Thanks @Naresea and @Yurei for giving examples of how a shaman could work.
I personally would prefer giving them spells like Pact Magic than making them half-casters, but either would probably be fine for me if WotC decided to make a Shaman class (which they won't, probably).
This discussion of making them be half-casters got me thinking about something. I personally would like a half-martial half-arcane spellcaster class, like the Magus, but there is already a half-arcane spellcaster, the Artificer. The difference is, the Artificer gets cantrips and spells at level 1, while rangers and paladins get spells at level 2, and no cantrips (ignoring the CFV fighting styles), while instead getting fighting styles and extra attack. So, we have 2 half casters that focus on martial prowess more than spellcasting. So, if we were to make a Magus class, it would focus more on martial fighting initially than spells. There are 6 possible combinations with this half-caster template, then:
Spell based arcane half-caster: Artificer
Martial based arcane half-caster: Magus
Spell based divine half-caster: (No current ideas, any thoughts?)
Martial based divine half-caster: Paladin
Spell based nature half-caster: Shaman
Martial based nature half-caster: Ranger
For a spell-based divine half caster: a class called "Wanderer," a character that has been blessed by a god, possibly unwillingly or unknowingly. You would be able to manifest miracles, chosen from a list, that have a greater chance of working the direr the circumstances are. On the martial side, you gain small physical enhancements depending on the god that blessed you, allowing you to eventually become an avatar of them.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Thanks @Naresea and @Yurei for giving examples of how a shaman could work.
I personally would prefer giving them spells like Pact Magic than making them half-casters, but either would probably be fine for me if WotC decided to make a Shaman class (which they won't, probably).
This discussion of making them be half-casters got me thinking about something. I personally would like a half-martial half-arcane spellcaster class, like the Magus, but there is already a half-arcane spellcaster, the Artificer. The difference is, the Artificer gets cantrips and spells at level 1, while rangers and paladins get spells at level 2, and no cantrips (ignoring the CFV fighting styles), while instead getting fighting styles and extra attack. So, we have 2 half casters that focus on martial prowess more than spellcasting. So, if we were to make a Magus class, it would focus more on martial fighting initially than spells. There are 6 possible combinations with this half-caster template, then:
Spell based arcane half-caster: Artificer
Martial based arcane half-caster: Magus
Spell based divine half-caster: (No current ideas, any thoughts?)
Martial based divine half-caster: Paladin
Spell based nature half-caster: Shaman
Martial based nature half-caster: Ranger
For number three, why not something like the Oracle from Pathfinder.
A divine caster that workers more like a sorcerer, a smaller spell pool but they can do more with less.
Class archetypes I'm looking to be added.
Warden - A Martial class that focuses on defense the same way Barbarians focus on offense.
Warlord - A martial class that was designed around positioning themselves and their allies.
Witch - Though similar to a Warlock, I feel a witch is the nature version, gain power through lots of smaller boons rather than one big magical pact.
Shaman - Though a lot of people here seem to take it in a more offensive route, I think the whilst a half caster should focus on bard like buffing though their connections with spirits, fey, nature. Imagine a class that was designed around the creative use of the help action. As opposed to everything being either "hit with stick" or cast spell.
Okay, current ideas for the spell-based half caster are Oracle, Seer, and Wanderer. I personally prefer the Oracle, basically a Seer, but it could be a subclass for a base class.
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Everything being suggested could reasonably be answered with subclasses of existing classes.
Arcane half-caster focused on melee - Artificer provides a great chassis for this and a new subclass could add Martial Weapon Proficiency, Fighting Styles, and Spell Strike, while still leaving room for other features. The subclass spells could fill in gaps in the artificer core spell list.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Warlord - This is a fighter with healing/tactics abilities. Give them a Shout mechanic similar to the Battlemaster maneuvers that provide buffs/temporary hit points. Give an ability that lets them spend 1 or more of their attacks to instead heal for 1d8+CHA for each attack they divert to healing.
Warden - This is very obviously a Ranger tank subclass. Making a Ranger tank subclass might actually resolve some of the issues with the class in general since it gets 1d10 Hit Points, but is rather lack luster for damage.
Witch - I think this would be better as a Wizard subclass. Instead of the traditionally trained wizard, they are more hedge wizards with hexes and curses, possibly even spending spell slots to weaken their foes in combat.
I could keep going, but I think I made my point. You don't have to erase core class abilities to create a major change to the a class with a subclass. Let the player choose how to spend their character's limited resources to realize their class fantasy.
On a side note, while I don't necessarily agree with the way psionics were handled in this edition, I think the psionic subclasses makes more sense than creating an entirely new class and building subclasses for that class that heavily modify it to create essentially the same result as we ended up with.
