I wonder if standard rules for Class Feature Replacement would fly. For example
Bard: replace Bardic Inspiration (bards are decent alternatives to an eldritch knight or arcane trickster, but the bardic inspiration is out of theme), or replace Spellcasting (aka the 4e warlord, though that could probably also be a fighter variant)
Druid: replace Wild Shape (it just doesn't fit some themes) or replace Spellcasting (aka the 3.5e Shifter)
Monk: there's a need for a non-mystical Brawler. Replace Ki, probably change the stat basis from Wis to Con.
Paladin: replace the divine theme with an arcane (or possibly psionic) theme, possibly changing the stat basis and spell lists.
Rogue: replace sneak attack, there's a role for "skill monkey that doesn't backstab and isn't a bard
Unfortunately, not at this stage. For most of these, there's too many class/subclass abilities that depend on the features listed.
EDIT: I mean, in theory they could, but in reality WotC is so against revising already-published subclasses that the idea is a non-starter for them.
I wonder if standard rules for Class Feature Replacement would fly. For example
Bard: replace Bardic Inspiration (bards are decent alternatives to an eldritch knight or arcane trickster, but the bardic inspiration is out of theme), or replace Spellcasting (aka the 4e warlord, though that could probably also be a fighter variant)
Druid: replace Wild Shape (it just doesn't fit some themes) or replace Spellcasting (aka the 3.5e Shifter)
Monk: there's a need for a non-mystical Brawler. Replace Ki, probably change the stat basis from Wis to Con.
Paladin: replace the divine theme with an arcane (or possibly psionic) theme, possibly changing the stat basis and spell lists.
Rogue: replace sneak attack, there's a role for "skill monkey that doesn't backstab and isn't a bard
Unfortunately, not at this stage. For most of these, there's too many class/subclass abilities that depend on the features listed.
EDIT: I mean, in theory they could, but in reality WotC is so against revising already-published subclasses that the idea is a non-starter for them.
This is also why we can't just fix an existing class that was intended to fill a given fantasy which it doesn't deliver on.
I wonder if standard rules for Class Feature Replacement would fly. For example
Bard: replace Bardic Inspiration (bards are decent alternatives to an eldritch knight or arcane trickster, but the bardic inspiration is out of theme), or replace Spellcasting (aka the 4e warlord, though that could probably also be a fighter variant)
Druid: replace Wild Shape (it just doesn't fit some themes) or replace Spellcasting (aka the 3.5e Shifter)
Monk: there's a need for a non-mystical Brawler. Replace Ki, probably change the stat basis from Wis to Con.
Paladin: replace the divine theme with an arcane (or possibly psionic) theme, possibly changing the stat basis and spell lists.
Rogue: replace sneak attack, there's a role for "skill monkey that doesn't backstab and isn't a bard
Unfortunately, not at this stage. For most of these, there's too many class/subclass abilities that depend on the features listed.
Not really. You just have to specify how those dependent abilities work, and if the ability you're using is consumed to fuel subclass abilities (e.g. bardic inspiration) make sure the new ability can be consumed in the same way.
The Shaman is a new class in Dungeons and Dragons, Fifth Edition. Bonding to a powerful spiritual force of nature, the shaman draws on the primal magic of its bonded guide not only to cast spells, but to produce supernatural effects and powers never before seen in Fifth Edition. Unlike other classes, the Shaman is designed to be extremely customizable and versatile. No two Shamans are ever quite the same. Let's discuss the features of this exciting new class.
The shaman has a d10 hit die, proficiency in medium armor, shields and martial weapons, and the herbalism kit. Notably, the shaman base class does not have proficiency in any saving throws.
Beginning at first level, the shaman selects its Spirit Bond from the list of available such Bonds. A shaman's Spirit Bond not only grants them additional class features periodically as they level up, but the shaman's choice of Spirit Bond influences many of their base class features, as well. A shaman's choice of Spirit Bond determines their Spirit Ability, their Spirit Mantle, and their Spirit Call.
