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*Dungeons & Dragons
What Would Your Perfect 50th PHB Class List Be?
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<blockquote data-quote="Remathilis" data-source="post: 8419562" data-attributes="member: 7635"><p>Assuming they could have found a way to make multiple subclasses, that would have worked too. </p><p></p><p>If I was starting "from scratch", this is what I'd consider.</p><p></p><p>Take the eight schools of magic and ask "what kind of caster excels at this?" Then assign them to either Artificer, Bard, Sorcerer, Warlock or Wizard. There would a solid core of spells that all these classes share (detect magic, dispel magic, scrying) but after that, no spell belongs to more than two caster classes, ideally only the one. </p><p></p><p>Artificers are buffers, transmuters, and have a smattering of healing and attack spells. Much of thier magic would focus on making things or people better. </p><p>Bards get the best enchantments and illusions, with a secondary emphasis on healing. They're magic is people magic. </p><p>Sorcerers are your blasters, with elemental magic, shapechanging, and some conjuration magic at their disposal. Sorcerers are in-your-face magic, with some occasional defensive magic to protect themselves.</p><p>Warlocks are all about the creepy: necromancy, summoning, fear, darkness, and necrotic damage. It would take some rejiggering of the thier caster-mechanic, but warlocks are your dark emo-casters.</p><p>Wizards are jacks-of-all-trades, masters of none with a slight emphasis on divinations or abjurations. They can blast, but not as efficiently as a sorcerer. They can raise skeletons while warlocks conjure ghouls. They can charm people while the bard dominates them. Etc. Their advantage is versatility, and I'd realistically give them something more akin to metamagic that allows them to be versatile. </p><p></p><p>Would it work? Eh, who knows. Currently, if I want to play a necromancer I have plenty of options (undead warlock, shadow sorcerer, necromancer wizard) but they all don't feel complete. I'd like to see a little more niche protection and identity in which classes get what spells.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8419562, member: 7635"] Assuming they could have found a way to make multiple subclasses, that would have worked too. If I was starting "from scratch", this is what I'd consider. Take the eight schools of magic and ask "what kind of caster excels at this?" Then assign them to either Artificer, Bard, Sorcerer, Warlock or Wizard. There would a solid core of spells that all these classes share (detect magic, dispel magic, scrying) but after that, no spell belongs to more than two caster classes, ideally only the one. Artificers are buffers, transmuters, and have a smattering of healing and attack spells. Much of thier magic would focus on making things or people better. Bards get the best enchantments and illusions, with a secondary emphasis on healing. They're magic is people magic. Sorcerers are your blasters, with elemental magic, shapechanging, and some conjuration magic at their disposal. Sorcerers are in-your-face magic, with some occasional defensive magic to protect themselves. Warlocks are all about the creepy: necromancy, summoning, fear, darkness, and necrotic damage. It would take some rejiggering of the thier caster-mechanic, but warlocks are your dark emo-casters. Wizards are jacks-of-all-trades, masters of none with a slight emphasis on divinations or abjurations. They can blast, but not as efficiently as a sorcerer. They can raise skeletons while warlocks conjure ghouls. They can charm people while the bard dominates them. Etc. Their advantage is versatility, and I'd realistically give them something more akin to metamagic that allows them to be versatile. Would it work? Eh, who knows. Currently, if I want to play a necromancer I have plenty of options (undead warlock, shadow sorcerer, necromancer wizard) but they all don't feel complete. I'd like to see a little more niche protection and identity in which classes get what spells. [/QUOTE]
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