opportunity attacks)
  • Let spells gain new properties which normally only weapon attacks would have (being able to crit, profiting from weapon dice rerolls, and potential other things only weapons can do).
  • Can apply spells by targeting physical defense, rather than a magical defense, and since they might be vastly different these attacks are now good against different enemies.
  • This creates NEW DECISIONS because you have potentially 2 ways to use a spell, and they have different advantages or disadvantages.
Bluemagic:

  • Makes learning abilities not dependant on leveling up, but the adventure. This also means that "the same bluemage" in different adventures might in the end play completly different.
  • The above also means that you cant really plan your build beforehand but you need to adapt to what you get. So changing the character planning from strategical to tactical.
  • Get the potential to create "untypical" effects for spells, because you immitate special abilities with your spells.
  • Forces the game to have many creatures with special attacks (which are not spells) and have them in a balanced system.
  • This creates NEW DECISIONS because you might now want to no longer burst down enemies before they have a turn, because you want to learn their abilities. Also you might want to go hunting special enemies creating a new potential motivation.

Truenamer

  • Ressources are no longer binary. You dont have a spell or not, you have a spell with different strengths.
  • Because of unique limitations like "only 1 of the same spell at a time" before purely positive things (like longer duration) is no longer just positive, this may even add the possibility to have mechanics to reduce duration.
  • It leads to NEW DECISIONS, because not using a spell or only sparingly allows one later to have a chance to use it in an empowered form (like as a swift action) and also you might want to cast a stronger version of a spell (metamagic empowered) instead a normal one even though it has a much lower chance to succeed, because you dont have cantrips and you want to get the most out of your (in the end still limited) numbers of casts

On the other hand "doing a basic attack as a minor action" does normally not change any decision, your decision still is "I want to attack enemy X with all I have". The same decision other martials have, and using the same means (basic attacks) and all useful actions for it.


If you have created some cool classes with unique mechanics? Cool tell us about them! Thats exactly what this thread is about. Mentioning cool unique class mechanics which differ from "standard" (5E) D&D.


Oh, God, what have you done? You've given me a reason to blather.

Oh boy. Gonna be burning the midnight oil for this...or not. I promised my best friend I wouldn't. But you'd better freakin' BELIEVE you're gonna be seeing heightened maximized quickened wall of text!
Please feel free to do this!
 
Last edited:

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-Stamina Dice (Fighter, potentially other martials)
Fuel for abilities that are not at-will.
You have two stamina dice (SD) at level 1. You gain additional SD as you level up in this class, eventually reaching six total. They start as d6s, eventually growing to d12s at the highest levels of play. Some class features are powered by your SD. In 5e this would include second wind, action surge, indomitable, and many subclass features. Additionally, you can roll one SD and add the result to a Strength, Dexterity, or Constitution skill check or to the damage of a weapon or unarmed attack. Generally, whenever you roll one or more SD you reduce the size of at least one of those SD by a step (d12 -> d10 -> d8 -> d6 -> d4 -> Exhausted). On a short rest you can return two of your SD back to their starting size. On a long rest they all return to their starting size. Some of the stronger abilities might require larger step reductions. The most powerful abilities, like 5e's action surge, would require exhausting one SD that is at it's starting size.

-Metamagic all the time (Sorcerer)
Say goodbye to sorcery points.
Every time you learn a Sorcerer spell you choose one "lesser" Metamagic option for that spell. That spell is always under the effect of that Metamagic option every time you cast it. At certain levels you can pick one spell to get a "greater" Metamagic option instead. On a level up you can change one spell's Metamagic option for another, with caveats to ensure the number of spells with lesser and greater options stays the same. I'd shoot for an 80/20 split of lesser to greater by level 20. Getting rid of sorcery points reduces versatility with the benefit being Sorcerer spells are always different from other casters. Lesser = Careful, Distant, Empowered, Extended, Subtle. Greater = Heightened, Quickened, Seeking, Transmuted, Twinned.

-Signature Magic (Wizard)
Spicing up tiers 3 and 4 for a class that probably doesn't need it.
Starting at level 11 the Wizard gains one of the following: Mastery, Multi-Discipline, or Metamagic (yes, the alliteration is forced). You gain 4 Signature Magics between levels 11 and 20. Mastery let's you choose a 1st or 2nd level spell that you can cast at it's lowest level for free 1/rest. Each time you pick Mastery you get another spell. Multi-Discipline let's you pick a second Arcane Tradition and gain it's 2nd level feature(s). Each time you pick Multi-Discipline you gain the next feature(s) in the Arcane Tradition you already chose (no, you can't start on a third Tradition). Metamagic works pretty much like the normal 5e sorcerer. It just comes online later.

-Venerator (New Class)
Absorb traces of memory found in the places where heroes of old, ancient spirits, mythic beasts, and others once walked. Use your magic to bring their powers forth. It's similar to a Blue Mage, but all of the abilities are themed around the chosen memory. Also includes some attacks and control abilities centered around psychic memory stuff.

