• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E What single new class would you like to see?

Tectuktitlay

Explorer
I would like to see a nonspellcaster class. (maybe a 3rd-caster archetype) We already have tons of spellcasters in 5E, I would like to see more noncaster options.

That's one reason I specifically wish to see artificer. I don't want artificer to cast spells. I would prefer it if they actually had to take levels in some caster class to truly cast spells. Instead, making various items depending on the subclass would be new and novel. Here is a class that makes things others can use, and probably that the creator can use to better effect than other people. They probably have time limits, and there's some sort of limit on how many they can have made at a time, but rather than being a class that primarily enhances themselves or directly effects enemies, they invest their character resources on making various disposable objects for folks to use.

It's also why I place a poisoner archetype in the artificer. Perhaps with options within the subclass that lean rogue, making them a variant assassin that relies on a mechanic other than sneak attack to deal heavy single-target damage, only with extra effects tossed in (like the poisoned condition, paralyzed, etc).

After reading the thread, and contemplating what would be the least like every other class out there, a major archetype that creates objects with various uses fits the bill.

Other than that, a class that focuses on having one or more companions/allies would be it. Basically, where D&D has previously gone for either summoner casters, or for druids and rangers with an animal companion, have an entire mechanical chassis based on having one potent companion, or a number of much less powerful companions, running around. Your abilities enhance them, and enhance how well you coordinate with them. Unlike similar builds of old, the spellcasting portion is removed entirely, giving more design space freedom to fill that gap with something else. Most likely something else unique to each subclass.

For example, an beast lord subclass would have a potent single combat-oriented animal companion, with perhaps a couple of familiar-like non-combatants to supplement it, and a suite of abilities that give you bonuses to you and your allies for using the animal companion for teamwork.

A psionic astral construct creator, on the other hand, would have some sort of companion that has a utility-belt like suite of abilities allowing you to tailor it on the fly to your current needs. Sometimes, it might be better to see through it. Other times, flying might be better. Others, grappling. And so on.

An engineer-type might just have a golem, that they can build bigger and badder as time goes on, focusing most of their combat ability not on themselves, but on this arcane construct pet that does their bidding.

A necromancer might not have a single companion at all, but simply be able to regularly summon small swarms of disposable companions much less powerful, but that engage in wars of attrition until they collapse as their necromantic energy is exhausted.

But the key would be, they don't do nearly as much with themselves, most of their mechanical design space is focused on these extensions of themselves, while they remain relatively the same for the most part. Obviously they'd have some growth as well, but it would be less noticeable than other classes.

Since the core mechanic is the same for these various types of characters, even though they might each play radically different, as with spellcasters they are build on the same basic class chassis.
 

log in or register to remove this ad

There isn't really that much difference between the ideas. They are all based around making items the difference is what items you are making. It's like the wizard, you can make all kinds of wizards with the wizard class just by changing your spell selection.

That's one reason I specifically wish to see artificer. I don't want artificer to cast spells. I would prefer it if they actually had to take levels in some caster class to truly cast spells. Instead, making various items depending on the subclass would be new and novel. Here is a class that makes things others can use, and probably that the creator can use to better effect than other people. They probably have time limits, and there's some sort of limit on how many they can have made at a time, but rather than being a class that primarily enhances themselves or directly effects enemies, they invest their character resources on making various disposable objects for folks to use.

It's also why I place a poisoner archetype in the artificer. Perhaps with options within the subclass that lean rogue, making them a variant assassin that relies on a mechanic other than sneak attack to deal heavy single-target damage, only with extra effects tossed in (like the poisoned condition, paralyzed, etc).

This is what I meant when I said that there were so many different variants of Artificer. The Eberron Artificer effectively has spells: magical temporary enhancements that can be imbued into items to give a variety of effects. Within the Artificer, you then have different directions for possible subclasses: The Battle Artificer who fights with their enhanced weapons and armour, the wand or staff user with a more blasty role, the construct master with a homunculi such as the Iron defender as a companion, the Renegade mastermaker who gradually transforms themselves into a construct that they can directly enhance.

There is some potential crossover with the Alchemist: also having spells that are temporarily imbued into items. The bombs might be similar to the Blastificer archetype, and the effects of the mutagen similar to the Renegade Mastermaker. It would get . . . crowded trying to get all of that into a single subclass.

Then you have the Tinkerer/Inventor concept, who doesn't use spells, and might not even use magic.