Unlike conventional Fifth Edition classes, shamans do not have a single fixed ability or pair of abilities that all shamans prefer to improve. Instead, each spirit a shaman can bond to is associated with a specific ability. The Spirit of Storm, for example, is associated with Charisma and treats Charisma as its Spirit Ability, while the Spirit of Winter is associated with Wisdom and treats Wisdom as its Spirit Ability. A shaman uses its Spirit Ability when casting spells, as well as whenever one of its class features calls for the shaman's Spirit modifier. Each spirit also grants proficiency in saving throws made using its Spirit modifier and one additional saving throw - but only when the shaman takes this class at first level. A character multiclassing into shaman does not gain additional saving throw proficiencies. What This Actually Means: a shaman's SUBCLASS - not the base class itself - determines what the shaman's primary ability modifier is. This is intended to further influence the base class chassis, since anything that calls for your 'Spirit Modifier' is determined by which spirit bond you chose. This is something that, were I taking the several weeks required to design the class fully, would be further reflected throughout the shaman class. Simply being a shaman gives you almost nothing - EVERYTHING about your abilities is determined by which kind of shaman you are.
At second level, a shaman's communion with their spirit has deepened enough to grant them their Spirit Mantle - a shroud of power which grants the shaman both passive effects and an active ability. Each spirit provides a very different Spirit Mantle, and as the shaman grows in power, the effects granted by their Spirit Mantle also grow in strength. What This Actually Means: the Spirit Mantle is what decides the direction of the shaman and whether they're a more martially focused, weapon-centric character or a more casty-blasty type. Martial-focused spirits passively augment the shaman's body in some manner useful for combat and provide a ribbon active ability; blasty spirits grant the shaman ribbon passive abilities and an active means of dealing magical damage to a target.
At third level, the shaman creates their first Fetish - a powerful spiritual focus that grants its bearer supernatural boons. The shaman may choose a fetish for which they meet the prerequisite from the (fictive and imaginary) list below. Fetishes do not grant spells or allow the shaman to harm their enemies, as do a warlock's Eldritch Invocations, but a shaman can grant a fetish to a willing creature, transferring that fetish's boon to the creature until the shaman reclaims the fetish. What This Actually Means: take the Eldritch Invocations everybody loves from warlocks. Take the Arcane Infusions everybody loves from artificers. Smash them together and blend thoroughly, and you get shaman Fetishes. A fetish provides a boon to the character holding the fetish, which is either the shaman or someone the shaman specifically picks. The shaman has to actively give you the fetish and bind it to you - enemies can't pickpocket a shaman's Fetishes. The boons a Fetish offers are exclusively defensive or utilitarian in nature - the tradeoff for being able to hand out your Primal Invocations is that Primal Invocations don't hurt things.
At fifth level, each Spirit Bond either offers the Extra Attack ability, for spirits more focused towards physical battle and defeating their enemies through martial force, or a means of augmenting their magical combat. Many spirits offer a Spirit Mantle ability that allows them to harm their enemies; those spirits will often gain a Primal Fury ability that allows them to increase the damage and reliability of that power.
At sixth level, the shaman has gained enough strength to briefly manifest their spirit in the Material Plane, in the form of a Spirit Call. Each spirit offers two ways to use a Spirit Call - the shaman can manifest the spirit directly, summoning their spirit into the world to aid them, or the shaman can pull the spirit's power more fully into their own body and act for a brief few moments as a direct avatar of their spirit. What This Actually Means: shamans gain the ability to Spirit Call once per long rest, and can choose to either create an entity in the world that acts in concert with the shaman or empower themselves with a greater measure of their spirit's abilities. The summoned spirit is generally more destructive, unless the shaman has bonded to a spirit that doesn't like hurting things, while the avatar state (no, not THAT 'Avatar State') either improved spellcasting or a useful suite of abilities. Much like all the newer summoning stuff, the conjured spirit acts immediately after the shaman in the turn order, though it doesn't burn the shaman's bonus action to command. The two are already linked so deeply they can read each other's minds for free.
...and more I ain't building out the whole damn class. If this isn't enough to give you an idea of how this class would generally play, there ain't a damn thing I can do to convince ya.