Everything being suggested could reasonably be answered with subclasses of existing classes.
Arcane half-caster focused on melee - Artificer provides a great chassis for this and a new subclass could add Martial Weapon Proficiency, Fighting Styles, and Spell Strike, while still leaving room for other features. The subclass spells could fill in gaps in the artificer core spell list.
I disagree. Though a battle smith is a martial focused arcane half-caster, it doesn't fit the Magus. Steel Defenders don't make sense, most of their spell list doesn't make sense, infusions and other artificer abilities don't make sense, and most of their other battle smith abilities don't make sense for a Magus, either. Even if you were to make another subclass of the artificer, most of their abilities would not make sense for a Magus. Limiting a full class of potential to a subclass severely limits the range of creativity.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Channel Divinity doesn't fit for a Shaman, neither do a lot of cleric spells, Divine Intervention, and the most of the class. Making a new class allows for much more mechanical freedom and possible character designs for this niche.
Warlord - This is a fighter with healing/tactics abilities. Give them a Shout mechanic similar to the Battlemaster maneuvers that provide buffs/temporary hit points. Give an ability that lets them spend 1 or more of their attacks to instead heal for 1d8+CHA for each attack they divert to healing.
Have you heard of the Purple Dragon Knight? That's basically what happens if you try to cram the Warlord into a Fighter subclass. It doesn't work out.
Warden - This is very obviously a Ranger tank subclass. Making a Ranger tank subclass might actually resolve some of the issues with the class in general since it gets 1d10 Hit Points, but is rather lack luster for damage.
I don't think cramming a whole class worth of material into the Ranger is going to bode well for those who want a Warden.
Witch - I think this would be better as a Wizard subclass. Instead of the traditionally trained wizard, they are more hedge wizards with hexes and curses, possibly even spending spell slots to weaken their foes in combat.
I personally don't have much against this suggestion, but would prefer a class than a subclass.
I could keep going, but I think I made my point. You don't have to erase core class abilities to create a major change to the a class with a subclass. Let the player choose how to spend their character's limited resources to realize their class fantasy.
On a side note, while I don't necessarily agree with the way psionics were handled in this edition, I think the psionic subclasses makes more sense than creating an entirely new class and building subclasses for that class that heavily modify it to create essentially the same result as we ended up with.
Making a class be only a subclass severely limits that playstyle. I think I've made my point.
Edit: Stupid broken quoter. Why do you add "Enters" everywhere?
Note: the Arcane Archer is objectively terrible, significantly and strictly worse than just playing a Battlemaster with a bow, and the Gunslinger is not actually an official subclass. It's an Exandrian Mercerism DDB supports because they support Critical Role, but many throughout the overall D&D community have cited it as wildly overtuned, wildly undertuned, and also Literally The Worst Thing Ever. Nobody except CR fans seems to dig the Exandrian Gunslinger.
I disagree. Though a battle smith is a martial focused arcane half-caster, it doesn't fit the Magus.
The martial focused arcane caster is supposed to be the Eldritch Knight, it's just kinda horribly implemented and its spellcasting is ****** because the base fighter kit is rather strong (this is a general issue with subclasses, though I doubt a half-caster fighter sub would be terribly OP).
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Channel Divinity doesn't fit for a Shaman, neither do a lot of cleric spells, Divine Intervention, and the most of the class. Making a new class allows for much more mechanical freedom and possible character designs for this niche.
I'd probably just go with a druid that modified/replaced its Wild Shape ability with some sort of Summon Spirit ability.
Warlord - This is a fighter with healing/tactics abilities. Give them a Shout mechanic similar to the Battlemaster maneuvers that provide buffs/temporary hit points. Give an ability that lets them spend 1 or more of their attacks to instead heal for 1d8+CHA for each attack they divert to healing.
Have you heard of the Purple Dragon Knight? That's basically what happens if you try to cram the Warlord into a Fighter subclass. It doesn't work out.
Honestly, the only reason the Battle Master doesn't work as a warlord is because the support maneuvers are so poor quality.
Commander's Strike: spending one of your attacks and a bonus action to grant someone else an attack is poor action economy even if it was free, and you're spending a superiority die (which gives a chance at an extra damage die) which would normally be guaranteed extra damage and force a save. Basically only useful if your teammate is a rogue.
Distracting Strike: not terrible, just not very notable.
Maneuvering Attack: many of the reasons you might want to move an ally don't work if the ally loses their reaction...
