D&D 5E What Classes in PHB?

gyor

Legend
That was months ago that he said that so things could have changed, but given that the list of possible domains doesn't include stuff like undeath I'm incline to believe it hasn't. Honestly I'm looking at the DMG as a mix of DMG and Ujearthed Arcana. For some games parts of the DMG could act as extension of the PHB.
 

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~ edited by Plane Sailing: we don't typically like the FIFY meme here, thanks ~

But in all seriousness, really, I can't remember the last time I played D&D in a setting without guns. I think it was back when I was still in high school, so I want to say that it was sometime in the late 90s. Well before 3rd edition had come out, anyway.

D&D without pistols and muskets would just feel... weird.
 
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That was months ago that he said that so things could have changed, but given that the list of possible domains doesn't include stuff like undeath I'm incline to believe it hasn't. Honestly I'm looking at the DMG as a mix of DMG and Ujearthed Arcana. For some games parts of the DMG could act as extension of the PHB.

I think Death is a much more likely domain than Undeath. And if they are doing Death, they are very unlikely to do Undeath also with as broad as they are making the domains.
 

Ichneumon

First Post
Guns have no business in a D&D game. Period.

Leave yer arquebuses back to WoW and "Gunslingers" are welcome to stay firmly entrenched in Pathfinder.

No guns. Not up for debate. Non-negotiable.

The question is not whether guns have a place in D&D, but what place they have. They normally don't feature in traditional fantasy (the D&D-inspired version of it, at least) and I wouldn't argue to have them on the Players Handbook equipment list alongside the crossbows. But traditional fantasy has always been a starting point for D&D, not the alpha and omega. Guns are entirely fitting for any game being run in a post-Renaissance/industrial setting, and there are various ways to work them into a traditional game if desired. I've heard that the DMG might feature 'medieval guns' (to work alongside the standard equipment list), and 'post-medieval guns' for games where guns are the primary ranged weapon.

They are, of course, entirely optional, but the DM running a D&D game with guns in it is still playing D&D, not Pathfinder, WoW, Castle Falkenstein or some degenerate nitrate-laden D&D simulacrum.
 

The question is not whether guns have a place in D&D, but what place they have. They normally don't feature in traditional fantasy (the D&D-inspired version of it, at least) and I wouldn't argue to have them on the Players Handbook equipment list alongside the crossbows. But traditional fantasy has always been a starting point for D&D, not the alpha and omega. Guns are entirely fitting for any game being run in a post-Renaissance/industrial setting, and there are various ways to work them into a traditional game if desired. I've heard that the DMG might feature 'medieval guns' (to work alongside the standard equipment list), and 'post-medieval guns' for games where guns are the primary ranged weapon.

They are, of course, entirely optional, but the DM running a D&D game with guns in it is still playing D&D, not Pathfinder, WoW, Castle Falkenstein or some degenerate nitrate-laden D&D simulacrum.

That depends on the genre of fantasy. Traditional medieval fantasy had few guns (not no guns; even Tolkien made use of gunpowder weaponry, particularly in bomb form), and guns have been pretty prevalent in other works of traditional fantasy, even at times when their existence made little sense.

Modern fantasy is seeing a lot more merging of firearms into the medieval setting, in part because it's a lot more common knowledge now that gunpowder techs were used rather extensively in Medieval Europe.
 

Back onto the subject of classes...

I suspect the domain of Knowledge for clerics might make for either a Loremaster or Mystic Theurge. I'm sure the Trickery domain was actually used for the Rogue-like cleric the Mearls mentioned somewhere, which might have meant the Cleric was using light armor and had a bunch of roguish skills. But one thing that's somewhat telling is the Divine Strike in the basic rules seems to be a domain ability now, which means other domains could be using other damage types for a Divine Strike (Tempest), they're getting extra attacks (most likely War) or possibly even a Sneak Attack.

I've noticed though that the elemental domains are absent from the list of the domains mentioned so far. I feel they're probably going to reserve those domains for either an elemental themed splatbook, or a Dark Sun campaign settting book.
 



Remathilis

Legend
Back onto the subject of classes...

I suspect the domain of Knowledge for clerics might make for either a Loremaster or Mystic Theurge. I'm sure the Trickery domain was actually used for the Rogue-like cleric the Mearls mentioned somewhere, which might have meant the Cleric was using light armor and had a bunch of roguish skills. But one thing that's somewhat telling is the Divine Strike in the basic rules seems to be a domain ability now, which means other domains could be using other damage types for a Divine Strike (Tempest), they're getting extra attacks (most likely War) or possibly even a Sneak Attack.

I've noticed though that the elemental domains are absent from the list of the domains mentioned so far. I feel they're probably going to reserve those domains for either an elemental themed splatbook, or a Dark Sun campaign settting book.

Its very possible that Fire got absorbed by Light, Tempest gobbled up Air (and maybe Water), and Nature got Earth.

Honestly, if Death is in the DMG, that is a good mix of starter domains.
 

CrusaderX

First Post
I was hoping that a Swashbuckler-type option would be one of the "subclasses" under either Fighter or Rogue. I still hope this type of lightly armored but still very competent combatant is represented well in 5e, even if it's only done via Feats.
 

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