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Playing with Subclasses: how flexible is subclass design in the playtest so far?
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<blockquote data-quote="Kobold Stew" data-source="post: 8955011" data-attributes="member: 23484"><p><strong>A-TIER </strong></p><p></p><p>LIFE (CLERIC)</p><p><strong>Classes</strong>: (best) Bard, Druid, Ranger, Paladin [spellcasting with healing spells];</p><p>(possible) Wizard, Sorcerer, and Warlock [spellcasting but no healing spells].</p><p><strong>Level 3: Domain Spells</strong>. Works as written. [gives everyone some healing spells, but not Cure Wounds/Healing Word.]</p><p><strong>Level 3: Disciple of Life</strong>. Works as written [bonus healing for healing spells]</p><p><strong>Level 6: Preserve Life</strong>. Requires Channel Divinity, which currently only exists for cleric and Paladin. 1 use per long rest (assumption a), keying off class level (assumption b)</p><p><strong>Level 10: Blessed Healing</strong>. Works as written [heal self when casting healing spells]</p><p><strong>Level 14: Supreme Healing</strong>. Works as Written [max healing].</p><p></p><p>I see no balance issues with allowing any class to take this. All but the level 6 ability work as written; level 6 ability requires initial assumptions, but no more. It becomes a reasonable choice for four other classes beyond Cleric, and a suboptimal choice for three further classes.</p><p></p><p>THIEF (ROGUE)</p><p><strong>Classes:</strong> Any, though Bard, Monk, Fighter, and Barbarian might be best.</p><p><strong>Level 3: Fast Hands</strong> [search or Lock pick as a bonus action.] As worded, it builds on cunning action, but since it is just expanding that use, and isn’t giving access to the class ability itself, it should work as written (assumption a).</p><p><strong>Level 3: Second Story Work</strong>. [climb speed and extra jumping]. Works as written (though it will be re-written to reflect new jump rules. Climb speed may be redundant with some builds (e.g. Ranger).</p><p><strong>Level 6: Supreme Sneak</strong> [stealth advantage when in Light or no armor]. Works as written.</p><p><strong>Level 10: Use Magic Device</strong> [benefits for attunement, item charges, and scroll use]. Works as written; the character will benefit if trained in Arcana.</p><p><strong>Level 14: Thief’s Reflexes</strong> [second bonus action from options available through cunning action]. Since this does not require Cunning Action with the first (normal) bonus action, this ability seems to grant any cunning action option (i.e. Disengage, Dash, Hide, or Fast hands [Search, sleight of hand]). Works as written, and by my read, it gives access to all the options from Cunning Action, even if the player is not a rogue.</p><p></p><p>This seems written to be ported to other classes. I see no balance issues, and a Barbarian Thief is well-supported in the fiction by Conan (no multiclassing).</p><p></p><p><strong>B-TIER</strong></p><p></p><p>HUNTER (RANGER)</p><p><strong>Classes</strong>: Best for Druid, but possible for Fighter, Rogue, Barbarian, Monk (and technically any class); level 6 requires use of Hunter’s Mark (can be gained by Magic Initiate feat for 1 use/long rest).</p><p><strong>Level 3: Hunter’s Prey</strong> [extra damage on attack action if already wounded]. Works as written.</p><p><strong>Level 6: Hunter’s Lore</strong> [know about foes marked with Hunter’s Mark]. Works as Written, but in order for this not to be a dead level, requires Druid or Magic Initiate. This ability keeps it out of the A-tier.</p><p><strong>Level 10: Multiattack</strong> [conjure barrage on spell list, can be downcast]. Only the druid will have this on their spell list naturally. To be useful, we can assume a minimum opportunity to cast 1/long rest (assumption a).</p><p><strong>Level 14: Superior Hunter’s Defense</strong> [replicates Rogue 5 Evasion, and allows some damage to be redirected]. Works as written, and is not a dead level for rogues (though it may be a bit underwhelming as a capstone).</p><p></p><p>Apart from the dependency of Hunter’s Lore on the Hunter’s Mark Spell, this works fairly well. Non-casters could be given one use of the ability (without the other aspects of hunter’s Mark) per long rest without affecting balance, I feel.</p><p></p><p><strong>C-TIER</strong></p><p></p><p>LORE (BARD)</p><p><strong>Classes</strong>: Any.