D&D 5E EN5ider- The Other Classes.

Zardnaar

Legend
EN5sider is 1 year old now and I have been a member for around 6 months I suppose with a $2 per article pledge amount which gives me the articles and adventures. What is EN5sider? It is a monthly series of 5E content where you can pledge the amount you are comfortable paying. It is similar I suppose to the old Dragon magazines and you get small articles about 5E covering a variety of topics and there is also an adventure although you have to pledge $2 per article to get them. $1 per article gets you the articles minus adventures.

This thread is a brief review of the class archetypes released so far along with 1 new class for 5E. I allow my players to pick these classes in home games, they are not legal for AL games which is totally irrelevant for me. But Zard they are not official classes how do I convince my DM to let them into the game? Well that is your problem but this thread is partly about that as I find some of the material is an excellent addition to the 5E game often filling in some blanks from the PHB such as missing 3.5 domains or what have you. Some of the material seems on par with the more powerful classes in 5E PHB, other material might be a bit underpowered compared to the PHB. Which is fine as the PHB has some hits and misses in it as well. THis is just a general impression of the classes from reading them and I have seen some in use as my DMs allow the material as well. I will name the article and give an indication what it is about.

Circles of Power.

One of the 1st EN5ider class articles and one of the best IMHO. This article offers 3 new Druid subclasses which is not to bad as the PHB only has 2 in it. THe PHB Druid feattures are heavily slanted towards the Moon Druid and this articles offers some more options. The 3 new Druid circles offered are the Circle of Birds and Beasts, Circle of Elements, and Circle of Life.

The Circle of Birds and Beasts is focused on interacting with Animals. It seems balanced maybe a little bit underpowered compared with Moon Druids but it is more focused on a different aspect of Druidism instead of beating/ripping face. Animal friends can be useful in combat however so I think this Druid is fine.

Circle of Elements. This circle is roughly a mix of the Land and Moon Druid from theHB. You can recall spells like the PHB land Druid and have access to better elemental wild shape forms like the Moon Druid but without all of that classes abilities. I like this Druid a lot and it is nicely balanced and if yuou want a fire Druid who can cast fireball and turn into an elemental this may be the class for you.

Circle of Life. What do you get if you cross a Circle of the Land Druid with the Life Cleric? This Druid is more or less that result. Its better at healing than a normal Druid, not quite as good as the life cleric but you still get the blasting Druid spells. I like this circle a lot and think it is well designed.

Strands of Life.
Not a class article as such but it is full of more healing spells. Worth a look if you are a life Cleric IMHO.

Volumes of Forgotten Lore: Arcane

This article offers some new archetypes for the Bard, Sorcerer and Wizard.
College of Names
Dread Origin for Sorcerer
Shadowcaller Wizard

I have not seen any of these classes in play although they look interesting. For example the College of Word bard gets advantage on certain spell effects such as cure spells where you can roll twice and keep the est result which is nifty. The Dread sorcerer is an undead themed one while the Shadowcaller Wizard evokes a 2E shadow wizard and is themed around darkness and shadow.


The Art of Peace.
This article introduces a 2 new Monk arcetypes. The Way of the Shifting Flow. The class is built around disrupting enemy abilities (attacks, spell DCs, ki points/superiority dice) and otherwise being a general pain. The Way of the Watchful Gate.The class seems built around using the monk dodge action to gain reactions to hit enemies in the face if they miss you. A new background- Envoy is also included in the article.

A Paladins Dark Vows

This is one of my favourite EN5ider class articles It has 3 new flaws that can get a Paladin into trouble (Aggression, Naive, Blind Obedience) variant class abilities, and 2 new Paladin archetypes.

Oath of the Purge
This oath more or less turns a Paladin into a pyromaniac. You get fire themed spells added to your spell options including fireball and a searing weapon channel divinity option. Probably not as powerful as a PHB avenger Paladin, looks a bit better than Paladin of Courage. Purge they enemy in holy (unholy?) flames.

