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General Tabletop Discussion
*Dungeons & Dragons
What are possible subclasses?
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<blockquote data-quote="koga305" data-source="post: 6264914" data-attributes="member: 6747640"><p>My thoughts:</p><p></p><p><strong>Barbarian</strong></p><ul> <li data-xf-list-type="ul">Path of the Berserker = Simple, classic rage-focused barbarian</li> <li data-xf-list-type="ul">Path of the Totem Warrior = Animal-themed barbarian with more options</li> <li data-xf-list-type="ul"><em>Path of the Warden</em> = Druid, defense-focused abilities with light shapeshifting in Rage (replicates the Warden class from 4E)</li> </ul><p></p><p><strong>Bard</strong></p><ul> <li data-xf-list-type="ul">College of Valor = Warlord/combat-leader bard</li> <li data-xf-list-type="ul">College of Wit = Performing/enchantment-focused bard, closer to classic Bard archetypes</li> <li data-xf-list-type="ul"><em>College of Knowledge* (heh)</em> = Bardic knowledge, gains bonus spells and skills</li> <li data-xf-list-type="ul"><em>College of Bladesong* = </em>Personal combat abilities, bard-themed gish</li> </ul><p></p><p><strong>Cleric</strong></p><ul> <li data-xf-list-type="ul">Life Domain = support/healing cleric, closest to classic archetype</li> <li data-xf-list-type="ul">Light Domain = "laser cleric," focused on offensive spells</li> <li data-xf-list-type="ul">War Domain <em>= </em>Battle/self-buff Cleric; "a fighter with divine spells"</li> <li data-xf-list-type="ul"><em>Storm Domain</em> = Hybrid battle/casting cleric, battlefield control and personal combat</li> <li data-xf-list-type="ul"><em>Magic/Knowledge Domain = </em>Because some Clerics just want to play Wizards. Arcane magic and antimagic, with perhaps a side of divination.</li> <li data-xf-list-type="ul"><em>Freedom/Trickery Domain </em>= Illusion magic and light Rogue abilities.</li> <li data-xf-list-type="ul"><em>Death Domain = </em>Necromancy and some personal combat abilities.</li> </ul><p></p><p><strong>Druid</strong></p><ul> <li data-xf-list-type="ul">Circle of the Land = Casting/battlefield control druid, themed around a location</li> <li data-xf-list-type="ul">Circle of the Moon = "Wildshape for combat" druid</li> <li data-xf-list-type="ul"><em>Circle of the Pack*</em> = The "Beastmaster Druid," focused on a singular or multiple animal companion(s)</li> </ul><p></p><p><strong>Fighter</strong></p><ul> <li data-xf-list-type="ul">Path of the Weaponmaster = Maneuver/"dirty trick" Fighter</li> <li data-xf-list-type="ul">Path of the Warrior = "Simple Fighter," crit-fisher</li> <li data-xf-list-type="ul"><em>Path of the Duelist</em> = The Dex-fighter. Alternatively, add themed maneuvers/abilities to the Weaponmaster.</li> <li data-xf-list-type="ul"><em>Path of the Archer</em> = The ranged fighter. Alternatively, modify the Weaponmaster so ranged maneuvers are viable.</li> <li data-xf-list-type="ul"><em>Path of the Warlord</em> = Action-granting, temporary hit points, and ally-buffing. Martial healing optional.</li> <li data-xf-list-type="ul"><em>Path of the Eldritch Knight</em> = Fighter/Wizard multiclassing support; perhaps some limited spellcasting or self-buffing (Enchant Weapon? <em>Fly</em> 1/day?). It'd be cool if this was stand-alone to make a "Mystical Fighter."</li> <li data-xf-list-type="ul"><em>Path of the Mythic Hero =</em>This stretches things a bit, but the classic beyond-the-limits-of-the-mortal-form character. Beowulf. Achilles. Feats of strength, iron skin... (obviously requires DM approval)</li> </ul><p></p><p><strong>Mage</strong></p><ul> <li data-xf-list-type="ul">School of Enchantment = Protecting self and effectively casting enchantments</li> <li data-xf-list-type="ul">School of Evocation = "Blaster wizard," deals more damage effectively</li> <li data-xf-list-type="ul">School of Illusion = Casting illusions for self-protection and to greater effect</li> <li data-xf-list-type="ul"><em>School of Abjuration</em> = Party support, personal defense. The "barrier warrior." Perhaps an ability to "imprison" enemies?