I would like to see a class that does not fight themselves, but rather summons a number of critters to fight for them. One subclass could become a true necromancer, summoning undead minions. Another could create not-quite clones of themselves by sacrificing their own hitpoints. And another can trigger some spell-like effects through their summons, based on their positioning.
So, a summoner class? A Shaman could fill that role.
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Please check out my homebrew, I would appreciate feedback:
I would like to see a class that does not fight themselves, but rather summons a number of critters to fight for them. One subclass could become a true necromancer, summoning undead minions. Another could create not-quite clones of themselves by sacrificing their own hitpoints. And another can trigger some spell-like effects through their summons, based on their positioning.
So, a summoner class? A Shaman could fill that role.
Perhaps, but when I think of a Shaman, I think of the support casting unit the Orcs had in Warcraft 3. Don't get me wrong, I could see that being functional, but that's not what I envision.
So coming back over here after going back through the other thread about classes.....
I still really want a summoner class or at least a class where a big part of it's kit is in controlling some sort of monster that you can summon or create. We have subclasses that can do this but not a full on class. I'm not sure how it would work though...
So coming back over here after going back through the other thread about classes.....
I still really want a summoner class or at least a class where a big part of it's kit is in controlling some sort of monster that you can summon or create. We have subclasses that can do this but not a full on class.
Yeah, I agree. I'm currently in the process of making 3 classes, the Arcane Gish, the Occultist, and the Shaman. My Shaman Class focuses on summoning, spirits, and totems. Each subclass gets a different "pet" that it can summon, from Fey Spirit creatures to Bestial Spirits and Celestial ones.
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I've been thinking of a full-on summoning class too lately (actually, I had a dream about it, lol). My basic thought right now is that it have a number of "Lesser" summons and "Greater" summons it can use, and a number of stat blocks that can have templates assigned to them such as "Fiendish" or "Construct". For subclasses, each one could focus on a specific template, and augment them in various ways.
That's about as basic and undeveloped as it gets, but what do people think? Worth pursuing or not?
I've been thinking of a full-on summoning class too lately (actually, I had a dream about it, lol). My basic thought right now is that it have a number of "Lesser" summons and "Greater" summons it can use, and a number of stat blocks that can have templates assigned to them such as "Fiendish" or "Construct". For subclasses, each one could focus on a specific template, and augment them in various ways.
That's about as basic and undeveloped as it gets, but what do people think? Worth pursuing or not?
That's fairly similar to the Shaman class I'm making. The subclass is chosen at level one, and it determines the type of spirits you summon. It'd take some inspiration from the Spirit Summoning UA Spells (which they'd have access to), and change them to be unique
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@Third_Sundering: I remember in the *other* thread people talking about a possible Shaman as a half-casting class. Were you planning on following that design, or going a different route with yours?
@Third_Sundering: I remember in the *other* thread people talking about a possible Shaman as a half-casting class. Were you planning on following that design, or going a different route with yours?
I was originally planning on doing that, but decided to make them use Pact Magic (but renamed to Primal Magic). This would set them apart from Druids, allow them to have higher level summoning spells, as well as subclass-based summoning features.
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So, the subclasses in the Shaman class are called "Tribal Aspects" their nature version of Eldritch Invocations are Spirit Totems that are physical small totems that they use to buff themselves, protect their summoned creatures, and other features like that. They have something similar to Pact Boons, called Ways of Nature that they choose at level one that determines whether they focus on Summoning, Channeling, or Controlling.
Their version of Mystic Arcanaum is Channel Spirits, which acts pretty much the same way as Mystic Arcanum.
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I've been thinking of a full-on summoning class too lately (actually, I had a dream about it, lol). My basic thought right now is that it have a number of "Lesser" summons and "Greater" summons it can use, and a number of stat blocks that can have templates assigned to them such as "Fiendish" or "Construct". For subclasses, each one could focus on a specific template, and augment them in various ways.
That's about as basic and undeveloped as it gets, but what do people think? Worth pursuing or not?
That sounds like a very cool idea. That sounds a lot like the "summon x spirit" spells, which I thought were very well implemented.
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A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
Okay, so I've been thinking about concepts for classes. I don't think these need to be added to the game, but I think it could work as a concept and system for designing classes in future editions.
First, we have to categorize the classes. Currently there are 13 classes, which can be divided up like this:
Spell-Based Half-Casters: Artificers, which are arcane. Martial-Based Half-Casters: Paladins, which are divine, and Rangers, which are primal. Martial Non-Casters: Fighters, which are general warriors, Monks, which are specialized warriors, and Rogues, which are expert warriors. Martial Magic-Themed Non-Casters: Barbarians, which are primal. Full-Caster Equivalents: Warlocks, which are arcane. Full-Casters: Bards, which are arcane, Clerics, which are divine, Druids, which are primal, Sorcerers, which are arcane, and Wizards, which are arcane.
