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Archetypes to add to 5e
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<blockquote data-quote="RSIxidor" data-source="post: 7799853" data-attributes="member: 6695558"><p>Inquisitor would be nice to see, either as a Paladin that gets something inquisitorial as their Oath ability or a Rogue that gets divine casting.</p><p></p><p>I'd like to see a Rogue that excels at using traps and adventuring gear of various sorts. I'm thinking they excel at improvised attacks with thrown weapons (including the attacks made with flasks of oil or holy water, etc) and can also activate things like caltrops or ball bearings as part of an thrown improvised weapon attack.</p><p></p><p>I'd like a Warden subclass for the Barbarian or Druid. Their are some places where this sort of already exists but typically at higher levels where the terrain control ability is not quite as useful. Would be nice to see some of it at lower levels. </p><p></p><p>I'd like to see a sort of Holy Defender Paladin that doesn't have divine smite but instead has something to protect allies in some way. I don't think the 4e defender aura is the right choice but we do have Sentinel in this edition which is similar in some ways. I also think something akin to Divine Challenge/Sanction/Aura could actually work in 5E but it would need some tweaks, like giving a saving throw and probably only applying a penalty (similar to the Barbarian path that has a "mark").</p><p></p><p>Spell-less ranger as some others have mentioned would be nice. I'd also like Ranger's favored terrain / favored enemy to be about abilities that are useful when engaging in that terrain / against that enemy but not strictly tied to facing those challenges. Like getting a swim speed if you're from a coastal area and turning a regular hit into a critical hit if it's reducing a creatures HP to 0 (enemy specialization: zombies). I also think the Wanderer from Adventures in Middle Earth is a good look at how to do a ranger well though it's version of "favored terrain" is even more specific than vanilla 5E, being regions in that world. I still think it's a better approach than what we currently have, though, even if it's not my preference. Bit more work for the DM, though, especially in homebrew worlds.</p><p></p><p>While I think some might think a "witch" is already playable, I don't like the options. Warlocks don't feel right as the type of witches I'm thinking of. Wizards might work with a subclass. Druids exist but they have wild shape as a default ability, and it doesn't quite fit what I'm thinking of either. What I'm thinking of is the the sort of witches that brew potions, enchant charms, and fly on brooms just as much as they cast spells or rituals. Somewhere between the witches in the LOZ and the witches in Miyazaki films, and some other anime.</p></blockquote><p></p>
[QUOTE="RSIxidor, post: 7799853, member: 6695558"] Inquisitor would be nice to see, either as a Paladin that gets something inquisitorial as their Oath ability or a Rogue that gets divine casting. I'd like to see a Rogue that excels at using traps and adventuring gear of various sorts. I'm thinking they excel at improvised attacks with thrown weapons (including the attacks made with flasks of oil or holy water, etc) and can also activate things like caltrops or ball bearings as part of an thrown improvised weapon attack. I'd like a Warden subclass for the Barbarian or Druid. Their are some places where this sort of already exists but typically at higher levels where the terrain control ability is not quite as useful. Would be nice to see some of it at lower levels. I'd like to see a sort of Holy Defender Paladin that doesn't have divine smite but instead has something to protect allies in some way. I don't think the 4e defender aura is the right choice but we do have Sentinel in this edition which is similar in some ways. I also think something akin to Divine Challenge/Sanction/Aura could actually work in 5E but it would need some tweaks, like giving a saving throw and probably only applying a penalty (similar to the Barbarian path that has a "mark"). Spell-less ranger as some others have mentioned would be nice. I'd also like Ranger's favored terrain / favored enemy to be about abilities that are useful when engaging in that terrain / against that enemy but not strictly tied to facing those challenges. Like getting a swim speed if you're from a coastal area and turning a regular hit into a critical hit if it's reducing a creatures HP to 0 (enemy specialization: zombies). I also think the Wanderer from Adventures in Middle Earth is a good look at how to do a ranger well though it's version of "favored terrain" is even more specific than vanilla 5E, being regions in that world. I still think it's a better approach than what we currently have, though, even if it's not my preference. Bit more work for the DM, though, especially in homebrew worlds. While I think some might think a "witch" is already playable, I don't like the options. Warlocks don't feel right as the type of witches I'm thinking of. Wizards might work with a subclass. Druids exist but they have wild shape as a default ability, and it doesn't quite fit what I'm thinking of either. What I'm thinking of is the the sort of witches that brew potions, enchant charms, and fly on brooms just as much as they cast spells or rituals. Somewhere between the witches in the LOZ and the witches in Miyazaki films, and some other anime. [/QUOTE]
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