Oath of Supremacy.
You get the boss type spells as Paladin spells (command, dominate, hold person), and you can compel your foes to kneel before you with channel divinity or grant them disadvantage to attack you. Balance wise it looks fine and it looks fun as well.

Overall one of the better class articles with a dark theme IMHO.

Volumes of Forgotten Lore: Divine

This article add 3 new domains to the game- protection, travel, and shadow which brings back memories of 3.5 Forgotten Realms and a urban Druid variant and the Theologian wizard tradition. There is a lot in there but the domain abilities are very straight forward relative to the name of the domain. The Theologian can steal a cleric spells at level 2,6,10,14 as part of its class abilities which is interesting as normally only Bards something similar. A wizard than can heal if you want to.


Chessmasters and Commanders-The Noble Class

This article adds a new class to 5E- the Noble. There are 3 archetypes for the class and the class is heavily based on the 4E warlord. You get to pick from the Path of the Brave, Path of the Heart, and the Path of the Tactician. It is hard to rate this class without seeing it in action and the Path of the Heart might be broken in the right party and a bit useless in other parties as it is purely a support class inspired by the 4E lazylord IMHO. Some of the wording is a bit awkward here and there and I would have to see the classes in action to form a stronger opinion one way or the other.
 

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Masters of the Wild
This is another one of my favourite EN5ider articles as the PHB only has 2 rangers in it and one of them is widely considered to be underpowered. Even better the rangers seem to be well designed and there are a few new feats included as well. I can't recommend the feats but the new ranger archetypes are the Tempest and Nightstalker.

Tempest. For those of you with memories of 3.0, 3.5 and 4E it should come as no surprise that the Tempest is focused on dual wielding weapons. IOt trades off the hunters reliable extra damage for the chance at more damage vs a single target. A striker in 4E terms assuming you can hit the same target twice in the same round which triggers an extra attack. Adds a bit of power creep to two weapons which is fine since it seems to be an underpowered style anyway.

Nightstalker. Shadowdancer Monk meets the ranger class. Gives up some combat power over the hunter class for more sneaky type stuff and spells like darkness, blur, mirror image, gaseous form. Have not seen it in action but it looks fun at least.

One of my favourite class type articles articles overall.

I Ain't Afraid of No Ghost: Subclasses for Hunting Evil
IIRC this one one of the Halloween themed class options. It introduced the spirit domain for clerics which is about hunting undead, the Oath of Courage for Paladins which seems similar in power to the Oath of Devotion and the Witch Hunter Rogue archetype which adds some control elements to the Rogue. The archtypes look decent enough with the exception of the spirit domain which may be overspecialised vs undead so its power will vary greatly based on the type of campaign or adventure the DM is running.

Heroes of the Night
I generally do not like horror themed RGs or D&D type stuff so the Halloween stuff is really not my thing. This article add the Wolfsblood archetype for Barbarians, The Haunted archetype for Fighters and the Evil Eye variant for Warlocks. For the most part the subclasses are fine and would probably work well in Curse of Strahd but they are not really my thing as such so I find them hard to rate. I can't really see myself or my players picking these over other otions but mechanically they look decent enough as the haunted fighter gets a spectral companion hit point sink while the Evil Eye pact makes hex a no brainer choice for warlocks (or even more so).

Heroes of the Blade

This article adds some variant options for the fighter and wizard classes rather than new archetypes as such. Also included is a new Druidic archetype Circle of the World which lets you infuse your weapon with a variety of abilities instead of wild shaping. Two new combat styles are included (phalanx, charge leader, glancing blow and hamstring cut maneuvers for the battlemaster and the tactical maneuvers feat.