-Repertoire (Bard)
A bunch of songs that take the place of inspiration. Start with three songs. More songs are added to your Repertoire and they get more powerful at levels 7, 13, and 18. Each subclass also adds its own unique song to their Repertoire at level 3, but I didn't include those below. Limited to X per long rest, or maybe once per short rest, with the option to burn spell slots to use them again.
Song of Rest - During a short rest allies heal for 2d4+cha HP. Increases to 2d8, 2d12, and 2d20.

Ballad of Heroes - Action, 1 minute concentration: allies within 30 feet treat their weapon and unarmed damage rolls of 1 as 2. Increases to 1-2 as 3, 1-3 as 4, 1-4 as 5.

Melody of Luck - Action, 1 minute concentration, one ally within 30 feet, can change target as a bonus action: ally treats ability checks of 1-5 as 6. Increases to 1-6 as 7, 1-7 as 8, 1-8 as 9.

Cacophony of Noise - Action: creatures within 30 feet (not including you) must save vs spell DC or gain the deafened condition until end of your next turn. Increases to blinded, prone, level of exhaustion and effects are cumulative.

War Chant - Action, 1 minute concentration: allies within 30 feet gain +1 to AC and Saves. Increases to +1 to attack rolls and DCs, can choose to reroll a damage die once per turn, first opportunity attack you make doesn't use a reaction and effects are cumulative.

Hymn of New Beginnings - 10 minutes: adjacent target makes a Con Save. On a roll of 10 or higher they are no longer Poisoned or Diseased. Increases to Cursed, Petrified, Exhausted and effects are cumulative.

Requiem of the Night Watch - 10 minutes at start of long rest: allies who can hear the song gain advantage on initiative rolls until end of long rest. Increases to advantage on Perception checks, awake creatures cannot be surprised, attacks against you do not get advantage for being hidden and effects are cumulative.

Travelers Ditty - Action, 1 hour concentration: Increase walking speed for all creatures you choose within 30 feet by 10 feet. Increases to additional 10 feet of movement, double jump distance, hover up to 5 feet from the ground and effects are cumulative.

Tune of Undoing - Action: one creature within 30 feet immediately makes a saving throw against a magical effect. Increases to all creatures you choose within 30 feet, advantage on roll, allies can choose to use your saving throw in place of their own and effects are cumulative.

Anthem of Awe - Action: one creature you choose within 30 feet makes a Charisma saving throw and on failure they are restrained until the end of your next turn. Can make another save when they take damage. Increases to Stunned, Unconscious, can target two creatures and effects are cumulative.
 

Sorry I thought the question was clear especially with the examples. So let me explain what I look for in detail:

I wrote:

"What I mean with "go wild" is late 3.5 experimental (and a bit like late 4E experimental) creating more unique classes. For this to work, the game (in my oppinion) needs to be heroic not deadly. (Since if you are dead after 1 hit, well then there is not much distinction to have)."


So what I mean is unique class mechanics (in existing or new classes), which may have been done before, but which are mechanically unique, as in something other classes normally cant do for a potential new D&D system. You can take the official 5.5 classes as examples of what "normal classes can do", but it should not assume 5E structure.


So in general no 5E homebrew (even if the person who did it wants money for it).
Also just because someone did something in some way in a 5E homebrew, does not mean the mechanic is less "wild". And what I mean with wild is that it fundamentally changes parts of the game as the examples I have given compared to "normal". Things which WotC would most likely not put into 5.5 as is because its too much risk.


So to explain what makes, in my oppinion, these mechanics I mentioned "wild" aka make them work vastly different to the "standard":

Spellblade:
  • Makes spell slot not lost on a single miss. Kind of makes them (mostly) unmissable since you can use another weapon attack again.
  • Change spells to melee attacks, changing their range (and potential them not triggering potential opportunity attacks)
  • Let spells gain new properties which normally only weapon attacks would have (being able to crit, profiting from weapon dice rerolls, and potential other things only weapons can do).
  • Can apply spells by targeting physical defense, rather than a magical defense, and since they might be vastly different these attacks are now good against different enemies.
  • This creates NEW DECISIONS because you have potentially 2 ways to use a spell, and they have different advantages or disadvantages.
Bluemagic:

  • Makes learning abilities not dependant on leveling up, but the adventure. This also means that "the same bluemage" in different adventures might in the end play completly different.
  • The above also means that you cant really plan your build beforehand but you need to adapt to what you get. So changing the character planning from strategical to tactical.
  • Get the potential to create "untypical" effects for spells, because you immitate special abilities with your spells.
  • Forces the game to have many creatures with special attacks (which are not spells) and have them in a balanced system.
  • This creates NEW DECISIONS because you might now want to no longer burst down enemies before they have a turn, because you want to learn their abilities. Also you might want to go hunting special enemies creating a new potential motivation.