</p><p><strong>Level 3: Bonus Proficiencies</strong> [three skills]. Works as written.</p><p><strong>Level 3: Cutting Words</strong> [negatively affect an attack or ability check]. Only Bards have bardic inspiration, and so we assume one use per long rest (assumption a), and the die escalates as it would for a bard (d6, d8 at 5, d10 at 10, d12 at 15).</p><p><strong>Level 6: Cunning Inspiration</strong> [use the higher of two rolls with Bardic inspiration]. Works as written, but would only apply to the one use of Cutting words per long rest.</p><p><strong>Level 10: Improved Cutting Words</strong> [add CHA modifier to Bardic Inspiration]. Works as written, but would only apply to the one use of Cutting words per long rest. I’ll assume a minimum bonus of +1, for those whose Charisma is 11 or lower (cf. assumption a).</p><p><strong>Level 14: Peerless Skill</strong> [roll Bardic Inspiration o failed ability checks]. Again, works as written, but this can only be used 1/long rest. I’ll assume the minimum is a separate die than the one for cutting words.</p><p></p><p>Only the Bonus proficiencies are separate from the Bardic Inspiration mechanic, which makes this the worst designed class for the purpose of this experiment: it is built to be dependent on the main Bard Chassis. Nevertheless, no special assumptions are needed to give the class 3 skills, one use of cutting words that continues to become more and more powerful, and one guaranteed successful use of Peerless skill.</p><p></p><p>DEVOTION (PALADIN)</p><p><strong>Class:</strong> Any.</p><p><strong>Level 3: Oath Spells</strong> [have several spells available on list, with one free casting total/long rest]. Works as written.</p><p><strong>Level 3: Sacred Weapon</strong> [use Channel Divinity to make +CHA, radiant weapon]. Only Clerics and Paladins have Channel Divinity, but if we assume a single use per long rest (assumption a), then this works.</p><p><strong>Level 6: Smite of Protection</strong> [you or ally get 1d8 THP]. As written, this triggers off of Divine Smite, which no class other than Paladin receives. However, since the pool of Divine Smites corresponds to spell slots, one “solution” would be to allow the effect with the expenditure of any spell slot (so no Divine Smite ability, but you can swap any spell slot for 1d8+spell level THP). I do not know if that is in any way “better” than a single use 1/long rest (assumption a).</p><p><strong>Level 10: Aura of Devotion</strong> [you and allies immune to Charmed]. This also presumes a Paladin ability, but the fact that it is additive to another aura does not stop this aura existing in independently. As written, this ability exists as an aura that extends 10’ around you in every direction, but not through Total Cover.</p><p><strong>Level 14: Holy Nimbus</strong> [radiant damage from aura]. Works as written, building off level 10 ability.</p><p></p><p>Much of this subclass keys off of Paladin abilities, but it is possible to make this work as a subclass for another class without much special pleading. Sacred Weapoon is underpowered, Smite of Protection is underwhelming, and it is hard to see a class who would really benefit from Devotion. For a Bard, Sorcerer, or Wizard it would represent an expanded spell list which could be interesting. The player would have to discuss with the DM as to whether the tenets associated with Devotion would need to be followed.</p><p></p><p><strong>D-TIER</strong></p><p></p><p>MOON (DRUID)</p><p><strong>Class</strong>: Any except Monk and Rogue, particularly a strength build or a species which has an enhanced unarmed strike.</p><p><strong>Level 3: Combat Wild Shape</strong> [bonus action for Unarmed Strike]. This ability grants three abilities, two of which are keyed to Wild Shape. Wild Shape is not a subclass feature, though, and so the 1/long default does not apply. The Ability for Abjuration spells is irrelevant for non-Wildshapers, as is Swift transformation. Someone from another class would not benefit from these features. However, the Quick Attack ability is not constrained by Wild Shape, and it gives the ability to make an unarmed strike as a bonus action. This is an ability Monks already have, so this would be a dead level for them, and all Rogues have good things to use their Bonus Action on every turn in any case.</p><p><strong>Level 6: Elemental Wild Shape</strong>. Depends on having Wild Shape; does not work.