Everyone's hombrew classes.

cheeseguy

First Post
Well we all have had our own little Homebrew classes, some for modern others for certain races.

So I'm curious, what are your Homebrew classes? Are they powerful magic users who have the powers of the elements? A class of healer that doesn't rely on magic but knowledge of anatomy and years of practice? Or maybe one that uses the power of the sun as he praises it? XD

Just give a brief description with how class levels up. That or tell us everything cause more the merrier!

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With 5e, I mainly have homebrew subclasses rather than classes. Wizards that draw upon spells of elemental energy, expanded domains for clerics (frost domain and the shaman subclass which I'm currently revising), and the sha'ir warlock subclass are the ones that mainly come to mind.

I have worked a little on an "elf" class created as a homage to the Rules Cyclopedia elf class. A d8 hit die/half caster class which has access to druid spells (after looking through elves of Alfheim, the druid list seemed more appropriate than wizard). The class had two subclasses; elf-lord and elf-wizard allow them to expand on the martial or spellcasting abilities.

Edit: One more I just remembered as soon as I hit the post button. A 5 level class for genasi which uses my altered genasi racial traits based on a fusion between the 4e genasi and the 5e aasimar from Volo's guide. They the class grants increased control over the elements via a small amount of elemental spells and expanded racial traits.
 

I've only done 2 homebrews - full classes, because, well, you get to build entire mechanics!

First one was for a Homebrew Magepunk setting. It's had various names but currently lives under the title of The Arcanist. It's half melee Ranger, half Tactical Fighter, and is probably closest conceptually to a Barbarian. Think "Magic Ghost Swordsman" and you're sort of there. It was explicitly intended as a STR/INT build, so I've done some fun stuff with decoupling AC from Dex which took about 40 revisions to get working....I think it's different. There's 2 subclasses: One focuses on Melee damage and becoming more Ghost-y, the other focuses on versatility and is more Ranged combat & magic focused (sort of like if the Artificer was a Marine Soldier). While levelling, I tried to leave the core mechanic alone and add more roleplay and fluff options, so the essence of the class (being able to turn into a Magical Ghost) was thematically more applicable.

Second one I did was a vanity project. I loved the Warden from Lord of the Rings Online - The gambit system was so fresh and interesting, and a Tank the tanked via regeneration was really clever as a concept. So I kinda did my own rebuild of that and called it The Warden for want of a better name. The Core mechanic there is almost identical to the LOTRO Warden: Make different attacks, build a Combo, Initiate Combo, rinse repeat....I also deliberately hung it on a Wizard Chassis, but buffed shield usage for higher AC from STR and added in Self-Heal options so, at a push, The Warden can switch from Focusing on Damage to being more of a Defender (occupying monsters) while recovering. Level progression is almost entirely built around building better Combos, or Roleplay options. The 3 Subclasses focus on Melee attacks, Combo Attacks, or Healing/Protecting allies.

I've only really managed to get one Arcanist on the table, and that's quite RP heavy, so not really seen how capable it is in a straight dungeon crawl. But I think they are fun concepts and mechanics (obviously I would, we all love our ugly children) - just a shame its so hard to get feedback.
 

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