The poisoner . . . strikes me as tricky to fit in, but there are ways to do it. It sounds like a martial type with a range of extra damage or conditions delivered by weapon strikes. Exact concept would depend on whether you would be required to predetermine the number of doses of what poison each long rest (probably using a points-based or spell-slot system), or whether you can apply on the fly at the moment of attack.
 

pdzoch

Explorer
Whatever is chosen, it must offer a different way to play the game, not just be a variation.

I've never been a fan of psionics, but that class was way different than the others. Though, many new players found it too hard to figure out. It is more of an advanced player character.

Beast Masters/summoners were popular with my gaming group. They liked relying on their "pets" whatever they may have been. In the past systems, it always felt like the "pets" just augmented the characters fighting capabilities instead of represent the core of it. Also, what do these characters do in non-battle situations? Walking into a town with a tiger was a big no-no. So whatever had to be summoned had to work for all types of game situations.

I like the artificer/alchemist concept, but more as a mad scientist instead of a variation of magic. Their detective abilities should be high and their ability to mix concoctions up on the fly should be core. I see these as component focused specialists who make amazing and unique effects happen. (bonus, there is no "concentration" checks for their potion effects, nor is it subject to dispel magic is it is chemical based).

Lastly, I like the rune type of magic, where the magic is based on the shape of the ink/carvings. No verbal component. But all magic has to be transferred by touch (i.e. inscription). This makes for a more versatile magic style that can transfer an effect to creature or object. But, in order for the effect to be transferred, the surface must be able to take the inscription. Spells on diamond type surfaces are extremely resistant to engraved runes. Plus, the runes wear off, so only the high powered rune casters can inscribe longer duration runes. Knowledge is a core non-battle trait, knowledge of history, language, and materials.

As for another fighter class, I do agree that there are already plenty of magic types in the book, but I do not know how a different martial class can really be that much different that what is already available in the books by theme, weapon selection and play styles.
 


This is what I meant when I said that there were so many different variants of Artificer. The Eberron Artificer effectively has spells: magical temporary enhancements that can be imbued into items to give a variety of effects. Within the Artificer, you then have different directions for possible subclasses: The Battle Artificer who fights with their enhanced weapons and armour, the wand or staff user with a more blasty role, the construct master with a homunculi such as the Iron defender as a companion, the Renegade mastermaker who gradually transforms themselves into a construct that they can directly enhance.

There is some potential crossover with the Alchemist: also having spells that are temporarily imbued into items. The bombs might be similar to the Blastificer archetype, and the effects of the mutagen similar to the Renegade Mastermaker. It would get . . . crowded trying to get all of that into a single subclass.

Then you have the Tinkerer/Inventor concept, who doesn't use spells, and might not even use magic.

The poisoner . . . strikes me as tricky to fit in, but there are ways to do it. It sounds like a martial type with a range of extra damage or conditions delivered by weapon strikes. Exact concept would depend on whether you would be required to predetermine the number of doses of what poison each long rest (probably using a points-based or spell-slot system), or whether you can apply on the fly at the moment of attack.
I'm working on a poison-based assassin class myself, with a vague eye towards being a testbed for a more general alchemy system. Currently it prepares poisons (and other stuff like drugs and smoke bombs) with daily slots a la old-school magic users. The system works well for consumables, I think. But it might be a challenge to stretch that same system to cover more permanent items like the artificer makes. "You can keep this many Nth-level gadgets up and running at a time, and can swap them out when you do daily maintenance", perhaps? Almost reminds me of the incarnum mechanic from 3E, and it could get a lot more bookkeepy than 5E normally goes for.
 

Solandros

First Post
I say to hell with base classes and sub classes, give us something for our existing chars, give us prestige classes.

The Unearthed Arcana from wizards gave a very appealing idea of how prestige classes could work but only did so for the magic using classes for playtesting,
a prestige class for melee or ranged combat would be pretty sweet imo. Stuff like Dragon Knights, Dread Fighters, Ninja's, Deepwood Sniper, I would love to see these kind of things in 5e!
 

We did that. It's the Noble.
Noble is already a background. Change the name to Warlord.

EXPERT
A class focused on doing interesting things with the skill system. Beyond Expertise, no other classes really focus on the skill system in 5E. Subclasses include:​

  • Alchemist - Skill Focus on creating temporary but potent mixtures / poultices.
  • Artificer - Skill Focus on creating machines / traps.
  • Investigator - Skill Focus on learning more things through Insight / Investigation.
 
