Unique Classes in a Sentence

Iron Sky

Procedurally Generated
Given that D&D is a class based system - probably one of its most defining traits having played many other RPGs - and D&DN will obviously retain this trait, it might be useful to discuss what it is that makes each class shine, it's niche, it's raison d'etre.

It's that short description that makes you say "yeah, I want to play one of those!" that separates it from all the other classes. My preference is to also have a similar short mechanical description that also gives it some neat mechanical uniqueness that makes it feel different in play as well. Hopefully, it's also something that gives the player the spotlight and something to kick ass at, especially when it makes the other players go "I wish I could do that!" or "you just totally saved all of us!"

If you were to summarize a class in a sentence - what sets it apart, what makes it different/special, what makes you want to play it, fluff and/or mechanics - what would you say?

Here's a few of archetypes/classes that I lean towards:

  • Paladin: Holy warrior that endures with the power of his/her faith. Mechanics: Ability to turn near-failures into successes
  • Assassin: Disappearing into the shadows and unleashing deadly attacks from out of nowhere. Mechanics: Some sort of "instant kill" possibility and/or massive "damage spike" potential.
  • Vagabond(Bard?): Knows a little bit of everything, second best at everything and can at least give it a try if there's no one else who knows what to do. Mechanics: bonuses to all skills?
  • Sorcerer: Call forth the elements of the wild, just barely in control. Mechanics: trade extra damage/area/range for chance to backfire
  • Dreadnought(Fighter?): Heavily armed and armored warrior that takes blows that would kill lesser men and somehow survives. Mechanics: Various durability tricks(hp/thp, DR, interrupts, etc)
  • Monk: Evasive fighter that relies on speed and mobility rather than armor in combat and can fight even with no weapons. Mechanics: high defenses/mobility, low hp
You?
 

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*Ranger: You're clever, you know your way around, but you also pack a punch.
*Cleric: Who says holy men are sissies?
*Barbarian: You smash things.
*Paladin: You think smashing things is wrong, but you swing a sword for a living.
*Wizard: Given time, you can do almost anything.
*Monk: You are a jack of all trades, and a master of none, and competent at none.
*Psion: Instead of looking elsewhere for power, you find it within yourself.
*Druid: Every power that relates to the natural world, you can have.
*Bard: You suck.
*Sorcerer: You cast powerful spells, but you shoot from the hip.
*Warlord: You fill a valuable mechanical niche!
*Oracle: You see things that you probably shouldn't.
*Fighter: You're better with weapons and armor than anyone else, and you know it.
*Warlock: You're magic, alright, but you don't have to think, you just do.
*Rogue: You do whatever the situation calls for.
 
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Assassin
Concept: An acrobatic killer who uses deadly tricks and magic to slay enemies.
Mechanics: Can instantly kill enemies and has the skills and spells to set up the deadly situation to perfection.

Barbarian
Concept: A warrior who can tap into a primal rage to become creature of battle
Mechanics: Can enter a rage to boost toughness and might. Also has a sixth sense for danger.

Bard
Concept: A charismatic performer that uses his music and a few learned tricks to overcome obstacles.
Mechanics: Can perform a bardsong to aid allies. Also has decent combat, magical, and conversational ability.

Cleric
Concept: A member of a clergy trained in divine magic and armor to battle the enemies of her deity.
Mechanics: High level of divine spellcasting. Also can turn undead and wear heavy armor

Druid
Concept: A member of a druidic order whose oneness with nature give them power over it.
Mechanics: High level druidic spellcasting. Also can shapeshift into animals and easily control natural creatures.

Fighter
Concept: A master in the art of war who cannot be rivaled in weapons combat.
Mechanics: Proficiency with all armors and an all nonexotic weapons. Also has the ability to specialize in certain weapons granting outmatched accuracy and damage.

Monk
Concept: A disciplined warrior whose inner focus transformed their body into a living weapon
Mechanics: Ability to fight unarmed without penalty. Also has incredible speed making them able to a move faster than normal, dodge attacks, and attack several times in a short period.

Paladin
Concept: A divine warrior who dedicated their sword to fighting the forces of evil
Mechanics: Has the ability to smite their enemies and heal those hurt by the same enemies.

Priest/Oracle/Invoker
Concept: An agent of a deity gifted with magic and prophesy through a supernatural link to them.
Mechanics: High level arcane spellcasting from direct divine channeling. Can see visions that can be helpful, teach new abilities, or invoke domain powers.

