5.5E New Classes for 5e. Is anything missing?

Is there a good case for additional class for the base experience of 5th edition D&D

  • Yes. Bring on the new classes!

    Votes: 26 18.7%
  • Yes. There are maybe few classes missing in the shared experience of D&D in this edition

    Votes: 40 28.8%
  • Yes, but it's really only one class that is really missing

    Votes: 9 6.5%
  • Depends. Multiclass/Feats/Alternates covers most of it. But new classes needed if banned

    Votes: 3 2.2%
  • Depends. It depends on the mechanical importance at the table

    Votes: 3 2.2%
  • No, but new classes might be needed for specific settings or genres

    Votes: 11 7.9%
  • No, but a few more subclasses might be needed to cover the holes

    Votes: 13 9.4%
  • No, 5th edition covers all of the base experience with its roster of classes.

    Votes: 9 6.5%
  • No. And with some minor adjustments, a few classes could be combined.

    Votes: 23 16.5%
  • Other

    Votes: 2 1.4%


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MNblockhead

A Title Much Cooler Than Anything on the Old Site
I don't really have strong feeling on classes. It is not like they are as core to the game as alignment. ;-)

But I think I would like to have class building to be more a collection of feats and traits that that you can use to build your concept, with a the core, traditional classes provided as examples and for people that just want to get up an running quickly. They don't even have to rip out the current classes. Just put new optional character build rules in the DMG that have been play tested and balanced, which if used, would not make the traditional classes and subclasses completely obsolete.
 

Asisreo

Patron Badass
I would like at least three new well throughout classes.
a proper arcane half caster that fits the fantasy in our head of being the magic knight but with something to make it own is own thing, not the taster that is the eldritch knight or the artificer with it 2/3 casting.
I am once again advocating for a blood Mage class. It's not really a legacy D&D class, but any magic-based blood-ritual user is something I like.

You can get kinda, almost close to that with Warlock using Vampiric Touch and being a gish-type but it's missing so much that it isn't even real.

My current brainstorm for a 5e bloodmage is to have a half-caster with medium armor proficiency, martial weapon proficiency and a d6 HD. Every level, they get temporary HP permanently added onto their regular hit points equal to their intelligence modifier. Their temporary hit points recover on a long rest.

They're melee-based with extra attack and Arcane, Sorcerer-like spells. They can expend their temporary hit points to cast a leveled spell as a bonus action equal to the number of temporary hit points they expend.

By level 11, they get a feature that let's them collect blood from non-undead/construct/elemental enemies to fuel their bonus action spellcasting.

This is very hard to balance, though. I really need to scrutinize it further.

Edit: I became my own worse enemy. I wrote their instead of they're. 🤢
 


Minigiant

Legend
Supporter
Covered by Subclasses already.
Poorly yes.
Artificier already has this covered, maybe the right flavor of Paladin or Ranger could work too.
Aftificer is more Rogue/Mage. And the arceney Ranger and Paladin subclasses are not very magey at all.

The Fighter already has this covered.
I don't see any Chaos Champion, Samson, Hercules, Achilles, or Grail Knight with super strength, steel skin, and agelessness in any of my books.
 


Parmandur

Book-Friend
Poorly yes.
Quod gratis asseritur, gratis negatur.
Aftificer is more Rogue/Mage. And the arceney Ranger and Paladin subclasses are not very magey at all.
The Artificer can swing from Fighterish to Rogueish depending on Subcclass, again a feature, not a bug. The Paladin and Ranger can be made Magey with the right festures: see Xanathar's and Tasha's for examples.
Chaos Champion
Path of Wild Magic Barbarian
Berserker Barbarian
Berserker Barbarian
Oath of Heroism Paladin
Grail Knight with super strength, steel skin, and agelessness in any of my books.
Oath of the Ancients Paladin.
 

Laurefindel

Legend
I'm all good with the classes we have. There are a few blind spots, but that's ok with me; a game/setting is defined as much by what it has than what it hasn't.

Which means that a specific setting could have a dedicated class to cover that specific gap (artificer for Eberron, psion for Dark Sun, Warlord for Birthright perhaps), but i'm not even sold on the artificer being open "outside" Eberron.
 

Minigiant

Legend
Supporter
Path of Wild Magic Barbarian

Berserker Barbarian

Berserker Barbarian

Oath of Conquest Paladin

Oath of the Ancients Paladin.
Nope

d12 HD
Martial weapons
All armors
Invocations like a Warlock
Choice of Super Strength, Super Speed, or Steel Skin
Extra Attack at level 5
Power Attack at level 11
Uncapped STR, DEX, CON
Subclasses of Demigod, Chosen, Monsterbood, or Alchemical Soldier

That's how you do Samson, Hercules, Achilles, Louen Leoncoeur, Steve Rogers, and Gilgamesh

That'll be $50k, WOTC. I take payment in rum, cookies, metal dice, painted minis, and steak vouchers. You owe me for coming up with the Hunter subclass.
 

