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General Tabletop Discussion
*Dungeons & Dragons
Class and Subclass Design: What Works
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<blockquote data-quote="EzekielRaiden" data-source="post: 9761979" data-attributes="member: 6790260"><p>Personally, I thought the 5.0 Warlock "split subclass" concept had a lot of potential. It just wasn't necessary <em>for the Warlock</em>, and the new version is better for making pacts non-unique.</p><p></p><p>The Summoner class I've been chewing on for a few years now uses this model. At 1st level you choose the nature of your Visitant, the far-plane being that has forged a bond with you through the hidden constellations of planar influences. Then at 3rd level you choose how your Visitant actually manifests, by selecting a recondite Star Sign which is the focus for your Visitant's power.</p><p></p><p>For the Visitant type, I went with Umbral, Elemental, and Celestial. Umbral could be Far Realm entities, beings of living darkness, or being a that wish to remain unseen while they explore the strange sensations of the mortal plane. Elemental could be dragon-like, genie-like, giant-like, or more purified elemental powers that want to learn about this (to them) strange plane where elements mix naturally. And then Celestial is pure "Biblically accurate angel", Annunaki, heavenly but disturbing beings.</p><p></p><p>For the Signs, I had three: the Muses, the Protean, and the Chimera. Muses makes the Summoner support-leaning, Protean skill-leaning, and Chimaera offense-leaning.</p><p></p><p>Then Invocations become Evolutions, spontaneous adaptations your Visitant manifests as it becomes more comfortable existing on the mortal plane.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9761979, member: 6790260"] Personally, I thought the 5.0 Warlock "split subclass" concept had a lot of potential. It just wasn't necessary [I]for the Warlock[/I], and the new version is better for making pacts non-unique. The Summoner class I've been chewing on for a few years now uses this model. At 1st level you choose the nature of your Visitant, the far-plane being that has forged a bond with you through the hidden constellations of planar influences. Then at 3rd level you choose how your Visitant actually manifests, by selecting a recondite Star Sign which is the focus for your Visitant's power. For the Visitant type, I went with Umbral, Elemental, and Celestial. Umbral could be Far Realm entities, beings of living darkness, or being a that wish to remain unseen while they explore the strange sensations of the mortal plane. Elemental could be dragon-like, genie-like, giant-like, or more purified elemental powers that want to learn about this (to them) strange plane where elements mix naturally. And then Celestial is pure "Biblically accurate angel", Annunaki, heavenly but disturbing beings. For the Signs, I had three: the Muses, the Protean, and the Chimera. Muses makes the Summoner support-leaning, Protean skill-leaning, and Chimaera offense-leaning. Then Invocations become Evolutions, spontaneous adaptations your Visitant manifests as it becomes more comfortable existing on the mortal plane. [/QUOTE]
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Class and Subclass Design: What Works
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