At least I didn't ask if we should have a Factotum class, right?
I'm the dork that thinks Bards shouldn't be as magical as they are in 5e, so would enjoy a new take on the Factotum. I even try to use a version in my homegame
At least I didn't ask if we should have a Factotum class, right?
A single level 8 barbarian attack does 2d6+7 = 14Its still OP though, compare it to a clerics semi anemic efforts at making an attack which gets a whole 1d8 extra damage at level 8. A warlord granting at will attacks to a Rogue is bad enough but even Barbarians and Fighters let it deal a lot of damage (at will attacks as sharshooter, yes please) even using the bonus action/reaction.
Compaire it to what can already be done.but where do you draw the line to make up for its better attacks via a better class?
The problem is that fighters have too much of their power in their base class. It fills up on damage, and doesn't leave any room for personality.What I'd like to see most of all are new Fighter sub-classes. The existing ones just don't inspire, and it says something that two of those have to use magic (Eldritch Knight and Arcane Archer). I'd rather see things like "gladiator", "knight", and "warlord" turned into Fighter sub-classes.
A single level 8 barbarian attack does 2d6+7 = 14
A single level 8 cleric attack does 2d8+5 = 14
A single level 8 dragon sorcerer firebolt does 2d10+5 = 16
Granting a single attack is very much on par with using a cantrip.
You will, at most, deal 50% of whatever damage your allies deal. Usually less since you don't get to benefit from things like action surge, flurry of blows.
Really, your much better off giving a fighter advantage for 2 attacks (greater invisibility), then 1 additional attack (haste). Even more so if they have sharpshooter.
Compaire it to what can already be done.
For instance...
Level 8 divine soul sorcerer can cast hastes for each battle a day (using 5 SP to create a slot), has 7 casts of healing word, and firebolt. Plus option for other spells, like fireball, raise dead, and such.
Level 11 divine soul can twin-haste all day. And level 17 can twin-greater invisibility all day.
I would remove the +2 AC and force them to use up all their actions each turn (so no firebolts) to compensate for no risk of exhaustion and a d8 hit die.
Also, rogues can use haste to attack and ready an attack, getting double sneak attack. Though that's a bit of a loophole, so i wouldn't balance around it.
So, a balanced level 8 Tactician might...
*grant an attack as an action (on their own turn like haste)
*grant movement as a bonus action (half-speed, but no OA).
*grant advantage on dex saves as a reaction
*Heal for 60 HP. Or 80 HP out of combat.
*Attack for 11 damage on his own (only if it doesn't grants an attack).
But still, a martial support class has plenty of room to explore, beyond simply 4e attack granting. As you say, this is a new edition.
So just use the warlord as a starting place, and expand to other ideas. Add in all the other non-magic, non-damage sub-classes you can think of.
Like maybe a smith. Who repairs everone's weapon armor between battles.
Or someone who can use intimidate to cause fear.
Or a non-magical bard.
etc...
I think only the Mystic and the Artificer really have enough breath to be a base class.
Everything else is so narrow it'd better be someone else's subclass at best, otherwise a feat or a background.
The Witch is really just the female name of the Warlock for me.
The Shaman is a bit difficult to fit narratively under other classes. It doesn't have the same relationship to her power source as neither a Cleric or Warlock, but also doesn't have much to share thematically with the Wizard/Sorcerer spell list. The best shot as a subclass is probably Druid but I am not fully convinced by wildshape and also too many nature spells. It might be that it has to be a class of its own after all.
I think the Mystic or Psion(?) and the Artificer work best in the context of specific settings - eg Dark Sun or Eberron, respectively. I was actually disappointed in both of these Classes when they appeared for Unearthed Arcana.
In the case of the Psion character, there was too much detail in the psychic system for a single Class. It was an entirely new system, which meant that the Class couldn't be explained in the standard 4-5 pages or so. For me, I could actually see a Mystic/Psion being easily done as a sub-class of Sorcerer without needing to create an entirely new psionic system. You just change to fluff of a Sorcerer that their self originating power is psychic. There are plenty of mind-blowing spells in the spell list as is.
In the case of the Artificer, I wasn't too worried about the Gunslinger sub-class, but disappointed in the Alchemist. The Alchemist was already catered for as a sub-class of Wizard (Transmuter) and Backgrounds to be found within the Guild Member and Sage (Alchemist), and these options actually were done right. The Artificer Alchemist was a cheap representation of the class - reducing all the mystery and philosophy of alchemy into just a bomb chucker. So that put me off it.