Parmandur

Book-Friend
Nope

d12 HD
Martial weapons
All armors
Invocations like a Warlock
Choice of Super Strength, Super Speed, or Steel Skin
Extra Attack at level 5
Power Attack at level 11
Uncapped STR, DEX, CON
Subclasses of Demigod, Chosen, Monsterbood, or Alchemical Soldier

That's how you do Samson, Hercules, Achilles, Louen Leoncoeur, Steve Rogers, and Gilgamesh

That'll be $50k, WOTC. I take payment in rum, cookies, metal dice, painted minis, and steak vouchers. You owe me for coming up with the Hunter subclass.
Doesn't seem to cover any ground not serviced by the Monk, Barbarian, Fighter, Ranger, and Paladin as it is. Ki, Smite, Rage, etc. already cover all of this. 4 attacks per action is already Super speed.
 

Vaalingrade

Legend
I'm all good with the classes we have. There are a few blind spots, but that's ok with me; a game/setting is defined as much by what it has than what it hasn't.

Which means that a specific setting could have a dedicated class to cover that specific gap (artificer for Eberron, psion for Dark Sun, Warlord for Birthright perhaps), but i'm not even sold on the artificer being open "outside" Eberron.
My issue with this philosophy is that not everyone uses official campaign settings and tying new classes to new CS's means tying them to the glacial release schedule. Why not provide a tool box for the homebrewers?
 

Minigiant

Legend
Supporter
Doesn't seem to cover any ground not serviced by the Monk, Barbarian, Fighter, Ranger, and Paladin as it is. Ki, Smite, Rage, etc. already cover all of this. 4 attacks per action is already Super speed.
It does if you want mechanics to match flavor.

There are so many "What class is X" videos and articles out there that push concepts into ill-fitting classes.

"Warrior with Invocations and Uncapped STR/DEX/CON" solves the problem so easily and is more satisfying to many.
 


vincegetorix

Jewel of the North
I'd start by shuffling some things around, then add some classes to fill the gaps.

1) Rangers :rolleyes: Ranger as the strider, ambusher, monster slayer will be move to a fighter's archetype.
1.1) The 1/2 spellcasting nature guys becomes the Warden and brings the whole Primal barbarian with them. Lightly armored, a mountain of HP, infused by nature primal warriors.

2) Artificer. The 5e's one is pretty bad. Move their features around. Infusions should be a Transmuter thing (that archetype is so...empty...). Crafting bombs/poison/potion should be thing any character with the good tool's & skill prof. can do. Storing magical essence in items could be moved to sorcerers, same with Soul of Artifice: consuming raw magic from items would be a nice sorcerer thing to do!
2.1) The 1/2 int-caster is moved to Swordmage/spellblade etc

3) Bards. I'm a big fan of moving bards to short-rest based ala warlock.

4) Remove warlock: pact making should be a mix of background (ala Stryxhaven) and adventurer patron/faction (Ravnica Guild). Fighter could have a hexblade archetype, and a hex sorcerer and a summoner/alienist wizard or a fiend domain cleric could all still be a thing. The Boon thing should be for cleric, deciding if they are Warpriest (blade pact), Archivist (tome pact) or Messenger (Chain lock).

5) Monk. Double down of the self buffing, half-psionic caster.

6) Move Paladin/Blackguard to fighter and add Avenger instead for the unarmored, stealthy slayer of faith. There's already a heavy-armored holy-guy.

7) Barbarian. Move the the overtly-magical themes to the Warden and keep the more ritualistic primal slayer for the barbarian: totem, berserker, battlerager, dervish etc

6) Add
  • Psion
  • Scholar (non-magical support. Warlord as Scholar of War could go here).
 

Frozen_Heart

Adventurer
I think most classes are covered, but there are still a few which could be added which are not currently available in 5e. And even with those missing ones, you can make crude/janky approximations of them.

That is warlord, swordmage, and psion.
 





doctorbadwolf

Heretic of The Seventh Circle
Doesn't seem to cover any ground not serviced by the Monk, Barbarian, Fighter, Ranger, and Paladin as it is. Ki, Smite, Rage, etc. already cover all of this. 4 attacks per action is already Super speed.
None of those serve the same purpose without multiclassing, having to dip into feats, and/or heavy reworking of class features that make no sense for the archetype in question.
 

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