Ranger
Concept: A warrior that dwells and excels in the gap between civilization and nature
Mechanics: Can drip into their knowledge of their enemies to better use their weapons, skills, and spells to exploit the weakness of their enemies.

Rogue
Concept: A cunning and quick expert of many skills and tricks
Mechanics: Can open lock and disable traps. Can strike vulnerable enemies with a high damage sneak attack.

Sorcerer
Concept: A self taught arcanist whose magical heritage lets them cast spells
Mechanics: High level arcane spellcasting from their bloodline. Can cast any spell they know spontaneously.

Warlock
Concept: An adventurer who makes a deal with a magical creature to get a shortcut into magic
Mechanics:Can cast spell like abilities at will. Can also curse enemies to furfill their bargains and hinder foes

Warlord
Concept: A master tactician who can lead allies to victory.
Mechanics: Can grant allies temporary grit, bonus attacks, and additional movement.

Wizard
Concept: A trained arcane spellcaster that can warp reality
Mechanics: High level arcane spellcasting from a spellbook. Can learn new spell from scrolls and other books.
 

Generally my idea was what classes would look like in your ideal world for 5e, cut away from any baggage from previous editions but with anything from previous editions that made them seem cool or unique or fun for you or what you would like them to look like in your ideal 5e.

*Monk: You are a jack of all trades, and a master of none, and competent at none.
*Bard: You suck.
*Warlord: You fill a valuable mechanical niche!

These are things that make you want to play them?

Minigiant said:

Sounds like modified 3rd Edition + Warlord?
 

These are things that make you want to play them?
Actually, repeating the phrase "bards suck" seemed to make my bard player want to play them more, back in the day.

Speaking to the thread, I thought it best to post completely, rather than describe the many classes I like and have someone ask what happened to the few I don't.
 

Generally my idea was what classes would look like in your ideal world for 5e, cut away from any baggage from previous editions but with anything from previous editions that made them seem cool or unique or fun for you or what you would like them to look like in your ideal 5e.

Sounds like modified 3rd Edition + Warlord?

More like 3rd Edition core base classes + Warlord + Base Class Assassin + Warlock + Cloistered Cleric

That is how they would sound like if described in a sentence each.

But they would have mechanics that match multiple editions though.
 

I do not want there to be a one sentence stereotype for a class. As a matter of fact, when I hear it, I hate it with a passion. Your dwarf fighter might like to wear heavy armor, carry a big axe, and hit things on the head with it. My halfling fighter is going to carry a pair of short swords, wear light armor, slice at the ankles of his enemies, and taunt them when they're down. Jim's elf fighter shoots people with his bow until they get close, and then switches to his long spear, embracing a style that keeps the enemy at bay, dancing around them.

A rogue is not necessarily a murderer and a thief. A paladin might not always be the straight arrow they are portrayed to be.

The character creation process should not be: "Pick a class, this is what you are." It should be: "Pick a concept, and then figure out which class (or classes) would realize your concept."

For newbies, stereotypes are fine (the one-sentence class can be in D&D for dummies handbook). For experienced players, I want more.
 


Paladin: I'm a Holy Knight, master of virtue and war, a divine champion.

Cleric: I heal and fight for my God, my, faith can overcome death itself.

Priest: Union with my God is all, none knows her face as I do, and with that her divine power flows through me.

Fighter: I'm a master warrior, battle is my destiny, victory my duty, glory my reward.

Barbarian: Go for the eyes Boo!

Rogue: Oh my God was that your purse? Oh you want the gold in it too?

Assassin: *Shrilnk* Thud.

Warlord: To my banner, to my banner! we take the battle to them, for the glory of the empire!

Sorceror: I love the smell of fireballs in morning.

Wizard: Hezar Tellixax Donilomi Exxdrah! Puff.

Bard: I tried to discover, a little something to make me sweeter, oh baby refrain from breaking my heart, I'm so in love with you...

Monk: Ohhhmmmm....Ohhhhmmmm

Warlock: OMG, You want me to do what for magical powers? That's disgusting! Okay.

Ranger: Give me a sword or bow and with,the blessing of the Primal Spirits I can survive forever in the bush.

Illusionist: I'm a master of mind blowing magical illusion that mold your senses and you want to know if I do birthday parties?

Druid: Yeah I'm tree hugger, see my five thousand pound dire cave bear, he's a tree huger too, as I'm sure the tree you just ran up would tell you.
 

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