Crimson Longinus
Legend
Sorcerer is the most pointless class in the game.Exactly. Sorcerers and Wizards have overlap, but that doesn't mean that one has to die to make room for the other.
Sorcerer is the most pointless class in the game.Exactly. Sorcerers and Wizards have overlap, but that doesn't mean that one has to die to make room for the other.
I think shapeshifting as a trope is primarily viewed as part of the toolkit of nature/primal magic users. I do think that a primary shapeshifter ability is better off a druid subclass than a druid main class feature, though. That would leave more run for various shaman and druid abilities underer a broader "druid" main class. (The druid I use in my own games doesn't have shapeshifting as a core feature, as an example.)
Not sure if you use homebrew, but is the druid I use in my own games. Has a wildshape subclass, a (build your own) animal companion subclass, elemental subclass, etc.My hope for the next edition's druid to have a choice of Wildshape, Spirit Guides, Animal Companion, or Elemental power via subclasses through a shared resource. This way the druid could encompass all full on nature priests. Sort of like "Channel Nature". Sun druid gets animal companions.
Moon druid gets wild shape. Star druid gets spirit guides. Earth druid gets bonus spells. Sea druid gets a lesser Wildshape to sea animals and bonus storm spells.
Since 5e didn't go that way I am fine with new classes that fill this experience without the power baggage of Wildshape.
I'd suggest making Wildshape a scaling spell like the summon spells. Moon Druids could get additional bonuses to it, but that way it could be shared around other classes better.My hope for the next edition's druid to have a choice of Wildshape, Spirit Guides, Animal Companion, or Elemental power via subclasses through a shared resource. This way the druid could encompass all full on nature priests. Sort of like "Channel Nature". Sun druid gets animal companions.
Moon druid gets wild shape. Star druid gets spirit guides. Earth druid gets bonus spells. Sea druid gets a lesser Wildshape to sea animals and bonus storm spells.
Since 5e didn't go that way I am fine with new classes that fill this experience without the power baggage of Wildshape.
It's badly designed, but it is not pointless. There are different ways of getting arcane magic. Wizards study and practice, Sorcerers have innate magic, and Warlocks bargain for it. They're distinct.Sorcerer is the most pointless class in the game.
Nah. As I have said many times, easy to combine with warlocks. Whether the magical being that gave you your power is your boss or a relative is not a sufficient distinction. A fey pact warlock could just as easily represent fey ancestry etc.It's badly designed, but it is not pointless. There are different ways of getting arcane magic. Wizards study and practice, Sorcerers have innate magic, and Warlocks bargain for it. They're distinct.
It wouldn't be a caster. It would use magic, but not spellcasting. A psion class would need a new system.I still don't know what makes psionics anything more than a different word for magic and there are already too many caster classes.
They've tried that. Purple Dragon Knights and Battlemasters have fighter support abilities, they're not good at being Warlords.Should still be a fighter subclass.
Eldritch Knights are too much fighters to be proper gishes, and bladesingers, hexblades, and the college of swords and valor all have the opposite problem, they're too much casters to be proper gishes. A true gish class would be a half-caster, an arcane version of the paladin class with spell striking abiliites, and their own unique niche.Eldritch Knight, Bladesinger, Hexblade or basically any Bard. Take your pick.
Except runecasting should be distinct from spellcasting, and is definitely not wizardry.This is what dwarfs call their wizards, right? Instead of spellbooks they have runestones, but they're still just wizards.
No. More of a witch. A class with coven magic, charms, jinxes, and blessings.So a warlock?
But not.Still a druid.
Except oracles don't have spellbooks, and shouldn't have to worship a god.Divination wizards already exist. Though if one want to go to the original Greek roots, there certainly could be a cleric subclass focusing on prophecy. (There isn't one yet, right? Knowledge domain comes close though.)
Which is true, to an extent. D&D takes liberties when designing a class/subclass based on a real world concept (kensei, monks, samurai, etc).They literally made a druid subclass for that! And yes, if you're using real word terms that are still relevant to existing indigenous cultures, then you actually should pay at least some attention to what these traditions actually entail.
Sorcerers don't need a relative to get their powers, they just have to be changed by magic somehow (at birth, or later in life). Warlocks bargain with an otherworldly being. I do think in a 6e they could make the distinction larger (make sorcerers Con based, keep warlocks Cha based, so on).Nah. As I have said many times, easy to combine with warlocks. Whether the magical being that gave you your power is your boss or a relative is not a sufficient distinction. A fey pact warlock could just as easily represent fey ancestry etc.