D&D 5E Blow it up! What class need to be completely re-worked in 5e?

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IMO, all classes need to be tied to their theme/story more. There's also too much overlap.


Artificer -> They need to prepare all their items ahead of time, which is a slow proccess. They get X craft points, but can only spend a few of them each long rest in order to craft potions, bombs, imbue wands, program golems, magic item, etc..., which can also be given to allies. Items remain enchanted until used, or you disenchant it, which they can do remotely durring a long rest. If they die, it remains enchanted, which is how items came to be. Powerful if they prepared correctly, weak if they did not.

Clerics -> Mostly good, but could use a stronger theming with the spells. Pick 1 major and 2 minor domains. You get sub-class features and high-level spells from the major domain and low level spells from the minor domain. Add land druid domains.

Druid -> Combines ranger, totem barbarian, werewolf, 4e warden, 4e shaman, etc... into gish-y half casters that can buff themselves with nature spirits and shapeshifting. Flexible combatants can shift from speed, damage, defense, vision, stealth, grapple, support, or whatever on the fly (bonus action).

Knight-> Combines fighter and paladin into a determined warrior. No spells. The only class with heavy armor and martial weapons. Determination abilities only trigger when you are doing things related to your determination (i.e. vengeance can smite someone who dealt him damage). Including things like Determination of Rage (beserker), and Determination of Leadership (4e warlord). Powerful when following his determination, weaker without.

Sorcerer -> No preparing spells or spell slots. Instead, you have spell point and meta-magic to spontaneously build-a-spell. Includes bard with spontaneous build-a-song. Flexible casters.

Mystic -> Mostly good as is, but power points are short rest. Add the order of the fist (monk) discipline.

Warlock -> Mostly good, but could still use stronger tie to the story. Recharge spells by appeasing your patron. Reduce eldrich blast, and add escape options.

Wizard -> Mostly good as is, but allow preparing spells during a short rest. Somewhat flexible.



Fighter is just a bag of numbers, so he's gone. There can be a simple paladin oath for those who want simple guy with weapons.
Rogue (and bards expertise) only makes the DC's go up for everyone else. It can now be reduced by 5 across the board. Cunning action is fun, but not enough of a theme to base a whole class on.
 
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Fighter is just a bag of numbers, so he's gone. There can be a simple paladin oath for those who want simple guy with weapons.
Rogue (and bards expertise) only makes the DC's go up for everyone else. It can now be reduced by 5 across the board. Cunning action is fun, but not enough of a theme to base a whole class on.

The fighter could be old school, simple class with a strong theme of classic dungeon delving: many magic items (built in utility magic items like the artificer), more magic attunement slot based on Constitution, champion's remarkable athlete in the main chassis etc

3 archetypes:
Monster slayer: the fighting-man with fighting manoeuvers, regroup all the UA maneovers in one archetype.
Magus: Simple, cantrip-based spellcaster + 1/3 spellcaster. Can use cantrips instead of attacks with the fighter abilities. Magic items identification and detection.
Thief: Cunning action + items user, like the alchemist + thief rogue, but also with with traps and lures.
 

The fighter could be old school, simple class with a strong theme of classic dungeon delving: many magic items (built in utility magic items like the artificer), more magic attunement slot based on Constitution, champion's remarkable athlete in the main chassis etc
But why, story wise, would a fighter be able to use more magic items than someone else?
What makes a fighter special (besides bigger numbers)?
 


What class need to be completely re-worked in 5e?

Sometimes, the title says it all.

So does this answer:

None of them. :D

I can see some improvements, maybe a bit more ink and page space devoted to a few of them (ahem *Sorcerer*) but...blown up? Completely from scratch? Nah.

--

Money where my mouth is: IMHO, the non-Wizard classes always get a bit shorted by sharing spells with the Wizard. The Sorcerer suffers from this the most of all.

I really like playing a Druid and having unique spells like Entangle and Moonbeam. And Produce Flame is interesting, because it combines the features of Light and Fire Bolt into something more thematically appropriate. I choose those whenever possible to make that class feel different. I wish the Sorcerer had MUCH more of that.

I'd rather see a parallel spell list, where the Sorcerer has a unique, mechanically different set of spells that play into the fact that they have a much more limited set to play with. They don't have to have the same flexibility as a Wizard, they should just feel significantly different.