</p><p><strong>Level 10: Elemental Strike</strong>. Depends on having Wild Shape; does not work.</p><p><strong>Level 14: Thousand Forms</strong>. Works as written.</p><p></p><p>This is the only subclass that really doesn’t work with other classes. The Level 3 ability gives a very powerful use for a Bonus action, which not every class have – and I think there must be some builds that could capitalize on this. Nevertheless, without re-writing, levels 6 and 10 are functionally dead levels.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 8955011, member: 23484"] [B]A-TIER [/B] LIFE (CLERIC) [B]Classes[/B]: (best) Bard, Druid, Ranger, Paladin [spellcasting with healing spells]; (possible) Wizard, Sorcerer, and Warlock [spellcasting but no healing spells]. [B]Level 3: Domain Spells[/B]. Works as written. [gives everyone some healing spells, but not Cure Wounds/Healing Word.] [B]Level 3: Disciple of Life[/B]. Works as written [bonus healing for healing spells] [B]Level 6: Preserve Life[/B]. Requires Channel Divinity, which currently only exists for cleric and Paladin. 1 use per long rest (assumption a), keying off class level (assumption b) [B]Level 10: Blessed Healing[/B]. Works as written [heal self when casting healing spells] [B]Level 14: Supreme Healing[/B]. Works as Written [max healing]. I see no balance issues with allowing any class to take this. All but the level 6 ability work as written; level 6 ability requires initial assumptions, but no more. It becomes a reasonable choice for four other classes beyond Cleric, and a suboptimal choice for three further classes. THIEF (ROGUE) [B]Classes:[/B] Any, though Bard, Monk, Fighter, and Barbarian might be best. [B]Level 3: Fast Hands[/B] [search or Lock pick as a bonus action.] As worded, it builds on cunning action, but since it is just expanding that use, and isn’t giving access to the class ability itself, it should work as written (assumption a). [B]Level 3: Second Story Work[/B]. [climb speed and extra jumping]. Works as written (though it will be re-written to reflect new jump rules. Climb speed may be redundant with some builds (e.g. Ranger). [B]Level 6: Supreme Sneak[/B] [stealth advantage when in Light or no armor]. Works as written. [B]Level 10: Use Magic Device[/B] [benefits for attunement, item charges, and scroll use]. Works as written; the character will benefit if trained in Arcana. [B]Level 14: Thief’s Reflexes[/B] [second bonus action from options available through cunning action]. Since this does not require Cunning Action with the first (normal) bonus action, this ability seems to grant any cunning action option (i.e. Disengage, Dash, Hide, or Fast hands [Search, sleight of hand]). Works as written, and by my read, it gives access to all the options from Cunning Action, even if the player is not a rogue. This seems written to be ported to other classes. I see no balance issues, and a Barbarian Thief is well-supported in the fiction by Conan (no multiclassing). [B]B-TIER[/B] HUNTER (RANGER) [B]Classes[/B]: Best for Druid, but possible for Fighter, Rogue, Barbarian, Monk (and technically any class); level 6 requires use of Hunter’s Mark (can be gained by Magic Initiate feat for 1 use/long rest). [B]Level 3: Hunter’s Prey[/B] [extra damage on attack action if already wounded]. Works as written. [B]Level 6: Hunter’s Lore[/B] [know about foes marked with Hunter’s Mark]. Works as Written, but in order for this not to be a dead level, requires Druid or Magic Initiate. This ability keeps it out of the A-tier. [B]Level 10: Multiattack[/B] [conjure barrage on spell list, can be downcast]. Only the druid will have this on their spell list naturally. To be useful, we can assume a minimum opportunity to cast 1/long rest (assumption a). [B]Level 14: Superior Hunter’s Defense[/B] [replicates Rogue 5 Evasion, and allows some damage to be redirected]. Works as written, and is not a dead level for rogues (though it may be a bit underwhelming as a capstone). Apart from the dependency of Hunter’s Lore on the Hunter’s Mark Spell, this works fairly well. Non-casters could be given one use of the ability (without the other aspects of hunter’s Mark) per long rest without affecting balance, I feel. [B]C-TIER[/B] LORE (BARD) [B]Classes[/B]: Any. [B]Level 3: Bonus Proficiencies[/B] [three skills]. Works as written. [B]Level 3: Cutting Words[/B] [negatively affect an attack or ability check]. Only Bards have bardic inspiration, and so we assume