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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="ClaytonCross" data-source="post: 7321882" data-attributes="member: 6880599"><p>Allow them to only summon one at a time like "Final Fantasy X" or the Warlock in WOW, then they don't break action economy any more than Rangers / Necromancer school Wizards / Shadow Sorcerers / Warlocks of the Chain or any other class I am missing with familiar/companion creature. Where you can make them cool is give them an array of creatures with different abilities, tactics, and weaknesses then let them change their summoned creature as an action to adapt to the situation. Similar to Druids Wild shape but since attacking the summoned creature doesn't hurt the summoner you can make the majority low health and high skill and the summoner more of a stealthy caster hiding in the shadows while turn after turn sending new creatures at enemies. A defeated summoned creature can't be summoned again until then summoner finishes a short rest so that its a diminishing resource and you give them all a telepathic link to the summoner when they are their or not so you can have interesting PC minion squad roll play. Do it similar to the Barbarian Totem warrior where you pick your summon creature roaster when you get skill levels so no too summoners are alike and you have combat/non-combat options. You can have minions that act as stealthy assassin, sneaking thief, tanking giants, ground/water/flying mounts, a decoy like a doppelganger, minor spell casters, archers, swordsmen, charming succubus/enchantress spirits that convince or distract as the summoner slides by, a out of combat healer, a messenger, a pack mule, a scout, a night time camp sentry, an anti magic fighter, a tracking dog with "see invisible", a smith, a servant and I am sure other could come up with so much more. Then every class skill level up is a selection of which menions you what access too. You could divide minion selections into subclasses and add enhancing abilities or make this class more open and the only class that has so much variation that the subclass system is not nessicary. That is my take on it anyway.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7321882, member: 6880599"] Allow them to only summon one at a time like "Final Fantasy X" or the Warlock in WOW, then they don't break action economy any more than Rangers / Necromancer school Wizards / Shadow Sorcerers / Warlocks of the Chain or any other class I am missing with familiar/companion creature. Where you can make them cool is give them an array of creatures with different abilities, tactics, and weaknesses then let them change their summoned creature as an action to adapt to the situation. Similar to Druids Wild shape but since attacking the summoned creature doesn't hurt the summoner you can make the majority low health and high skill and the summoner more of a stealthy caster hiding in the shadows while turn after turn sending new creatures at enemies. A defeated summoned creature can't be summoned again until then summoner finishes a short rest so that its a diminishing resource and you give them all a telepathic link to the summoner when they are their or not so you can have interesting PC minion squad roll play. Do it similar to the Barbarian Totem warrior where you pick your summon creature roaster when you get skill levels so no too summoners are alike and you have combat/non-combat options. You can have minions that act as stealthy assassin, sneaking thief, tanking giants, ground/water/flying mounts, a decoy like a doppelganger, minor spell casters, archers, swordsmen, charming succubus/enchantress spirits that convince or distract as the summoner slides by, a out of combat healer, a messenger, a pack mule, a scout, a night time camp sentry, an anti magic fighter, a tracking dog with "see invisible", a smith, a servant and I am sure other could come up with so much more. Then every class skill level up is a selection of which menions you what access too. You could divide minion selections into subclasses and add enhancing abilities or make this class more open and the only class that has so much variation that the subclass system is not nessicary. That is my take on it anyway. [/QUOTE]
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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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