@AaronWho: Asking someone to pull an entire, in-depth, 1 to 20 playtested and bug-proofed class proposal out of thin air in a discussion thread like this is obviously a no-go. If anybody had that sort of proposal ready, they wouldn't waste it on an argument like this. I could give an elevator pitch for a half-caster Shaman class with unusually impactful/important subclasses that actually change the way the Shaman plays, I could deliver that. I cannot deliver an entire UA class proposal, and I'm pretty sure you know that. It's beyond the scope of this thread. Kind of a disingenuous ask, to boot - "if you're not willing to design an entire class for me, on the spot, in a couple of minutes, sod off and go make subclasses".
Quite the unfair bar, hm?
I never said you had to have "an entire, in-depth, 1 to 20 playtested and bug-proofed class proposal". I said that I want something that has had thought put into it. Saying "there should be Shaman" though, even in a discussion thread, is lazy. Give me something to work with.
"Lazy?" Come on, now you're insulting us? We literally never did that, don't go there.
We have put thought into it, but I know that I don't have the time and energy to create a Shaman class up to level 20 when no one besides someone random on the internet has asked me to.
I will give it a try for the shaman. Shamans as far as I know draw their powers and wisdom from spirits, so a feat like "Find Familiar" for a "Spirit Guide" would be nice. Not all shamans have a familiar, though, so it could allow you to instead choose a special object that is tied to the spiritual world. If you loose your "Spirit Guide", you cannot use any class features, so it's important to keep them safe.
For the core class features I will borrow a bit from Paizo. Something like at level two you pick one spirit type you are permanently attuned to. Let's say the available types are the obvious four elements as well as "ancestors", "plant", "life", "death" and "beast". Each of these spirits offers you different boons at levels 2, 6, 10, 14 and 18.
The spirit boons should be mostly thematic utility. "Fire" would e.g. allow you to ignore any kind of cold or hot climate at level 2. At 6 you gain the power to control flames (like the cantrip), but with bigger volume and the option to also affect magical fire. At 10 you become immune to fire damage. At 14 you actually heal your wounds when you would receive fire damage. At 18 you can turn yourself into a fire elemental for x rounds per day...maybe a bit buffed from the monster manual .
"Ancestors" would focus on spirits of actual people helping you . Feats like "asking for directions" (simple yes / no questions answered honestly), protection where spirits whirl around you like warding wind, "help", where an incorporal ancestor spirit does a minor task for you ("open that locked door from the inside"), posession, where you ask a spirit to take control over another creature, etc.
At level 5 you could get a feat that allows to pick a "secondary" spirit every day. At 5 you get that spirits least ability for the day. At 10 you get that spirits first and second ability, at 15 the first three and at 20 the first four abilities.
For the typical subclasses from level 3 on I will borrow from WoW, you can choose how you want your spiritual powers to manifest. As an "Elementalist", you gain spellcasting based on wisdom. The spell list should be prepared and offer mostly offensive spells for certain elements. Your primary spirit also unlocks bonus spells at levels 3, 7, 11 and 15 that you can cast once per day without a spell slot like a Warlocks mystic arcanums. The secondary spirit could provide you with arcanums you can choose to use instead of the one from your primary spirit. This subclass should basically become a full caster with an elemental theme that can also prepare off-type spells by picking other spirits (e.g. "life" could add some healing spells, "beast" could give polymorph, "plant" has a lot of nature spells etc). Since the secondary spirit can be changed every day this should be perfect for people who like to experiment with different spell types and styles.
As a "Primal Warrior" you get proficiency with martial weapons, light and medium armor and shields. The goal of this subclass is to channel the power of the spiritual world into your body to enhance it. At level 5 you get the mandatory Extra Attack feat, at levels 3, 7, 11, 15 you get some other feats themed to your spirits . Things like "haste on yourself for x rounds per day", "fly speed of x feet for x rounds per day", "bonus action teleport through a plant or tree", "wildshape for x minutes", "truesight for x rounds as your ancestors act as your eyes", "become ethereal for x rounds", etc.
