Because classes are an order of magnitude (or two) more complex than subclasses. A subclass is defined in what it can do by its class, in a very structural way. A subclass however has no such limits; it can have custom resources or features or options that create entire game sub systems. Just look at the artificer and it's infusions, or monk and martial arts.
Because classes are an order of magnitude (or two) more complex than subclasses. A subclass is defined in what it can do by its class, in a very structural way. A subclass however has no such limits; it can have custom resources or features or options that create entire game sub systems. Just look at the artificer and it's infusions, or monk and martial arts.
Subclasses are defined by their classes right? But what if none of the official classes fit what you want? Also with the amount of customization the subclass builder has it's practically a class builder already; it just needs the class selection part to be optional rather than the first stage of creation.
I had to resolve an issue like this with a first-time player. we basically just worked backwards from level 20 by doing this -
If the official classes don't fit, then it is more than likely that it is a subclass you're already looking for because of its adaptability. The base class is just a foundation, whereas the subclass is the frame, walls, doors, and windows etc. etc. If none of the official classes "fit" what you want, start by defining what it is that an official class should have, that fits what you desire, to fulfill your paradigm. From that you can easily determine which class has what you're looking for, as a solo-class or as a multi-class.
As far as why there's no builder for classes, I can only attest that which Davyd said is a simple and resolute explanation. There is likely a lot more work involved with properly integrating new class stuff in with an entire site too. People get out of hand, in my opinion, with a lot of the subclasses, magic items, backgrounds, spells, and everything else without the headache of entirely new classes which take years upon years of playtesting and balancing before their release.
I had to resolve an issue like this with a first-time player. we basically just worked backwards from level 20 by doing this -
If the official classes don't fit, then it is more than likely that it is a subclass you're already looking for because of its adaptability. The base class is just a foundation, whereas the subclass is the frame, walls, doors, and windows etc. etc. If none of the official classes "fit" what you want, start by defining what it is that an official class should have, that fits what you desire, to fulfill your paradigm. From that you can easily determine which class has what you're looking for, as a solo-class or as a multi-class.
As far as why there's no builder for classes, I can only attest that which Davyd said is a simple and resolute explanation. There is likely a lot more work involved with properly integrating new class stuff in with an entire site too. People get out of hand, in my opinion, with a lot of the subclasses, magic items, backgrounds, spells, and everything else without the headache of entirely new classes which take years upon years of playtesting and balancing before their release.
But what kind of "foundation" I want is sort of a mix between a barbarian and a monk: something thats agile, but also sturdy
Well there you go. That's two things you're looking for which can be dealt with through mild investigation of features.
For you, what does it mean to be agile? Movement speed in general, ability to ignore difficult terrain, teleportation, quick strikes, etc.
For you, what are the confines of being sturdy? Lots of HP, natural AC, resistance or immunity to certain control effects, etc.
When I think Agile, I think of Monk; perhaps a Centaur, or a Firbolg, or Half-Orc. Something with natural resilience to a type of damage, plus some features that allow for better use of movement economy or strength (powerful build for example).
When I think of Sturdy, barbarian definitely comes to mind; high HP bracket, good natural defenses. Perhaps a Tabaxi, Wood elf, Forest Gnome, or some other race that enhances their fortitude with supplemental movement speed features or spells/effects that can circumstantially alter an enemy's ability to perceive the character.
It gets pretty easy to mix-n-match with races to supplement the class itself. The suclasses therein help specialize towards more specific goals!
Well there you go. That's two things you're looking for which can be dealt with through mild investigation of features.
For you, what does it mean to be agile? Movement speed in general, ability to ignore difficult terrain, teleportation, quick strikes, etc.
For you, what are the confines of being sturdy? Lots of HP, natural AC, resistance or immunity to certain control effects, etc.
When I think Agile, I think of Monk; perhaps a Centaur, or a Firbolg, or Half-Orc. Something with natural resilience to a type of damage, plus some features that allow for better use of movement economy or strength (powerful build for example).
When I think of Sturdy, barbarian definitely comes to mind; high HP bracket, good natural defenses. Perhaps a Tabaxi, Wood elf, Forest Gnome, or some other race that enhances their fortitude with supplemental movement speed features or spells/effects that can circumstantially alter an enemy's ability to perceive the character.
It gets pretty easy to mix-n-match with races to supplement the class itself. The suclasses therein help specialize towards more specific goals!
