HabakkukVIII
Villager
Because my players and I had been dissatisfied with the 5e's martial classes for years, I wrote a homebrew versions of the Fighter, Barbarian & Rogue. My goals with these versions are:
I'm thrilled with how the Fighter turned out. I'm also quite happy with the Barbarian, though I'd like to brainstorm more subclasses if I can.
What I'd like is help brainstorming Rogue subclasses. Because it's easy to come up with underhanded tricks that apply to one enemy at a time, it's very easy to think of single-target striker and single-target disabler subclasses. But I'm struggling to come up with any sort of AoE-oriented, area controlling, or ally-supporting mechanics. Some loose ideas I have are:
But all of these ideas have one thing in common: relying too much on expendable resources to have options every single turn. Any thoughts?
- Options > Buffs. I think making smart choices to solve problems is what makes any game fun, and so I wanted to offer features that offer new options on your turn, rather than passive bonuses to the options I already have.
- At Will > Resource Limited. I think that the simplest way to guarantee that a player always has options is to rarely (if ever) make a feature unavailable, and so I wanted to offer weak at-will features (think "martial cantrips") rather than strong resource-limited features (think "martial smites and spells")
- Mundane > Magical. I'm a huge fan of magic-free characters. I like the idea of an "underdog" who can overcome magical forces and otherworldly monsters using nothing but strength, skill and willpower. And so, besides one subclass, I did not offer any magical features whatsoever.
- Stick to the Theme. Each of the three martial classes has its own distinct theme, which it should fill completely & which the others shouldn't touch
- A Fighter is any warrior who is extraordinary because of technical skill and tactical wit.
- A Barbarian is any warrior who is extraordinary because of raw power of body and mind.
- A Rogue is any warrior who is extraordinary because of underhanded tricks that create and seize circumstantial advantages.
I'm thrilled with how the Fighter turned out. I'm also quite happy with the Barbarian, though I'd like to brainstorm more subclasses if I can.
What I'd like is help brainstorming Rogue subclasses. Because it's easy to come up with underhanded tricks that apply to one enemy at a time, it's very easy to think of single-target striker and single-target disabler subclasses. But I'm struggling to come up with any sort of AoE-oriented, area controlling, or ally-supporting mechanics. Some loose ideas I have are:
- A bomb-planting saboteur whose bombs take 1 full round to explode, and hence can be evaded or even thrown back by enemies. The subclass might revolve around not just remaining hidden, but also hiding the bombs.
- A poisoner whose repertoire includes lingering gases that discourage enemies from entering or encourage them to move, as well as instantaneous blasts that harm or nerf enemies.
- A trapmaker who sets trip wires, pressure plates &c around the battlefield, triggering all sorts of weapon or item-based effects
But all of these ideas have one thing in common: relying too much on expendable resources to have options every single turn. Any thoughts?







