Chris Lawrence
First Post
I've been working on an expanded list of base classes for my homebrew and have a basic idea of what I want. However, I've made the new classes mostly by stripping class features away from standard classes and I now need to think about what class features to give the new/modified classes to balance them out and give them the right flavour. I'll list the classes below. Any advice on what abilities to give the new classes would be much appreciated.
Priests
• All characters, but especially priests, can get divine help by praying and/or sacrificing to the gods.
• The standard cleric class will be available to all cultures.
• There will also be a ‘spell-focused cleric’ (need a better name), available to all cultures, who has d4 HD, no armour proficiency and only simple weapons proficiency. This class also has the bad, rather than the moderate BAB progression. The idea is that this is a priest who has chosen to focus entirely on divine magic, eschewing physical combat.
• The standard monk class, renamed ‘warrior monk,’ exists only for the sauroid culture.
• For humanoid and goblinoid societies, there will be a totally different ‘monk,’ who will have no martial arts/Asian fighting skills, a d4 HD, the bad BAB progression chart and no spells. This kind of priest fights a deeper battle against the enemies of the gods than would be possible with mere magic or steel. Knowledge, ritual and prayer are the main weapons in the monk’s battle against the ungodly. He or she spends all day studying or in prayer, and lives in austere seclusion. These monks have excellent turning ability and are better than any other class at obtaining divine favour through prayer and sacrifice. This class is intended to be primarily an NPC class, but I want them to be quite powerful within their niche.
• Paladins are as in the PHB, but receive no spells and don’t get a Paladin mount. These guys are monks who spend much of their time in prayer, but unlike regular monks, they take it to the enemy with cold steel and spend their time training instead of studying.
Druids & Rangers
• The standard druid & ranger classes will be available only to elves and the fey. The classes will be renamed ‘fey druid’ and ‘fey ranger.’ The only change will be that the fey ranger must select the archery combat style.
• All other cultures will have a druid and a ranger class that represent characters who are not so closely tied to the forest as are the elves and fey. These druids and rangers are definitely nature-oriented, but are also comfortable dealing with and even living in civilized villages and towns.
• The (non-fey) ranger will have no spells, no animal companion and will automatically get the archery combat style. This class represents the classic medieval woodsman/huntsman.
• The (non-fey) druid will have no animal companion, no wildshape and no thousand faces ability. This class is essentially a priest of nature, protecting nature but also mediating between the natural world and the civilised world.
Sorcerers and Wizards
• Sorcerers get no familiar, but otherwise are just as they are in the PHB.
• Wizards get no familiar and use a strict Vancean magic system. It’s fire and forget and multiple ‘copies’ of the same spell cannot be memorised.
Priests
• All characters, but especially priests, can get divine help by praying and/or sacrificing to the gods.
• The standard cleric class will be available to all cultures.
• There will also be a ‘spell-focused cleric’ (need a better name), available to all cultures, who has d4 HD, no armour proficiency and only simple weapons proficiency. This class also has the bad, rather than the moderate BAB progression. The idea is that this is a priest who has chosen to focus entirely on divine magic, eschewing physical combat.
• The standard monk class, renamed ‘warrior monk,’ exists only for the sauroid culture.
• For humanoid and goblinoid societies, there will be a totally different ‘monk,’ who will have no martial arts/Asian fighting skills, a d4 HD, the bad BAB progression chart and no spells. This kind of priest fights a deeper battle against the enemies of the gods than would be possible with mere magic or steel. Knowledge, ritual and prayer are the main weapons in the monk’s battle against the ungodly. He or she spends all day studying or in prayer, and lives in austere seclusion. These monks have excellent turning ability and are better than any other class at obtaining divine favour through prayer and sacrifice. This class is intended to be primarily an NPC class, but I want them to be quite powerful within their niche.
• Paladins are as in the PHB, but receive no spells and don’t get a Paladin mount. These guys are monks who spend much of their time in prayer, but unlike regular monks, they take it to the enemy with cold steel and spend their time training instead of studying.
Druids & Rangers
• The standard druid & ranger classes will be available only to elves and the fey. The classes will be renamed ‘fey druid’ and ‘fey ranger.’ The only change will be that the fey ranger must select the archery combat style.
• All other cultures will have a druid and a ranger class that represent characters who are not so closely tied to the forest as are the elves and fey. These druids and rangers are definitely nature-oriented, but are also comfortable dealing with and even living in civilized villages and towns.
• The (non-fey) ranger will have no spells, no animal companion and will automatically get the archery combat style. This class represents the classic medieval woodsman/huntsman.
• The (non-fey) druid will have no animal companion, no wildshape and no thousand faces ability. This class is essentially a priest of nature, protecting nature but also mediating between the natural world and the civilised world.
Sorcerers and Wizards
• Sorcerers get no familiar, but otherwise are just as they are in the PHB.
• Wizards get no familiar and use a strict Vancean magic system. It’s fire and forget and multiple ‘copies’ of the same spell cannot be memorised.