I couldn't find this discussion on the forums so I just decided to make it. Creating new classes is can be fun and exciting, but sometimes what you want to share can't be. What I mean is that you can't create entirely new classes, you have to select an existing class to make your class a subclass. And sometimes that's fine, but in other cases, it just won't work. So why does D&D beyond force you t pick somewhere to subclass? why is there not a choice to create a whole new class? Sometimes the class you came up with works better as a subclass, like a summoner acting as a subclass of the wizard. But other times, like the class I want to post (Henchman), are entirely new and different classes that don't work well as a subclass to any existing class. I would say more, but I want to share the Henchman in its entirety, updated from when I first wrote it up during a prior edition to fit 5e, and I can't do that if the system wants me to pick an existing class to file it as a subset under.
The Henchman is a wholly unique class, one that usually has very little use in combat, they're more useful outside of combat scenarios. I really want to share it with everyone, but as the system is now that isn't a possibility. So yes, this entire thread is basically her for me, and others, to rant about classes they made that can't quite be subclassed for whatever reason
Since being unable to do so, what would be the next best option? Or say the blankest slate? I'm trying to homebrew a whole new gun slinging world but each of 4 classes and 3 varients I have in mind wont fit comfortably into say a fighter or sorcerer. Can I disable some class features that are prompted?
While that does sound kind of cool, not the angle I'm trying to shoot for
I came up with a way to make the Henchman a class all the way back during the 3.5 era, and I realized it only needs some slight adjustments to become a full 5e class
You will find the roadmap here: https://ddb.ac/feature-roadmap Just remember that the developers generally do not give a date/timeframe for when things such as the homebrew revamp will be ready. They will announce it just before it is ready to go live.
The suggestion there is to have an empty character class that people can use to represent their homebrew classes, with a subclass selection at level 1 that serves to homebrew the full class. The subclass system can handle a lot already in terms of automation, other stuff could be covered through feats and magic tems. If it can't be automated, it can at least be entered as a text-only reference.
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Vote here for an interim solution for homebrew classes:
The suggestion there is to have an empty character class that people can use to represent their homebrew classes, with a subclass selection at level 1 that serves to homebrew the full class. The subclass system can handle a lot already in terms of automation, other stuff could be covered through feats and magic tems. If it can't be automated, it can at least be entered as a text-only reference.
said that 4 years ago and still cant make new classes
D&D Beyond hasn't even been around for four years (it launched August 17th, 2017)
We're only 6 months away from that date. 3 and half years is still a significant figure. While i would consider the cleaning up of our current homebrew tools -and the addition of homebrew class feature variants- to be a higher priority than homebrew classes, semantics are not a great way to dodge a point.
I couldn't find this discussion on the forums so I just decided to make it. Creating new classes is can be fun and exciting, but sometimes what you want to share can't be. What I mean is that you can't create entirely new classes, you have to select an existing class to make your class a subclass. And sometimes that's fine, but in other cases, it just won't work. So why does D&D beyond force you t pick somewhere to subclass? why is there not a choice to create a whole new class? Sometimes the class you came up with works better as a subclass, like a summoner acting as a subclass of the wizard. But other times, like the class I want to post (Henchman), are entirely new and different classes that don't work well as a subclass to any existing class. I would say more, but I want to share the Henchman in its entirety, updated from when I first wrote it up during a prior edition to fit 5e, and I can't do that if the system wants me to pick an existing class to file it as a subset under.
The Henchman is a wholly unique class, one that usually has very little use in combat, they're more useful outside of combat scenarios. I really want to share it with everyone, but as the system is now that isn't a possibility. So yes, this entire thread is basically her for me, and others, to rant about classes they made that can't quite be subclassed for whatever reason
Full custom classes aren't currently a feature due to the complexities involved, but it's on the roadmap.
Find my D&D Beyond articles here
Thanks for the info, I'm hoping it can happen soon, as some time in the next 2 to 4 years
Since being unable to do so, what would be the next best option? Or say the blankest slate? I'm trying to homebrew a whole new gun slinging world but each of 4 classes and 3 varients I have in mind wont fit comfortably into say a fighter or sorcerer. Can I disable some class features that are prompted?
You could make a bunch of gunslinging subclasses? The gunslinger from Matt Mercer is a fighter subclass
Find my D&D Beyond articles here
While that does sound kind of cool, not the angle I'm trying to shoot for
I came up with a way to make the Henchman a class all the way back during the 3.5 era, and I realized it only needs some slight adjustments to become a full 5e class
How far down the road is creating a New Class on the roadmap?
I'm kind of in the same boat as dracone. I have a few Classes that don't really fit in a Subclass.
Dungeon Master - Balar's Tales from the Yawning Portal
Asmodai | Feral Tiefling - Rogue 2| AC 15 HP 15| Passive Perception: 10; Passive Investigation: 12; Passive Insight: 10| Equipped: Studded Leather Armor, Rapier, Short Bow, 2 Daggers, Backpack, Quiver and Boots of Elvenkind | Wielding: Rapier and Dagger sheathed, Shortbow slung over back
Hello there,
You will find the roadmap here: https://ddb.ac/feature-roadmap Just remember that the developers generally do not give a date/timeframe for when things such as the homebrew revamp will be ready. They will announce it just before it is ready to go live.
-- Arms are for hugging The Dandy Warhols --
Its not even in the roadmap.
It's classed under 'homebrew revamp' which covers things like homebrew classes and base weapons/equipment
Find my D&D Beyond articles here
I see it has a blue card, what do the colors mean?
If you click a card, you'll see that the blue label means 'content'
Find my D&D Beyond articles here
Gah :(, super can't wait for this.
Thanks @davedamon for the info
Vote here to convince them to implement an interim solution:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/360036951934-Homebrew-class-interim-solution
The suggestion there is to have an empty character class that people can use to represent their homebrew classes, with a subclass selection at level 1 that serves to homebrew the full class. The subclass system can handle a lot already in terms of automation, other stuff could be covered through feats and magic tems. If it can't be automated, it can at least be entered as a text-only reference.
Vote here for an interim solution for homebrew classes:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/360036951934-Homebrew-class-interim-solution
Thanks for the link!
That suggestion is great!
said that 4 years ago and still cant make new classes
D&D Beyond hasn't even been around for four years (it launched August 17th, 2017)
Find my D&D Beyond articles here
We're only 6 months away from that date. 3 and half years is still a significant figure. While i would consider the cleaning up of our current homebrew tools -and the addition of homebrew class feature variants- to be a higher priority than homebrew classes, semantics are not a great way to dodge a point.
Is there a way of importing a class you make elsewhere instead?
Unfortunately not, currently.