</li> <li data-xf-list-type="ul"><em>School of Conjuration</em> = Summoning-focused.</li> <li data-xf-list-type="ul"><em>School of Divination</em> = Scrying, seeing into the future, avoiding attacks (a reverse <em>True Strike</em>, perhaps?)</li> <li data-xf-list-type="ul"><em>School of Necromancy</em> = Some undead creation, life-draining, perhaps even limited self-healing.</li> <li data-xf-list-type="ul"><em>School of Transmutation</em> = Polymorph/buffing out the wazoo.</li> </ul><p></p><p><strong>Monk</strong></p><ul> <li data-xf-list-type="ul">Way of the Four Elements = Water/Earth/Air/Firebender, monk with more choices</li> <li data-xf-list-type="ul">Way of the Open Hand = Classic "martial artist" monk, fewer choices</li> <li data-xf-list-type="ul"><em>Way of the Spirits*</em> = <em>Even more </em>supernatural abilities - walking over coals, "Aura Vision," perhaps some self-healing.</li> </ul><p></p><p><strong>Paladin</strong></p><ul> <li data-xf-list-type="ul">Oath of Devotion = Classic paladin, focused on protection and smiting evil</li> <li data-xf-list-type="ul">Oath of Vengeance = Focused on hunting down lone enemies, replicates the Avenger from 4E</li> <li data-xf-list-type="ul"><em>Oath of the Blackguard</em> = The anti-paladin. Focused on disease/debuffing</li> </ul><p></p><p><strong>Ranger</strong></p><ul> <li data-xf-list-type="ul">Path of the Colossus Slayer = Focused on fighting single targets with lots of HP and area attacks (dragons, giants)</li> <li data-xf-list-type="ul">Path of the Horde Breaker = Focused on fighting many small enemies (most likely humanoids)</li> <li data-xf-list-type="ul"><em>Path of the Witch Hunter </em>= Focused on taking down spellcasting enemies - maybe with an innate <em>Dispel Magic/Antimagic Field</em>?</li> <li data-xf-list-type="ul"><em>Path of the Undead Stalker*</em> = Hunts undead, with some things similar to the Cleric.</li> </ul><p></p><p><strong>Rogue</strong></p><ul> <li data-xf-list-type="ul">Assassination = Infiltration and killing single targets</li> <li data-xf-list-type="ul">Thievery = "Classic Rogue," sneaking, stealing, and moving effectively</li> <li data-xf-list-type="ul"><em>Treasure Hunting</em> = Finding traps, appraising, dodging rolling boulders... the classic Indiana Jones style.</li> <li data-xf-list-type="ul"><em>Spying</em> = Your classic "Urban Rogue." Deceit, information-gathering, etc.</li> </ul><p></p><p></p><p>*I'm not the best at names - also, some are borrowed from others' ideas. Hopefully you get the idea anyway.</p></blockquote><p></p>
[QUOTE="koga305, post: 6264914, member: 6747640"] My thoughts: [B]Barbarian[/B] [LIST] [*]Path of the Berserker = Simple, classic rage-focused barbarian [*]Path of the Totem Warrior = Animal-themed barbarian with more options [*][I]Path of the Warden[/I] = Druid, defense-focused abilities with light shapeshifting in Rage (replicates the Warden class from 4E) [/LIST] [B]Bard[/B] [LIST] [*]College of Valor = Warlord/combat-leader bard [*]College of Wit = Performing/enchantment-focused bard, closer to classic Bard archetypes [*][I]College of Knowledge* (heh)[/I] = Bardic knowledge, gains bonus spells and skills [*][I]College of Bladesong* = [/I]Personal combat abilities, bard-themed gish [/LIST] [B]Cleric[/B] [LIST] [*]Life Domain = support/healing cleric, closest to classic archetype [*]Light Domain = "laser cleric," focused on offensive spells [*]War Domain [I]= [/I]Battle/self-buff Cleric; "a fighter with divine spells" [*][I]Storm Domain[/I] = Hybrid battle/casting cleric, battlefield control and personal combat [*][I]Magic/Knowledge Domain = [/I]Because some Clerics just want to play Wizards. Arcane magic and antimagic, with perhaps a side of divination. [*][I]Freedom/Trickery Domain [/I]= Illusion magic and light Rogue abilities. [*][I]Death Domain = [/I]Necromancy and some personal combat abilities. [/LIST] [B]Druid[/B] [LIST] [*]Circle of the Land = Casting/battlefield control druid, themed around a location [*]Circle of the Moon = "Wildshape for combat" druid [*][I]Circle of the Pack*[/I] = The "Beastmaster Druid," focused on a singular or multiple animal companion(s) [/LIST] [B]Fighter[/B] [LIST] [*]Path of the Weaponmaster = Maneuver/"dirty trick" Fighter [*]Path of the Warrior = "Simple Fighter," crit-fisher [*][I]Path of the Duelist[/I] = The Dex-fighter. Alternatively, add themed maneuvers/abilities to the Weaponmaster. [*][I]Path of the Archer[/I] = The ranged fighter. Alternatively, modify the Weaponmaster so ranged maneuvers are viable. [*][I]Path of the Warlord[/I] = Action-granting, temporary hit points, and ally-buffing. Martial healing optional. [*][I]Path of the Eldritch Knight[/I] = Fighter/Wizard multiclassing support; perhaps some limited spellcasting or self-buffing (Enchant Weapon? [I]Fly[/I] 1/day?). It'd be cool if this was stand-alone to make a "Mystical Fighter." [*][I]Path of the Mythic Hero =[/I]This stretches things a bit, but the classic beyond-the-limits-of-the-mortal-form character. Beowulf. Achilles. Feats of strength, iron skin... (obviously requires DM approval) [/LIST] [B]Mage[/B] [LIST] [*]School of Enchantment = Protecting self and effectively casting enchantments [*]School of Evocation = "Blaster wizard," deals more damage effectively [*]School of Illusion = Casting illusions for self-protection and to greater effect [*][I]School of Abjuration[/I] = Party support, personal defense. The "barrier warrior." Perhaps an ability to "imprison" enemies? [*][I]School of Conjuration[/I] = Summoning-focused. [*][I]School of Divination[/I] = Scrying, seeing into the future, avoiding attacks (a reverse [I]True Strike[/I], perhaps?) [*][I]School of Necromancy[/I] = Some undead creation, life-draining, perhaps even limited self-healing. [*][I]School of Transmutation[/I] = Polymorph/buffing out the wazoo. [/LIST] [B]Monk[/B] [LIST] [*]Way of the Four Elements = Water/Earth/Air/Firebender, monk with more choices [*]Way of the Open Hand = Classic "martial artist" monk, fewer choices [*][I]Way of the Spirits*[/I] = [I]Even more [/I]supernatural abilities - walking over coals, "Aura Vision," perhaps some self-healing. [/LIST] [B]Paladin[/B] [LIST] [*]Oath of Devotion = Classic paladin, focused on protection and smiting evil [*]Oath of Vengeance = Focused on hunting down lone enemies, replicates the Avenger from 4E [*][I]Oath of the Blackguard[/I] = The anti-paladin. Focused on disease/debuffing [/LIST] [B]Ranger[/B] [LIST] [*]Path of the Colossus Slayer = Focused on fighting single targets with lots of HP and area attacks (dragons, giants) [*]Path of the Horde Breaker = Focused on fighting many small enemies (most likely humanoids) [*][I]Path of the Witch Hunter [/I]= Focused on taking down spellcasting enemies - maybe with an innate [I]Dispel Magic/Antimagic Field[/I]? [*][I]Path of the Undead Stalker*[/I] = Hunts undead, with some things similar to the Cleric. [/LIST] [B]Rogue[/B] [LIST] [*]Assassination = Infiltration and killing single targets [*]Thievery = "Classic Rogue," sneaking, stealing, and moving effectively [*][I]Treasure Hunting[/I] = Finding traps, appraising, dodging rolling boulders... the classic Indiana Jones style. [*][I]Spying[/I] = Your classic "Urban Rogue." Deceit, information-gathering, etc. [/LIST] *I'm not the best at names - also, some are borrowed from others' ideas. Hopefully you get the idea anyway. [/QUOTE]
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