D&D 5E Classes available for the DnD 5e Club Any classes I should add?

Jaiken

Explorer
Hello everyone, was wondering if this number gives enough options to the 2014 edition club.

Here’s a brief explanation for each class:

1. Artificer: A master of magic-infused technology, the artificer invents and crafts magical items and constructs to aid allies in battle.

2. Barbarian: A fierce warrior fueled by primal rage, the barbarian taps into their raw physical power to overpower foes and absorb damage.

3. Bard: A charismatic performer and storyteller, the bard uses music and magic to inspire allies and manipulate emotions in adversaries.

4. Cleric: A divine spellcaster who channels the power of their deity, the cleric provides healing, support, and powerful magic to bless allies and smite foes.

5. Druid: A guardian of nature, the druid harnesses the forces of the natural world, shapeshifting into animals and wielding spells to protect the wilderness.

6. Fighter: A skilled combatant proficient with a variety of weapons and tactics, the fighter excels in martial prowess and adaptability on the battlefield.

7. Keybearer: A versatile warrior that uses the strength of their hearts to wield a weapon called the Keyblade. Experts in unlocking doors and locking magic they are good with magic and weaponry.

8. Monk: A disciplined martial artist, the monk uses their body and mind to achieve extraordinary feats of agility, speed, and spiritual enlightenment.

9. Ninja: A stealthy and agile warrior trained in combat positioning, controlling the battlefield to help allies.

10. Occultist: A practitioner of forbidden and mysterious magic, the occultist delves into the arcane and unearthly to acquire power and summon otherworldly entities.

11. Paladin: A holy knight sworn to uphold justice and righteousness, the paladin wields divine magic and martial skills to protect the innocent and vanquish evil.

12. Pugilist: A brawler skilled in unarmed combat, the pugilist relies on brute strength and agility to deliver punishing blows to their opponents.

13. Psionic: A mentalist wielding the power of the mind, the psionic channels psychic abilities that allow manipulation of thoughts, emotions, and reality.

14. Ranger: A skilled tracker and hunter, the ranger thrives in the wild, using archery and nature magic to navigate and protect their environment.

15. Rogue: A cunning and agile individual, the rogue excels in stealth, deception, and precision strikes, making them masters of subterfuge and trickery.

16. Sorcerer: A spellcaster born with innate magical abilities, the sorcerer taps into their bloodline to unleash powerful and spontaneous spells.

17. Warden: A warrior that is capable of absorbing and temporarily becoming the natural territories they inhabit to gain power.

18. Warlock: A spellcaster who derives power from a pact with an otherworldly being, the warlock channels this dark magic into potent spells and abilities.

19. Warlord: A tactical leader on the battlefield, the warlord inspires allies and commands troops, using strategic acumen to turn the tide of combat. -

20. Wizard: A learned spellcaster dedicated to the study of arcane magic, the wizard masters a diverse range of spells, often relying on intellect and preparation.

All these classes have been play tested for balance. Is there anymore I should try to add to my DnD Club?
 
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You mean like a play club at a high school or...?
Assuming the answer is yes, and assuming the purpose of the club is to involve people new to the hobby and build a fun and exciting group for the future, then...
IMO unless the players are all experienced, you have way too many classes to choose from. I would stick with the PHB and maybe one or 2 other official books. And only official books/classes. No more than 10 classes total, and that would depend upon the setting.
 

Mort

Legend
Supporter
100% agree with @LordEntrails.

If these people are new then that's just choice overload. If some are experienced, they should have no problem sticking to available options.

I would have 6-8 pre-gen relatively basic characters available - sticking with the core classes.

You're starting with Lost Mines at level 1 - right? No need to get more complicated!
 

Whizbang Dustyboots

Gnometown Hero
Yeah, I am in the less is more camp. I think newbies are going to have enough to worry about without each of them having their own silo of specific-to-them rules to learn.

I would consider going fighter, rogue, cleric and wizard for everyone's first character, so that newbies could learn together with others playing the same class. Kids being kids, they're going to have plenty of variation between them anyway, and once subclasses kick in -- even if you just use the PHB subclasses -- they will have plenty of variety at that point.

Once someone manages to kill their own character, reward them with more choice at that point, both because they'll likely be ready for more complexity at that point and to help take the sting of death away. (That first death is a big one for many players, even those raised on videogames.)
 

Mort

Legend
Supporter
Yeah, I am in the less is more camp. I think newbies are going to have enough to worry about without each of them having their own silo of specific-to-them rules to learn.

I would consider going fighter, rogue, cleric and wizard for everyone's first character, so that newbies could learn together with others playing the same class. Kids being kids, they're going to have plenty of variation between them anyway, and once subclasses kick in -- even if you just use the PHB subclasses -- they will have plenty of variety at that point.

Once someone manages to kill their own character, reward them with more choice at that point, both because they'll likely be ready for more complexity at that point and to help take the sting of death away. (That first death is a big one for many players, even those raised on videogames.)

Agreed.

And FYI @Jaiken, Lost mines is deceptively deadly. I've probably had more PC deaths in the first few sessions of Lost Mines (various run-throughs) than in all other 5e adventures AND my homegame put together. And the later parts have some doozies too, especially for inexperienced players.
 

Whizbang Dustyboots

Gnometown Hero
Yeah, the goblin cave at the beginning and the very tough monster in the Redbrands basement both have the possibility of wiping characters or groups that don't back off in time or don't start with a strategy other than violence.
 

Mort

Legend
Supporter
Yeah, the goblin cave at the beginning and the very tough monster in the Redbrands basement both have the possibility of wiping characters or groups that don't back off in time or don't start with a strategy other than violence.

This is actually a good reason to start with (a limited list of) Pre-gens, at least initially. You don't want new players slaving over character creation and then losing the character quickly. Best to have a bit of a buffer at first!
 


Mort

Legend
Supporter
Spoiled for choice has crossed my mind; however, I have a short quiz that picks the class for the player based on a minimum of five answers.

Here is the quiz if anybody is interested:
Neat,

But I got to say - Divine Magic, likes the front lines, can take a hit = bard?!?
 


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