Finally a "Spirit Mender" is dedicated to heal, protect and empower their allies. They gain spellcasting and a list focused on healing, buffing and protecting. Their spirits would add thematic buffs / debuffs / controls. Like "earth" enhancing an allies AC, "water" giving a chain heal spell or the option to create vials of healing water (potions with expiration date), "ancestors" hasting an ally by posessing them, "death" making an enemy vulnerable to attacks etc.
I guess that's far too many feats and options for a 5e class, but that's another problem... the question wasn't about an UA ready draft after all. :-)
This looks like an excellent start, and is a lot like what I had in mind for a shaman. I would suggest changing the word "fetish" to something more like totem. Many people don't know all of its meanings, and it might cause some unintentional, albeit humorous misunderstandings.
This looks like an excellent start, and is a lot like what I had in mind for a shaman. I would suggest changing the word "fetish" to something more like totem. Many people don't know all of its meanings, and it might cause some unintentional, albeit humorous misunderstandings.
Edit: this was intended for Yurei's Shaman.
I know. :-) It took a while to type everything on the phone and apparently Yurei and I had the same idea (posting a shaman draft) at roughly the same time, but they were faster. :D
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
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Please check out my homebrew, I would appreciate feedback:
Why is no one talking about class feature variants here? They are going official in Tasha's and they massively open up the design space. You can change the foundations that the subclasses are built on. This kind of modularity takes all the current options and multiplies them. Obviously they will want to maintain the core feeling of each class, but ideas like "all Fighters get 4 attacks" or "all Paladins get Divine Strike" are not necessarily written in stone anymore.
It's not clear yet how deep they'll go into feature variants, but I'd say 1) it's more likely than new classes at this point and 2) it could solve a lot of issues brought up here about new content being limited to subclasses.
CFVs reduce subclass design space, they don't increase it. Currently, a subclass knows exactly what base class features it has to work with and it's possible - Wizards never ******* does it, but it's possible - for subclass features to modify or otherwise interact with those ironclad, locked-in class features.
With CFVs, no subclass can afford to assume that a given base class feature is a guarantee anymore. They can no longer interact with base class abilities at all, because a subclass that assumes, for example, that a barbarian will have Fast Movement and modifies that ability doesn't function properly if the barbarian takes Aggressive Leap (or whatever the name of that one was) instead.
CFVs: great for opening up base classes. Not so hot for allowing subclasses to actually be impactful and meaningful choices for characters.
Don't get me wrong, CFVs are *great* and I'm 100% excited for them. However, as Yurei says, the more you play around with the core features of a class, the higher the chance becomes to break the subclasses that come with it. It's why an overwhelming majority of the CFV's from the UA enhance existing features rather than replace them..
Honestly, Third? It's a little hard to conceive of a design space for that concept that isn't already covered by Cleric. Clerics get almost all the benefits of a half-caster anyways, they really are stupid good. If I sat down and really hammered on it for a while I might be able to grind something out, but that's gonna be the hardest push, methinks.
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Unfortunately, not at this stage. For most of these, there's too many class/subclass abilities that depend on the features listed.
EDIT: I mean, in theory they could, but in reality WotC is so against revising already-published subclasses that the idea is a non-starter for them.
This is also why we can't just fix an existing class that was intended to fill a given fantasy which it doesn't deliver on.
*coughrangerandsorcerercough*
Not really. You just have to specify how those dependent abilities work, and if the ability you're using is consumed to fuel subclass abilities (e.g. bardic inspiration) make sure the new ability can be consumed in the same way.
All right. Let's try this.
The Shaman
The Shaman is a new class in Dungeons and Dragons, Fifth Edition. Bonding to a powerful spiritual force of nature, the shaman draws on the primal magic of its bonded guide not only to cast spells, but to produce supernatural effects and powers never before seen in Fifth Edition. Unlike other classes, the Shaman is designed to be extremely customizable and versatile. No two Shamans are ever quite the same. Let's discuss the features of this exciting new class.