Truenamer

  • Ressources are no longer binary. You dont have a spell or not, you have a spell with different strengths.
  • Because of unique limitations like "only 1 of the same spell at a time" before purely positive things (like longer duration) is no longer just positive, this may even add the possibility to have mechanics to reduce duration.
  • It leads to NEW DECISIONS, because not using a spell or only sparingly allows one later to have a chance to use it in an empowered form (like as a swift action) and also you might want to cast a stronger version of a spell (metamagic empowered) instead a normal one even though it has a much lower chance to succeed, because you dont have cantrips and you want to get the most out of your (in the end still limited) numbers of casts

On the other hand "doing a basic attack as a minor action" does normally not change any decision, your decision still is "I want to attack enemy X with all I have". The same decision other martials have, and using the same means (basic attacks) and all useful actions for it.


If you have created some cool classes with unique mechanics? Cool tell us about them! Thats exactly what this thread is about. Mentioning cool unique class mechanics which differ from "standard" (5E) D&D.
"Cool unique class mechanics"

Described 3e and Pathfinder mechanics and stuff people have been doing for years. 'Kay.

You want new? My Esper is new. In addition to core class features that aren't shared by any other class, their psionic powers function on a building mechanic with a gamble tied to it.

Every power can be augmented in several ways, and all powers can be augmented to do more damage/range/targets/whatever. Any augment you apply occupies one of your psi dice.

After the power triggers, with all it's augments, you roll all the psi dice you used to augment that power. On a 1 or a 2, that psi die is spent until you recover it. On a maximum roll (4, 6, 8, or 10 depending on psi dice size) you also recover a psi dice. The higher your level, the more psi dice you gain access to and the bigger the dice are, themselves.

Powers without psi dice basically function like cantrips. Use them as often as you like, but their effects are comparatively limited.

That's something -actually- unique that hasn't been a part of D&D as presented, thus far. If you'd like a copy of Paranormal Power it's on DTRPG.com. If you don't wanna buy it, I was kind enough to set up a free package for the Esper Class and Powers.

Link is in my signature. Enjoy!
 

Swordsman: On a martial chassis, probably fighter-type. Assuming 5e for Proficiency Bonus to allow scaling.
At the beginning of each turn while wielding a sword (alternatively: Martial melee weapon with which he is proficient), the swordsman can alter his stance by an amount equal to his proficiency bonus - either adding up to PB to AC and as damage reduction and subtracting it from to-hit rolls, or subtracting it from AC and adding it to to-hit and damage rolls.

So at low levels, -2 to hit for +2 AC & damage reduction, or +2 to hit and damage for -2 AC. At high levels, -6 to hit for +6 AC & damage reduction, or +6 to hit and damage for -6 AC, or some balance in between.

I'm not sure what to do with the rest of a notional subclass to go with it. Probably some maneuverability features like a free 5' step with each attack on his turn, an opposed attack roll to block an attack (Wall of Blades did this in 3.5's ToB and I am very surprised I haven't seen it anywhere in 5e), and probably a higher crit range. There's a choice to make each turn, but the math is only as complicated as you feel like it needs to be in terms of choosing what to optimize. Swapping between offensive and defensive stances seems vaguely Jedi-like.
I guess you could also put this on a monk/kensei chassis and it'd probably be better than half of what kensei got.
 

"Cool unique class mechanics"

Described 3e and Pathfinder mechanics and stuff people have been doing for years. 'Kay.
These mechanics are unique when it comes to big official published material. Truespeaker was not used again in D&D 4E, 5E or 5.5 nor PF2 nor 13th age nor any other relevant publication. ( Of course some people are always copying stuff because its good thats fine and also the idea here to mention cool things to reuse, but again I dont care too much for homebrew.)

The spellblade from PF1 is not the same in PF2 its more like the 5e cantrip + spell double attack.
You want new? My Esper is new. In addition to core class features that aren't shared by any other class, their psionic powers function on a building mechanic with a gamble tied to it.

Every power can be augmented in several ways, and all powers can be augmented to do more damage/range/targets/whatever. Any augment you apply occupies one of your psi dice.

After the power triggers, with all it's augments, you roll all the psi dice you used to augment that power. On a 1 or a 2, that psi die is spent until you recover it. On a maximum roll (4, 6, 8, or 10 depending on psi dice size) you also recover a psi dice. The higher your level, the more psi dice you gain access to and the bigger the dice are, themselves.

Powers without psi dice basically function like cantrips. Use them as often as you like, but their effects are comparatively limited.

That's something -actually- unique that hasn't been a part of D&D as presented, thus far. If you'd like a copy of Paranormal Power it's on DTRPG.com. If you don't wanna buy it, I was kind enough to set up a free package for the Esper Class and Powers.

Link is in my signature. Enjoy!
Thank you for the description! It sounds a bit complicated and its counter intuitive that higher dice size (better dice) have lower chance of recovering psi. Still interesting to read! I will not buy it (since I just dont really care too much about (5E) homebrew normally), but was good to learn about a new mechanic.
 

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