one use per long rest (assumption a), and the die escalates as it would for a bard (d6, d8 at 5, d10 at 10, d12 at 15). [B]Level 6: Cunning Inspiration[/B] [use the higher of two rolls with Bardic inspiration]. Works as written, but would only apply to the one use of Cutting words per long rest. [B]Level 10: Improved Cutting Words[/B] [add CHA modifier to Bardic Inspiration]. Works as written, but would only apply to the one use of Cutting words per long rest. I’ll assume a minimum bonus of +1, for those whose Charisma is 11 or lower (cf. assumption a). [B]Level 14: Peerless Skill[/B] [roll Bardic Inspiration o failed ability checks]. Again, works as written, but this can only be used 1/long rest. I’ll assume the minimum is a separate die than the one for cutting words. Only the Bonus proficiencies are separate from the Bardic Inspiration mechanic, which makes this the worst designed class for the purpose of this experiment: it is built to be dependent on the main Bard Chassis. Nevertheless, no special assumptions are needed to give the class 3 skills, one use of cutting words that continues to become more and more powerful, and one guaranteed successful use of Peerless skill. DEVOTION (PALADIN) [B]Class:[/B] Any. [B]Level 3: Oath Spells[/B] [have several spells available on list, with one free casting total/long rest]. Works as written. [B]Level 3: Sacred Weapon[/B] [use Channel Divinity to make +CHA, radiant weapon]. Only Clerics and Paladins have Channel Divinity, but if we assume a single use per long rest (assumption a), then this works. [B]Level 6: Smite of Protection[/B] [you or ally get 1d8 THP]. As written, this triggers off of Divine Smite, which no class other than Paladin receives. However, since the pool of Divine Smites corresponds to spell slots, one “solution” would be to allow the effect with the expenditure of any spell slot (so no Divine Smite ability, but you can swap any spell slot for 1d8+spell level THP). I do not know if that is in any way “better” than a single use 1/long rest (assumption a). [B]Level 10: Aura of Devotion[/B] [you and allies immune to Charmed]. This also presumes a Paladin ability, but the fact that it is additive to another aura does not stop this aura existing in independently. As written, this ability exists as an aura that extends 10’ around you in every direction, but not through Total Cover. [B]Level 14: Holy Nimbus[/B] [radiant damage from aura]. Works as written, building off level 10 ability. Much of this subclass keys off of Paladin abilities, but it is possible to make this work as a subclass for another class without much special pleading. Sacred Weapoon is underpowered, Smite of Protection is underwhelming, and it is hard to see a class who would really benefit from Devotion. For a Bard, Sorcerer, or Wizard it would represent an expanded spell list which could be interesting. The player would have to discuss with the DM as to whether the tenets associated with Devotion would need to be followed. [B]D-TIER[/B] MOON (DRUID) [B]Class[/B]: Any except Monk and Rogue, particularly a strength build or a species which has an enhanced unarmed strike. [B]Level 3: Combat Wild Shape[/B] [bonus action for Unarmed Strike]. This ability grants three abilities, two of which are keyed to Wild Shape. Wild Shape is not a subclass feature, though, and so the 1/long default does not apply. The Ability for Abjuration spells is irrelevant for non-Wildshapers, as is Swift transformation. Someone from another class would not benefit from these features. However, the Quick Attack ability is not constrained by Wild Shape, and it gives the ability to make an unarmed strike as a bonus action. This is an ability Monks already have, so this would be a dead level for them, and all Rogues have good things to use their Bonus Action on every turn in any case. [B]Level 6: Elemental Wild Shape[/B]. Depends on having Wild Shape; does not work. [B]Level 10: Elemental Strike[/B]. Depends on having Wild Shape; does not work. [B]Level 14: Thousand Forms[/B]. Works as written. This is the only subclass that really doesn’t work with other classes. The Level 3 ability gives a very powerful use for a Bonus action, which not every class have – and I think there must be some builds that could capitalize on this. Nevertheless, without re-writing, levels 6 and 10 are functionally dead levels. [/QUOTE]
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