Rally: it's competing for bonus actions and doesn't work for the main use of combat healing (which is bringing up downed allies) because temp hp won't cause a downed ally to recover.
Everything being suggested could reasonably be answered with subclasses of existing classes.
Arcane half-caster focused on melee - Artificer provides a great chassis for this and a new subclass could add Martial Weapon Proficiency, Fighting Styles, and Spell Strike, while still leaving room for other features. The subclass spells could fill in gaps in the artificer core spell list.
I disagree. Though a battle smith is a martial focused arcane half-caster, it doesn't fit the Magus. Steel Defenders don't make sense, most of their spell list doesn't make sense, infusions and other artificer abilities don't make sense, and most of their other battle smith abilities don't make sense for a Magus, either. Even if you were to make another subclass of the artificer, most of their abilities would not make sense for a Magus. Limiting a full class of potential to a subclass severely limits the range of creativity.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Channel Divinity doesn't fit for a Shaman, neither do a lot of cleric spells, Divine Intervention, and the most of the class. Making a new class allows for much more mechanical freedom and possible character designs for this niche.
Warlord - This is a fighter with healing/tactics abilities. Give them a Shout mechanic similar to the Battlemaster maneuvers that provide buffs/temporary hit points. Give an ability that lets them spend 1 or more of their attacks to instead heal for 1d8+CHA for each attack they divert to healing.
Have you heard of the Purple Dragon Knight? That's basically what happens if you try to cram the Warlord into a Fighter subclass. It doesn't work out.
Warden - This is very obviously a Ranger tank subclass. Making a Ranger tank subclass might actually resolve some of the issues with the class in general since it gets 1d10 Hit Points, but is rather lack luster for damage.
I don't think cramming a whole class worth of material into the Ranger is going to bode well for those who want a Warden.
Witch - I think this would be better as a Wizard subclass. Instead of the traditionally trained wizard, they are more hedge wizards with hexes and curses, possibly even spending spell slots to weaken their foes in combat.
I personally don't have much against this suggestion, but would prefer a class than a subclass.
I could keep going, but I think I made my point. You don't have to erase core class abilities to create a major change to the a class with a subclass. Let the player choose how to spend their character's limited resources to realize their class fantasy.
On a side note, while I don't necessarily agree with the way psionics were handled in this edition, I think the psionic subclasses makes more sense than creating an entirely new class and building subclasses for that class that heavily modify it to create essentially the same result as we ended up with.
Making a class be only a subclass severely limits that playstyle. I think I've made my point.
Edit: Stupid broken quoter. Why do you add "Enters" everywhere?
First, I don't disagree with anything you said.
Second, anyone who has looked at the Purple Dragon Knight has probably tried to erase it from their memory.
Third, I'm not saying that any of my suggestions were ideal, just that they are possible.
The problem is that they created this subclass system, so in order to add a new class, they are locked into being required to create at least 3 new subclasses for it. I would love to see an "Arcane Paladin" class that captures could cover the Magus-Swordmage-Duskblade void that currently exists. I would also love to see a Primal caster again that if built correctly could fill the Shaman and Warden gaps. The point I was trying to make is from a WotC standpoint, what players are asking for could be shoehorned into the existing classes for better or worse.
Second, which proves my point. The Purple Dragon Knight sucks.
Third, *shrug.* They created the Artificer. Why can't they do 3+ more classes?
Sorcerers in the PHB only had 2 subclasses. Sure, 3 is ideal for the initial release a new class (cough,artificer,cough), but they could eventually add more (cough,armorer,cough).
First, can you specify what you don't agree with in my post instead of saying "No! U wrong! I right!"
Second, which proves my point. The Purple Dragon Knight sucks.
Third, *shrug.* They created the Artificer. Why can't they do 3+ more classes?
Sorcerers in the PHB only had 2 subclasses. Sure, 3 is ideal for the initial release a new class (cough,artificer,cough), but they could eventually add more (cough,armorer,cough).
First, reread what I said and then edit your response.
I'm not saying that can't add more classes. I'm saying it is unlikely that they will and if they do it will be an extremely slow process.
It would be a slow process, as we saw with the Artificer. The community will decide whether or not a Magus, Shaman, or Psion deserves existing in the end, but WotC has to decide whether or not they think it deserves existing in 5e first.
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Arcane half-caster focused on melee - Artificer provides a great chassis for this and a new subclass could add Martial Weapon Proficiency, Fighting Styles, and Spell Strike, while still leaving room for other features. The subclass spells could fill in gaps in the artificer core spell list.
But then you’re stuck with infusions that are unwanted.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Then you’re stuck with Cannel Divinity powers that are unwanted.
Warden - This is very obviously a Ranger tank subclass. Making a Ranger tank subclass might actually resolve some of the issues with the class in general since it gets 1d10 Hit Points, but is rather lack luster for damage.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Then you’re stuck with Cannel Divinity powers that are unwanted.
Using channel divinity to call on the spirits is fine, the main problem is that turn undead may not fit your theme (TBH, it doesn't fit lots of cleric themes either, so...).
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Then you’re stuck with Cannel Divinity powers that are unwanted.
Using channel divinity to call on the spirits is fine, the main problem is that turn undead may not fit your theme (TBH, it doesn't fit lots of cleric themes either, so...).
(Especially Death clerics)
Destroy undead wouldn't really fit, either.
I think it would be fine if Shamans had a channel divinity-ish feature, but they shouldn't be clerics, IMHO.
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Just like how a class based on bending would benefit greatly from the Martial Arts Die, but pretty much everything else in the Monk class doesn't work as a bases for all benders to be built from.
Just like how a class based on bending would benefit greatly from the Martial Arts Die, but pretty much everything else in the Monk class doesn't work as a bases for all benders to be built from.
Yeah. 5 classes share the Extra Attack mechanic, and even more subclasses and archetypes have similar abilities as well. Wizards, Sorcerers, Clerics, Druids, Paladins, Rangers, Artificers and more share Spellcasting. A Bender and the Monk could share Martial Arts.
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Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Then you’re stuck with Cannel Divinity powers that are unwanted.
Using channel divinity to call on the spirits is fine, the main problem is that turn undead may not fit your theme (TBH, it doesn't fit lots of cleric themes either, so...).
Yeah, Channel Divinity could work for that. But you’re right on all counts about Turn Undead.
For a spell-based divine half caster: a class called "Wanderer," a character that has been blessed by a god, possibly unwillingly or unknowingly. You would be able to manifest miracles, chosen from a list, that have a greater chance of working the direr the circumstances are. On the martial side, you gain small physical enhancements depending on the god that blessed you, allowing you to eventually become an avatar of them.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
For number three, why not something like the Oracle from Pathfinder.
A divine caster that workers more like a sorcerer, a smaller spell pool but they can do more with less.
Class archetypes I'm looking to be added.
Warden - A Martial class that focuses on defense the same way Barbarians focus on offense.
Warlord - A martial class that was designed around positioning themselves and their allies.
Witch - Though similar to a Warlock, I feel a witch is the nature version, gain power through lots of smaller boons rather than one big magical pact.
Shaman - Though a lot of people here seem to take it in a more offensive route, I think the whilst a half caster should focus on bard like buffing though their connections with spirits, fey, nature. Imagine a class that was designed around the creative use of the help action. As opposed to everything being either "hit with stick" or cast spell.
Okay, current ideas for the spell-based half caster are Oracle, Seer, and Wanderer. I personally prefer the Oracle, basically a Seer, but it could be a subclass for a base class.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Everything being suggested could reasonably be answered with subclasses of existing classes.
Arcane half-caster focused on melee - Artificer provides a great chassis for this and a new subclass could add Martial Weapon Proficiency, Fighting Styles, and Spell Strike, while still leaving room for other features. The subclass spells could fill in gaps in the artificer core spell list.
Shaman - Cleric chassis could provide the basis for this class. Appropriate spells could be added to the subclass spell list. Chose a spirit guardian theme (bear, eagle, whatever). A mechanic to burn spell slot to manifest the power of your spirit guardian.
Warlord - This is a fighter with healing/tactics abilities. Give them a Shout mechanic similar to the Battlemaster maneuvers that provide buffs/temporary hit points. Give an ability that lets them spend 1 or more of their attacks to instead heal for 1d8+CHA for each attack they divert to healing.
Warden - This is very obviously a Ranger tank subclass. Making a Ranger tank subclass might actually resolve some of the issues with the class in general since it gets 1d10 Hit Points, but is rather lack luster for damage.
Witch - I think this would be better as a Wizard subclass. Instead of the traditionally trained wizard, they are more hedge wizards with hexes and curses, possibly even spending spell slots to weaken their foes in combat.
I could keep going, but I think I made my point. You don't have to erase core class abilities to create a major change to the a class with a subclass. Let the player choose how to spend their character's limited resources to realize their class fantasy.
On a side note, while I don't necessarily agree with the way psionics were handled in this edition, I think the psionic subclasses makes more sense than creating an entirely new class and building subclasses for that class that heavily modify it to create essentially the same result as we ended up with.