I'd even love to have the metamagic-like effects 'baked in' to each spell, so their Flame spell gets to, say, shoot fire in a 15' cone, 30x5' line, or 10' diameter fireball at 90' range. Wild mage? Small chance of the areas of effect to be larger or smaller, or to do a different damage type. Stuff like that.

My bet is it comes down to page length and burden; the spell list takes up 20% of the book now, it would easily be 40% or more of it, making it much more expensive to print, and the rules knowledge burden on DMs would be doubled or more.
 

I would go with dragon age class scheme adapted for D&D, with truckload of archetypes(subclasses)

Classes: warrior, rogue, mage,

Warrior: champion, beserker, battlemaster, paladin, monk, eldritch knight,

Rogue: thief, assassin, ranger, bard, arcane trickster,

Mage: white mage(healer/cleric), black mage(necromancer), elementalist(evoker), demon binder(warlock), green mage(druid), mindbender(enchanter), trickster(illusionist), war wizard(battle mage), anti-mage(counterspeller/abjurer),
 

And yes, us sports fans who are also gamers are rare

I hate to burst your delicate little snow-globe, but gamers that also follow sports are not the preciously unique snowflakes that our mothers told us that we were.

In my experience I would say that it might be a slightly smaller percentage than average people, but not by too much. Most gamers I talk to can also talk a good game about sports. There are also things in common between gamers and people that play fantasy sports, and I know plenty of people that do both.
 
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I really like the classes in 5e I have seen or played. I especially like the way they have done clerics, druids, paladins, rogues and barbarians (but need more subclasses).

One beef I have with Paladins is the choice between smiting and casting spells - I think it is frustrating to have to make a choice between a defining aspect of the class and being helpful to the party.

But the only class I would blow up would be the fighter and with it, feats relating to weapons. I would really like to see the type of weapon that a fighter uses totally define a particular fighter - especially the battlemaster (and BTW I dont think it is cool for a 25% of the PHB be devoted to spell casters and 1 page for the battlemaster). I dont think combat abilities should be feats - if your image is to be the best great weapon fighter, that should be possible by selecting the right manoeuvres IMO which are graduated by level, not a feat tax.
 

Sometimes, the title says it all.

I like Venn Diagrams. Yeah, I said it. Come at me. Anyway, when I think of two circles that might never touch, I think of TTRPG hobbyists and sports fans. And yet, there are a few of us. Anyway, I was recently thinking about the trend in the NBA (that's the professional league in the United States were very tall people are paid to throw orange balls through hoops) to say that a team is done, finished, stick a fork in them ... that they just need to BLOW IT UP and start over.

Well, if it works in the NBA, why not D&D?

So I was thinking to myself, "Self, what class needs to be killed, and started over from scratch? Trade off the archetypes for draft picks new archetypes, fire the GM change the lore, and otherwise BLOW IT UP and start from scratch? In other words, whatever WoTC is selling, I'm not buying. No amount of Unearthed Arcana, or a new book of crunch, will do it for me. They need to start the rebuild NOW!"

With that in mind, I thought I'd throw it out for discussion, and include a poll! Listed below (and in the poll) are all the base classes. Please remember- this isn't about not liking a particular archetype. This is throwing out the baby and the bathwater- you want the class completely redone.

Now, our contenders, with some notes from me-

Barbarian - yeah, we know how you might feel about the Berserker. But how do you feel about the class overall? I mean, c'mon. Isn't a barbarian just a stupid fighter?

Bard - Should it be a full caster? Aren't you tired of this song and dance?

Cleric - Pace Seinfeld, the Cleric is not the master of their domain.

Druid - I liked Druids better when they were called werewolfs.

Fighter - Have they really evolved since the Fighting Man?

Monk - I, too, want a Kung Fu Fighter in my Tolkien-esque high fantasy game.

Paladin - END THE PALADIN. NOW. This is your chance.

Ranger - Aragorn? Archer? Dual-weapon wielder? The Ranger has more personalities than the anatognist in Split.

Rogue - Thief, or burst DPS?

Sorcerer - I'm thinking there might be some comments on this, and those comments might be twinned.

Warlock - We agreed on an awesome class predicated on a pact with an otherworldly entity. We built an Eldritch Blast spammer.

Wizard - A little too Harry Potter?

As always, this thread is for discussion and for fun. No actual classes will be harmed and/or blown up as the result of this thread.
Sorcerer

Sent from my C6603 using EN World mobile app
 

I would blow up all the classes and change over to a skill and feat system without levels, but at that point it wouldn't exactly be D&D any more.
 

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