What This Actually Means: a shaman's SUBCLASS - not the base class itself - determines what the shaman's primary ability modifier is. This is intended to further influence the base class chassis, since anything that calls for your 'Spirit Modifier' is determined by which spirit bond you chose. This is something that, were I taking the several weeks required to design the class fully, would be further reflected throughout the shaman class. Simply being a shaman gives you almost nothing - EVERYTHING about your abilities is determined by which kind of shaman you are.
What This Actually Means: the Spirit Mantle is what decides the direction of the shaman and whether they're a more martially focused, weapon-centric character or a more casty-blasty type. Martial-focused spirits passively augment the shaman's body in some manner useful for combat and provide a ribbon active ability; blasty spirits grant the shaman ribbon passive abilities and an active means of dealing magical damage to a target.
What This Actually Means: take the Eldritch Invocations everybody loves from warlocks. Take the Arcane Infusions everybody loves from artificers. Smash them together and blend thoroughly, and you get shaman Fetishes. A fetish provides a boon to the character holding the fetish, which is either the shaman or someone the shaman specifically picks. The shaman has to actively give you the fetish and bind it to you - enemies can't pickpocket a shaman's Fetishes. The boons a Fetish offers are exclusively defensive or utilitarian in nature - the tradeoff for being able to hand out your Primal Invocations is that Primal Invocations don't hurt things.
What This Actually Means: shamans gain the ability to Spirit Call once per long rest, and can choose to either create an entity in the world that acts in concert with the shaman or empower themselves with a greater measure of their spirit's abilities. The summoned spirit is generally more destructive, unless the shaman has bonded to a spirit that doesn't like hurting things, while the avatar state (no, not THAT 'Avatar State') either improved spellcasting or a useful suite of abilities. Much like all the newer summoning stuff, the conjured spirit acts immediately after the shaman in the turn order, though it doesn't burn the shaman's bonus action to command. The two are already linked so deeply they can read each other's minds for free.
I ain't building out the whole damn class. If this isn't enough to give you an idea of how this class would generally play, there ain't a damn thing I can do to convince ya.
Please do not contact or message me.
I will give it a try for the shaman. Shamans as far as I know draw their powers and wisdom from spirits, so a feat like "Find Familiar" for a "Spirit Guide" would be nice. Not all shamans have a familiar, though, so it could allow you to instead choose a special object that is tied to the spiritual world. If you loose your "Spirit Guide", you cannot use any class features, so it's important to keep them safe.
For the core class features I will borrow a bit from Paizo. Something like at level two you pick one spirit type you are permanently attuned to. Let's say the available types are the obvious four elements as well as "ancestors", "plant", "life", "death" and "beast". Each of these spirits offers you different boons at levels 2, 6, 10, 14 and 18.
The spirit boons should be mostly thematic utility. "Fire" would e.g. allow you to ignore any kind of cold or hot climate at level 2. At 6 you gain the power to control flames (like the cantrip), but with bigger volume and the option to also affect magical fire. At 10 you become immune to fire damage. At 14 you actually heal your wounds when you would receive fire damage. At 18 you can turn yourself into a fire elemental for x rounds per day...maybe a bit buffed from the monster manual .
"Ancestors" would focus on spirits of actual people helping you . Feats like "asking for directions" (simple yes / no questions answered honestly), protection where spirits whirl around you like warding wind, "help", where an incorporal ancestor spirit does a minor task for you ("open that locked door from the inside"), posession, where you ask a spirit to take control over another creature, etc.
At level 5 you could get a feat that allows to pick a "secondary" spirit every day. At 5 you get that spirits least ability for the day. At 10 you get that spirits first and second ability, at 15 the first three and at 20 the first four abilities.
For the typical subclasses from level 3 on I will borrow from WoW, you can choose how you want your spiritual powers to manifest. As an "Elementalist", you gain spellcasting based on wisdom. The spell list should be prepared and offer mostly offensive spells for certain elements. Your primary spirit also unlocks bonus spells at levels 3, 7, 11 and 15 that you can cast once per day without a spell slot like a Warlocks mystic arcanums. The secondary spirit could provide you with arcanums you can choose to use instead of the one from your primary spirit. This subclass should basically become a full caster with an elemental theme that can also prepare off-type spells by picking other spirits (e.g. "life" could add some healing spells, "beast" could give polymorph, "plant" has a lot of nature spells etc). Since the secondary spirit can be changed every day this should be perfect for people who like to experiment with different spell types and styles.