I disagree. Though a battle smith is a martial focused arcane half-caster, it doesn't fit the Magus. Steel Defenders don't make sense, most of their spell list doesn't make sense, infusions and other artificer abilities don't make sense, and most of their other battle smith abilities don't make sense for a Magus, either. Even if you were to make another subclass of the artificer, most of their abilities would not make sense for a Magus. Limiting a full class of potential to a subclass severely limits the range of creativity.
Channel Divinity doesn't fit for a Shaman, neither do a lot of cleric spells, Divine Intervention, and the most of the class. Making a new class allows for much more mechanical freedom and possible character designs for this niche.
Have you heard of the Purple Dragon Knight? That's basically what happens if you try to cram the Warlord into a Fighter subclass. It doesn't work out.
I don't think cramming a whole class worth of material into the Ranger is going to bode well for those who want a Warden.
I personally don't have much against this suggestion, but would prefer a class than a subclass.
Making a class be only a subclass severely limits that playstyle. I think I've made my point.
Edit: Stupid broken quoter. Why do you add "Enters" everywhere?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think if they made a new range fighter. A subclass could be archery or guns, sling shots, etc.
A New DM up against the World
Er... There's already the Arcane Archer Fighter, and the Gunslinger Fighter...
There's no generic non-magical archer in D&D 5e, though. And, the gunslinger is homebrew.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Note: the Arcane Archer is objectively terrible, significantly and strictly worse than just playing a Battlemaster with a bow, and the Gunslinger is not actually an official subclass. It's an Exandrian Mercerism DDB supports because they support Critical Role, but many throughout the overall D&D community have cited it as wildly overtuned, wildly undertuned, and also Literally The Worst Thing Ever. Nobody except CR fans seems to dig the Exandrian Gunslinger.
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The martial focused arcane caster is supposed to be the Eldritch Knight, it's just kinda horribly implemented and its spellcasting is ****** because the base fighter kit is rather strong (this is a general issue with subclasses, though I doubt a half-caster fighter sub would be terribly OP).
I'd probably just go with a druid that modified/replaced its Wild Shape ability with some sort of Summon Spirit ability.
Honestly, the only reason the Battle Master doesn't work as a warlord is because the support maneuvers are so poor quality.
First, I don't disagree with anything you said.
Second, anyone who has looked at the Purple Dragon Knight has probably tried to erase it from their memory.
Third, I'm not saying that any of my suggestions were ideal, just that they are possible.
The problem is that they created this subclass system, so in order to add a new class, they are locked into being required to create at least 3 new subclasses for it. I would love to see an "Arcane Paladin" class that captures could cover the Magus-Swordmage-Duskblade void that currently exists. I would also love to see a Primal caster again that if built correctly could fill the Shaman and Warden gaps. The point I was trying to make is from a WotC standpoint, what players are asking for could be shoehorned into the existing classes for better or worse.
First, edit. Sorry, misread that.
Second, which proves my point. The Purple Dragon Knight sucks.
Third, *shrug.* They created the Artificer. Why can't they do 3+ more classes?
Sorcerers in the PHB only had 2 subclasses. Sure, 3 is ideal for the initial release a new class (cough,artificer,cough), but they could eventually add more (cough,armorer,cough).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
First, reread what I said and then edit your response.
I'm not saying that can't add more classes. I'm saying it is unlikely that they will and if they do it will be an extremely slow process.
I agree, sorry, I misread your first point.
It would be a slow process, as we saw with the Artificer. The community will decide whether or not a Magus, Shaman, or Psion deserves existing in the end, but WotC has to decide whether or not they think it deserves existing in 5e first.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
But then you’re stuck with infusions that are unwanted.
Then you’re stuck with Cannel Divinity powers that are unwanted.
Then you’re stuck with unwanted Ranger features.
I could keep going, but I think I made my point.
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Using channel divinity to call on the spirits is fine, the main problem is that turn undead may not fit your theme (TBH, it doesn't fit lots of cleric themes either, so...).
(Especially Death clerics)
Destroy undead wouldn't really fit, either.
I think it would be fine if Shamans had a channel divinity-ish feature, but they shouldn't be clerics, IMHO.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just like how a class based on bending would benefit greatly from the Martial Arts Die, but pretty much everything else in the Monk class doesn't work as a bases for all benders to be built from.
Yeah. 5 classes share the Extra Attack mechanic, and even more subclasses and archetypes have similar abilities as well. Wizards, Sorcerers, Clerics, Druids, Paladins, Rangers, Artificers and more share Spellcasting. A Bender and the Monk could share Martial Arts.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, Channel Divinity could work for that. But you’re right on all counts about Turn Undead.
Creating Epic Boons on DDB
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