A mix of some Agility-based features:
Traversal stuff like moving fast, jump high and run on walls like a monk
Dodge traps and obstacles like a barbarians "danger sense" or the rogue's "Cunning action," or "Evasion"
And maybe a few bonuses to terrains: Rangers "natural explorer" or the circle of the land druids "Land's stride"
A mix of sturdy:
Medium HP, not alot or a little
No armor proficiency bonuses, but medium-high to high AC and "Unarmored Defense" and "Unarmored Movement"
The resistances and immunities of Oath of Devotion Paladin specifically
Theirs more to the question, thanks for the feedback
Because classes are an order of magnitude (or two) more complex than subclasses. A subclass is defined in what it can do by its class, in a very structural way. A subclass however has no such limits; it can have custom resources or features or options that create entire game sub systems. Just look at the artificer and it's infusions, or monk and martial arts.
Their are issues with only being able to create sub-classes, you can't mix and match things like weapon and armor proficiencies, class resources, primary abilities, saving throws, etc.. Plus a class builder would offer more freedom and flexibility than the subclass builder. Which could be useful to some seasoned players.
Oh, I'm not arguing against the utility of a homebrew class creator, I'm just trying to provide some insight into the complexity that is involved with making classes and why that is currently prohibitive to having such an editor.
Why is their a sub-class builder, but no class builder?
Because classes are an order of magnitude (or two) more complex than subclasses. A subclass is defined in what it can do by its class, in a very structural way. A subclass however has no such limits; it can have custom resources or features or options that create entire game sub systems. Just look at the artificer and it's infusions, or monk and martial arts.
Find my D&D Beyond articles here
Subclasses are defined by their classes right? But what if none of the official classes fit what you want? Also with the amount of customization the subclass builder has it's practically a class builder already; it just needs the class selection part to be optional rather than the first stage of creation.
I had to resolve an issue like this with a first-time player. we basically just worked backwards from level 20 by doing this -
If the official classes don't fit, then it is more than likely that it is a subclass you're already looking for because of its adaptability. The base class is just a foundation, whereas the subclass is the frame, walls, doors, and windows etc. etc. If none of the official classes "fit" what you want, start by defining what it is that an official class should have, that fits what you desire, to fulfill your paradigm. From that you can easily determine which class has what you're looking for, as a solo-class or as a multi-class.
As far as why there's no builder for classes, I can only attest that which Davyd said is a simple and resolute explanation. There is likely a lot more work involved with properly integrating new class stuff in with an entire site too. People get out of hand, in my opinion, with a lot of the subclasses, magic items, backgrounds, spells, and everything else without the headache of entirely new classes which take years upon years of playtesting and balancing before their release.
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Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
But what kind of "foundation" I want is sort of a mix between a barbarian and a monk: something thats agile, but also sturdy
Well there you go. That's two things you're looking for which can be dealt with through mild investigation of features.
For you, what does it mean to be agile? Movement speed in general, ability to ignore difficult terrain, teleportation, quick strikes, etc.
For you, what are the confines of being sturdy? Lots of HP, natural AC, resistance or immunity to certain control effects, etc.
When I think Agile, I think of Monk; perhaps a Centaur, or a Firbolg, or Half-Orc. Something with natural resilience to a type of damage, plus some features that allow for better use of movement economy or strength (powerful build for example).
When I think of Sturdy, barbarian definitely comes to mind; high HP bracket, good natural defenses. Perhaps a Tabaxi, Wood elf, Forest Gnome, or some other race that enhances their fortitude with supplemental movement speed features or spells/effects that can circumstantially alter an enemy's ability to perceive the character.
It gets pretty easy to mix-n-match with races to supplement the class itself. The suclasses therein help specialize towards more specific goals!
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Watch DnD Shorts on youtube.
Chief Innovationist, Acquisitions Inc. The Series 2
Successfully completed the Tomb of Horrors module (as part of playing Tomb of Annihilation) with no party deaths!
A mix of some Agility-based features:
A mix of sturdy:
Theirs more to the question, thanks for the feedback
Their are issues with only being able to create sub-classes, you can't mix and match things like weapon and armor proficiencies, class resources, primary abilities, saving throws, etc.. Plus a class builder would offer more freedom and flexibility than the subclass builder. Which could be useful to some seasoned players.
Oh, I'm not arguing against the utility of a homebrew class creator, I'm just trying to provide some insight into the complexity that is involved with making classes and why that is currently prohibitive to having such an editor.
Find my D&D Beyond articles here
Well if their was a class maker, I think it should have a different UI than what the subclass maker has right now: