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General Tabletop Discussion
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Hypothetical Revised PHB: What Subclasses Makes the Cut?
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<blockquote data-quote="Andrew Anderson" data-source="post: 8286166" data-attributes="member: 6898327"><p>Ooh.</p><p>Barbarian: Add the Beast subclass: it's a powerful archetype for characters.</p><p>Bard: Glamour emphasizes the pure performance nature of the Bard. I like Creation too, but I think it's less core that Glamour.</p><p>Cleric: Add the Order Domain. That's according to taste: I could make a case for a few others as well. There are still a bunch of domains missing for my tastes, I wouldn't purge any.</p><p>Druid: Shepherd subclass...to me, that's a shamanic sort of druid, Dreams is also a good choice, but only if 5e chooses to put a lot of emphasis on the Feywild and Fey creatures. Which they appear not to want to do.</p><p>Fighter: Add the Samurai...to me, that is the class that tells the story of a disciplined professional soldier that rises through the ranks until they become a ranking officer and sit in war councils. I want Banneret, as an example of the military leader type, but Banneret is ...underwhelming...as written.</p><p>Monks: Monks need...a lot. There were some updates in UA for the Way of the Four Elements: put those in and maybe it would be a viable class? Maybe? I would be comfortable switching out the Four Elements monk with the Long Death monk. Or maybe adding it, if the updates for Four Elements upgrade it enough.</p><p>Paladin: I would love to add Oath of the Crown, providing a new sort of focus for paladin characters. I could stand dropping Oath of the Ancients and replacing it with Oath of the Watchers, but that is a function of my taste.</p><p>Ranger: I just...don't know. There are so many optional rules around the ranger I think it becomes confusing. Pick a set of options and make them core and then we can talk.</p><p>Rogue: Drop the Assassin. Replace it with Mastermind (the con-man rogue) or Inquisitive (which is too good an archetype to miss) Inquisitive is probably best...the con-man archetype could be supported through skills. I really like Scout and would like to bring it in, but it steps on the rangers toes a little and rangers have enough problems without getting competition from a rogue archetype.</p><p>Sorceror: I want to say drop Wild Magic, because it manages to be both mechanically annoying and narratively bland. But it is a nice neutral option for sorcerors, so it will probably stay. Adding Divine Soul produces a powerful new archetype for Sorcerors, so I would bring that in, preferably to replace Wild Magic.</p><p>Warlock: Sigh. The warlock is an interesting archetype: I wish it was not based on pacts with sketchy powers.</p><p>Seriously, would you trust a devotee of Asmodeus or Chuthulu to stand watch while you were asleep? I'm tempted to drop both the One and the Fiend subclasses...actually, let's try that. Drop the Old One and the Fiend: add Celestial as a way to show someone touched by a weaker divine than a standard god, which creates Clerics. Then add the Hexblade (for your antiheroic Warlocks) and the Genie. I know the Genie is culturally bound, but it could be reskinned if your campaign requires.</p><p>Wizard: Just leave it.</p></blockquote><p></p>
[QUOTE="Andrew Anderson, post: 8286166, member: 6898327"] Ooh. Barbarian: Add the Beast subclass: it's a powerful archetype for characters. Bard: Glamour emphasizes the pure performance nature of the Bard. I like Creation too, but I think it's less core that Glamour. Cleric: Add the Order Domain. That's according to taste: I could make a case for a few others as well. There are still a bunch of domains missing for my tastes, I wouldn't purge any. Druid: Shepherd subclass...to me, that's a shamanic sort of druid, Dreams is also a good choice, but only if 5e chooses to put a lot of emphasis on the Feywild and Fey creatures. Which they appear not to want to do. Fighter: Add the Samurai...to me, that is the class that tells the story of a disciplined professional soldier that rises through the ranks until they become a ranking officer and sit in war councils. I want Banneret, as an example of the military leader type, but Banneret is ...underwhelming...as written. Monks: Monks need...a lot. There were some updates in UA for the Way of the Four Elements: put those in and maybe it would be a viable class? Maybe? I would be comfortable switching out the Four Elements monk with the Long Death monk. Or maybe adding it, if the updates for Four Elements upgrade it enough. Paladin: I would love to add Oath of the Crown, providing a new sort of focus for paladin characters. I could stand dropping Oath of the Ancients and replacing it with Oath of the Watchers, but that is a function of my taste. Ranger: I just...don't know. There are so many optional rules around the ranger I think it becomes confusing. Pick a set of options and make them core and then we can talk. Rogue: Drop the Assassin. Replace it with Mastermind (the con-man rogue) or Inquisitive (which is too good an archetype to miss) Inquisitive is probably best...the con-man archetype could be supported through skills. I really like Scout and would like to bring it in, but it steps on the rangers toes a little and rangers have enough problems without getting competition from a rogue archetype. Sorceror: I want to say drop Wild Magic, because it manages to be both mechanically annoying and narratively bland. But it is a nice neutral option for sorcerors, so it will probably stay. Adding Divine Soul produces a powerful new archetype for Sorcerors, so I would bring that in, preferably to replace Wild Magic. Warlock: Sigh. The warlock is an interesting archetype: I wish it was not based on pacts with sketchy powers. Seriously, would you trust a devotee of Asmodeus or Chuthulu to stand watch while you were asleep? I'm tempted to drop both the One and the Fiend subclasses...actually, let's try that. Drop the Old One and the Fiend: add Celestial as a way to show someone touched by a weaker divine than a standard god, which creates Clerics. Then add the Hexblade (for your antiheroic Warlocks) and the Genie. I know the Genie is culturally bound, but it could be reskinned if your campaign requires. Wizard: Just leave it. [/QUOTE]
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