Last edited:

nomotog

Explorer
I'm working on a poison-based assassin class myself, with a vague eye towards being a testbed for a more general alchemy system. Currently it prepares poisons (and other stuff like drugs and smoke bombs) with daily slots a la old-school magic users. The system works well for consumables, I think. But it might be a challenge to stretch that same system to cover more permanent items like the artificer makes. "You can keep this many Nth-level gadgets up and running at a time, and can swap them out when you do daily maintenance", perhaps? Almost reminds me of the incarnum mechanic from 3E, and it could get a lot more bookkeepy than 5E normally goes for.
I can't stand the kind of narrative disconnect that comes with potions per day and the such. I say just let the crafting class craft as much as they want and don't base their power on supply. I am not 100% sure how to do this.

With permanent items, I don't think there is a huge issue with letting the player carry every gadget they have ever made. I mean they might have 2 dozen swords, but at most they have two hands.
 
Last edited:

I'm working on a poison-based assassin class myself, with a vague eye towards being a testbed for a more general alchemy system. Currently it prepares poisons (and other stuff like drugs and smoke bombs) with daily slots a la old-school magic users. The system works well for consumables, I think. But it might be a challenge to stretch that same system to cover more permanent items like the artificer makes. "You can keep this many Nth-level gadgets up and running at a time, and can swap them out when you do daily maintenance", perhaps? Almost reminds me of the incarnum mechanic from 3E, and it could get a lot more bookkeepy than 5E normally goes for.
The actual permanent magical item creation for Artificer could work similar to the UA Wizard subclass. - in terms of DMG style magic items.

If you're talking gadgets like a Tinkerer/inventor class might have, you could do something similar to the Warlock: pick specific gadgets like invocations that you bring along with you that have the ability to perform specific effects. When you level up, or in downtime, you can invent new things (swap the gadget powers around.)

I can't stand the kind of narrative disconnect that comes with potions per day and the such. I say just let the crafting class craft as much as they want and don't base their power on supply. I am not 100% sure how to do this.

With permanent items, I don't think there is a huge issue with letting the player carry every gadget they have ever made. I mean they might have 2 dozen swords, but at most they have two hands.
If these are DMG style magic items, the issue is that if they can make them easily, the entire party will end up kitted out, which will throw out the power curve severely.

There needs to be some limit on Alchemist potions (or Artificer infusions or whatever.) Time and cash are bad things to use because they vary so much between different games and balancing is impossible. There must be some limit: most classes' abilities are limited by long or short rests. A crafting class would make sense to have most of the limits based on long rests (she is brewing new potions overnight etc.)
The only way to allow an unlimited crafting capability would be to make the items so low power (cantrip-level) that having infinite amounts doesn't cause issues.

Since we're likely looking at a limited number of potions/infusions of differing power levels, they'll likely use spell slots.
 

nomotog

Explorer
The actual permanent magical item creation for Artificer could work similar to the UA Wizard subclass. - in terms of DMG style magic items.

If you're talking gadgets like a Tinkerer/inventor class might have, you could do something similar to the Warlock: pick specific gadgets like invocations that you bring along with you that have the ability to perform specific effects. When you level up, or in downtime, you can invent new things (swap the gadget powers around.)

If these are DMG style magic items, the issue is that if they can make them easily, the entire party will end up kitted out, which will throw out the power curve severely.

There needs to be some limit on Alchemist potions (or Artificer infusions or whatever.) Time and cash are bad things to use because they vary so much between different games and balancing is impossible. There must be some limit: most classes' abilities are limited by long or short rests. A crafting class would make sense to have most of the limits based on long rests (she is brewing new potions overnight etc.)
The only way to allow an unlimited crafting capability would be to make the items so low power (cantrip-level) that having infinite amounts doesn't cause issues.

Since we're likely looking at a limited number of potions/infusions of differing power levels, they'll likely use spell slots.

With magic items, you could make it so they require atunment (but aren't really atunment level strong and then give the artificer the ability to atunde more then one weapon.) If we are talking non magical item, I had an idea where tinker items need extra actions to operate and tinkers get extra actions, so tinker weapons aren't as useful to other PC.

When it comes to potions, maybe just rules about consuming too many potions in a day.
 
Last edited:

Remove ads

Top