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Which classes would you like to see added to D&D 5e, if any? (check all that apply)
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<blockquote data-quote="steeldragons" data-source="post: 7320257" data-attributes="member: 92511"><p>Truly, because this is the first I'm hearing that there is one. Believe it or not, not everyone possesses [or desires to possess] a XGtE. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p></p><p></p><p>*shurg* Doesn't have to include healing. I wa just coming up with stuff off the top of my head....looking for something non-combat. An above average knowledge of first aid...since they're usually portrayed as well-read, spend time as squires taking care of their mentor knights before becoming knights themselves, being off questing and dueling having to patch themselves up...doesn't seem far-fetched to have a knight know how to bind up themselves, reasonably well, without using magic. Could be something akin to the UA ranger's herbal poultices...but using first aid...a Healer's/Medic's Kit instead of an Herbalist Pouch. It's not difficult to mechanically come up with a way to do it. </p><p></p><p></p><p></p><p>I was thinking more of the latter...but the former is certainly an option...like, build in 2 virtues to set a subclass on a direction, and let the players pick their own at later levels.</p><p></p><p></p><p></p><p>I would say, as I have elsewhere, that I think a Witch class should be built around the concept of "crafting" magic rather than solely or primarily accumulating spells...making items and working more magic through rituals than your typical "spell caster." Concocting "brews" is a feature I think should be specific to a class or subclass. A probability altering "Hex" ability -for weal or woe as I believe your witch homebrew was working on- is a feature I think should be particular to the class or subclass. MAybe some kind of innate "counter-/reverse spell" ability... or manipulating the effects of spells that OTHERS cast? "Punching over their weight" by being able to cast spells in slots higher than their own level would permit...by combining levels [casting in conjunction] with other casters...which might be OP'd in 5e since everyone and their mother is a spellcaster...</p><p></p><p>But, yeah. I can think of many independent features that could be part of a Witch class or subclass that are not currently Wizard or Warlock options.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 7320257, member: 92511"] Truly, because this is the first I'm hearing that there is one. Believe it or not, not everyone possesses [or desires to possess] a XGtE. ;) *shurg* Doesn't have to include healing. I wa just coming up with stuff off the top of my head....looking for something non-combat. An above average knowledge of first aid...since they're usually portrayed as well-read, spend time as squires taking care of their mentor knights before becoming knights themselves, being off questing and dueling having to patch themselves up...doesn't seem far-fetched to have a knight know how to bind up themselves, reasonably well, without using magic. Could be something akin to the UA ranger's herbal poultices...but using first aid...a Healer's/Medic's Kit instead of an Herbalist Pouch. It's not difficult to mechanically come up with a way to do it. I was thinking more of the latter...but the former is certainly an option...like, build in 2 virtues to set a subclass on a direction, and let the players pick their own at later levels. I would say, as I have elsewhere, that I think a Witch class should be built around the concept of "crafting" magic rather than solely or primarily accumulating spells...making items and working more magic through rituals than your typical "spell caster." Concocting "brews" is a feature I think should be specific to a class or subclass. A probability altering "Hex" ability -for weal or woe as I believe your witch homebrew was working on- is a feature I think should be particular to the class or subclass. MAybe some kind of innate "counter-/reverse spell" ability... or manipulating the effects of spells that OTHERS cast? "Punching over their weight" by being able to cast spells in slots higher than their own level would permit...by combining levels [casting in conjunction] with other casters...which might be OP'd in 5e since everyone and their mother is a spellcaster... But, yeah. I can think of many independent features that could be part of a Witch class or subclass that are not currently Wizard or Warlock options. [/QUOTE]
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