As a "Primal Warrior" you get proficiency with martial weapons, light and medium armor and shields. The goal of this subclass is to channel the power of the spiritual world into your body to enhance it. At level 5 you get the mandatory Extra Attack feat, at levels 3, 7, 11, 15 you get some other feats themed to your spirits . Things like "haste on yourself for x rounds per day", "fly speed of x feet for x rounds per day", "bonus action teleport through a plant or tree", "wildshape for x minutes", "truesight for x rounds as your ancestors act as your eyes", "become ethereal for x rounds", etc.
Finally a "Spirit Mender" is dedicated to heal, protect and empower their allies. They gain spellcasting and a list focused on healing, buffing and protecting. Their spirits would add thematic buffs / debuffs / controls. Like "earth" enhancing an allies AC, "water" giving a chain heal spell or the option to create vials of healing water (potions with expiration date), "ancestors" hasting an ally by posessing them, "death" making an enemy vulnerable to attacks etc.
I guess that's far too many feats and options for a 5e class, but that's another problem... the question wasn't about an UA ready draft after all. :-)
This looks like an excellent start, and is a lot like what I had in mind for a shaman. I would suggest changing the word "fetish" to something more like totem. Many people don't know all of its meanings, and it might cause some unintentional, albeit humorous misunderstandings.
Edit: this was intended for Yurei's Shaman.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I know. :-) It took a while to type everything on the phone and apparently Yurei and I had the same idea (posting a shaman draft) at roughly the same time, but they were faster. :D
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:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yurei,
Bravo 👏👏
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Why is no one talking about class feature variants here? They are going official in Tasha's and they massively open up the design space. You can change the foundations that the subclasses are built on. This kind of modularity takes all the current options and multiplies them. Obviously they will want to maintain the core feeling of each class, but ideas like "all Fighters get 4 attacks" or "all Paladins get Divine Strike" are not necessarily written in stone anymore.
It's not clear yet how deep they'll go into feature variants, but I'd say 1) it's more likely than new classes at this point and 2) it could solve a lot of issues brought up here about new content being limited to subclasses.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
CFVs reduce subclass design space, they don't increase it. Currently, a subclass knows exactly what base class features it has to work with and it's possible - Wizards never ******* does it, but it's possible - for subclass features to modify or otherwise interact with those ironclad, locked-in class features.
With CFVs, no subclass can afford to assume that a given base class feature is a guarantee anymore. They can no longer interact with base class abilities at all, because a subclass that assumes, for example, that a barbarian will have Fast Movement and modifies that ability doesn't function properly if the barbarian takes Aggressive Leap (or whatever the name of that one was) instead.
CFVs: great for opening up base classes. Not so hot for allowing subclasses to actually be impactful and meaningful choices for characters.
Please do not contact or message me.
Don't get me wrong, CFVs are *great* and I'm 100% excited for them. However, as Yurei says, the more you play around with the core features of a class, the higher the chance becomes to break the subclasses that come with it. It's why an overwhelming majority of the CFV's from the UA enhance existing features rather than replace them..
So it seems that going forward anyone that has a thought about something they want to see happen in 5e, it has to be presented in a 1000+ word essay?
She/Her Player and Dungeon Master
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So, no ideas on just what kind of class could be a spell based divine half-caster? No features or anything needed, just a class concept.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
.
..
...
...have you read my posts? Clearly that's not an issue for me, much as many people wish it was...
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No, I missed it. I will try to keep it mind for the future though. ;)
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Honestly, Third? It's a little hard to conceive of a design space for that concept that isn't already covered by Cleric. Clerics get almost all the benefits of a half-caster anyways, they really are stupid good. If I sat down and really hammered on it for a while I might be able to grind something out, but that's gonna be the hardest push, methinks.
Please do not contact or message me.