Friends Close, Enemies Closer.
More options for the warlock and 3 new pacts are introduced. They are the Sealord, Seducer, and Trickster pacts. if these were in a WotC book I suspect the seducer would be the most popular one. The Sealord is themed around the ocean and water in terms of its abilities, the seducer has the social/charm pillar thing and ends up having a succubus kiss. Last but not least is the trickster which is exactly what you expect with a name like that and has class abilities to enable it suck as making targets fall prone and things like that. If you like warlocks this is a great article IMHO as the archetypes look quite playable and fun.

Explorers of the Multiverse
How much do you like Planescape? Two new archetypes are introduced here although they seem a bit narrow in application. The first archetype is the Planar Explorer Ranger who is good at exploring and killing things like outsiders and elementals while the other archetype is the Way of Infinite Worlds. This archetype reminds me a bit of the sun soul monk and seems similar in power and its abilities are more generic than the Planar Explorer Ranger. The Monk is more useful in a generic setting, the Ranger could be quite useful in Planescape, Princes of the Apocalypse or Out of the Abyss.

Speaking With Fists.
With a title like that one would assume its about Monks. One would also be right although Barbarians, Fighters and Rogues get some goodies as well. Barbarians get the Path of the Lodestar archtype while fighters get the Pugilist, and Monks get The Way of the Arcane Fist. Finally the Rogue gets the Speedster archetype. I would find it hard to rate the Barbarian, Fighter and Rogue options without seeing them in play, the Arcane monk can flurry with cantrips it seems after casting a spell. Not really my type of article but that is just me.

Priests of Misfortune
Ever had a desire to worship a god of bad luck? If the answer is yes the Misfortune domain is for you. This domain looks quite fun to play with and reasonably will balanced and you can cause a variety of accidents with your domain abilities. You can make a target make a charisma save for example, DMs discretion as to what happens but tripping or slipping and being knocked prone is an obvious one. Being prone grants advantage. Oops. I like this domain a lot, kudos to the author.

Priests of Elemental Power
I like this article a lot as well as I was thinking of designing the elemental domains myself in order to run Darksun. Flames, Stone and Water are on offer along with the winter domain. Air is missing but there is the tempest domain in the PHB. Cleric dom,ains seem popular on EN5sider I guess because 3.5 had a few domains that are easily updated to 5E.

Domains
The flame domain is similar to the light domain crossed with the tempest domain and is a bit more beat down orientated than the light domain. You get a cantrip that ignores fire resistance (pick from firebolt, produce flame, sacred flame), martial weapons and can use channel divinity to maximise your flame based spells. It burns.

Stone Domain. A more defensive domain where you can grapple your opponents. Heavy armour, a defensive spell list including shield, and a variety of stone related abilities makes for an interesting and balanced domain.

Water no surprises on the spell list, you gain a swim speed, proficiency in water vehicles, and blindsight. Not a bad domain for a pirate themed game such as Skull and Shackles AP converted from Pathfinder.

Winter. Very similar spell list to the arctic Druid, can reduce frost damage. All hail Auril.
 
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Turns out I did not need a 3rd section. Let me know if I missed any of the archetype articles on EN5sider if you are a patron.
 
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Thanks for posting this. EN5ider is always something I wanted to give a go. Only things stopping me were not really know what all the content was and Patreon itself. Looks like the first problems out of the way now :)
 


Thanks for posting this. EN5ider is always something I wanted to give a go. Only things stopping me were not really know what all the content was and Patreon itself. Looks like the first problems out of the way now :)

There's a link to the entire index of articles on the Patreon page! Lists all of the content!
 


I've rolled up a level 4 Heart Noble (from Article 34) for our next campaign, the DM and I are both pretty excited about it. I'm going entirely support (with Healer and Inspiring Leader for feats), and I think it'll be a lot of fun.
 

I've rolled up a level 4 Heart Noble (from Article 34) for our next campaign, the DM and I are both pretty excited about it. I'm going entirely support (with Healer and Inspiring Leader for feats), and I think it'll be a lot of fun.

We tried that but did not really have the right party for it. Good luck;).
 


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