So, that's all of the classes that are official, which makes 6 categories, listed below with the amount of classes in each category:
Martial Non-Casters: 3 classes
Martial Magic-Themed Non-Casters: 1 class
Martial-Based Half-Casters: 2 classes
Spell-Based Half-Casters: 1 class
Full-Caster Equivalents: 1 class
Full-Casters: 5 classes
So, if we were to try and fill the categories that don't have at least 3 different classes, these are the categories that would need filling, and what could fill them:
Martial Magic-Themed Non-Casters: Bladesingers or Blood Hunters, which are arcane specialized warriors without spells in the lore, and Knights, which would be divine specialized warriors without spells.
Martial-Based Half-Casters: Arcane Gish, which would be arcane martial half-casters.
Spell-Based Half-Casters: Oracles/Seers, which would be divine spell-based half-casters, and Wardens, which would be primal spell-based half-casters.
Full-Caster Equivalents: I have no ideas for a divine full-caster equivalent, but a primal one would be a Shaman, IMO.
Then, there could also be a Psion, and maybe even a half-psion, Warlord, Occultist, and a few others.
That's more than 10 classes that could be added. I certainly don't think all of these need to be in the game, but those are things that could be added, if needs be.
With the argument about “need to be in the game” or power creep I think about a world we’re the sorcerer class was not in the game. If your caster choices were Druid, cleric, artificer, warlock and wizard - sorcerer would get shut down as being unnecessary, solving nothing and the player Just wanting to power creep!
yeah multiclassing exists, but like let’s say someone comes to the table with a cool character concept inspired by thier favourite anime that excites them to play.
“okay welll to get that concept you are going to need to take a dip for 3 in this class, 2 in that and get up to level 5 on that class, you will need to only put your high values in this stat and that or you won’t be able to MC”
”so how long will that take before I can be able to do this extra non effective thing that to me makes my character cool for me and that I am keen on playing” they ask with wide eyes and the innocence of a summer child....
”between 100-120hrs of gameplay”
.....
how many games that start at level 1 have you played in that have fizzled or finished long before lvl 10?
You can multi class a Ranger with Fighter & Rogue - but you can’t do that at lvl 1
With the argument about “need to be in the game” or power creep I think about a world we’re the sorcerer class was not in the game. If your caster choices were Druid, cleric, artificer, warlock and wizard - sorcerer would get shut down as being unnecessary, solving nothing and the player Just wanting to power creep!
yeah multiclassing exists, but like let’s say someone comes to the table with a cool character concept inspired by thier favourite anime that excites them to play.
“okay welll to get that concept you are going to need to take a dip for 3 in this class, 2 in that and get up to level 5 on that class, you will need to only put your high values in this stat and that or you won’t be able to MC”
”so how long will that take before I can be able to do this extra non effective thing that to me makes my character cool for me and that I am keen on playing” they ask with wide eyes and the innocence of a summer child....
”between 100-120hrs of gameplay”
.....
how many games that start at level 1 have you played in that have fizzled or finished long before lvl 10?
You can multi class a Ranger with Fighter & Rogue - but you can’t do that at lvl 1
That debate is for the other thread (but please don't post there anymore, we need to let it die). This thread is merely about new class ideas, not justifying them or debating whether or not to add them.
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Please check out my homebrew, I would appreciate feedback:
I wasn’t in the other thread, when I posted what I wanted to see as a class in this one early I was shut down because it turns out wanting a boy and his blob class made me a power creep! Then that poster went on to lecture everyone else about why they were wrong. Maybe I am not the person in the thread you should of been policing?
I wasn’t in the other thread, when I posted what I wanted to see as a class in this one early I was shut down because it turns out wanting a boy and his blob class made me a power creep! Then that poster went on to lecture everyone else about why they were wrong. Maybe I am not the person in the thread you should of been policing?
I already told them that they weren't being on topic earlier, as you can see in this thread. I'm not trying to shame you, just keep the thread on topic. There doesn't need to be any justifying in this thread, we should all be on board that there should be more classes.
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It's tricky because I feel like every archetype is covered either by base classes or subclasses. I think its more about fantasy at this point. What fantasy isn't being fulfilled?
Personally, I'd love a death knight type. Plate wearing half caster that deals in necromancy sounds fun to me. It's a little bit covered by oath breaker paladin or eldritch knight. I'd make a fun solo class though or more deliberate subclass though. I also really like life steal mechanics and those are really underrepresented in the game. It'd fit really well with a death knight type. Maybe d8 hit dice but regains small amounts of health through dealing damage to offset. That's what I'd pick for the next class but it probably makes more sense as a subclass of something.
So, a summoner class? A Shaman could fill that role.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Perhaps, but when I think of a Shaman, I think of the support casting unit the Orcs had in Warcraft 3. Don't get me wrong, I could see that being functional, but that's not what I envision.
So coming back over here after going back through the other thread about classes.....
I still really want a summoner class or at least a class where a big part of it's kit is in controlling some sort of monster that you can summon or create. We have subclasses that can do this but not a full on class. I'm not sure how it would work though...
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
Characters for Tenebris Sine Fine
RoughCoronet's Greater Wills
Yeah, I agree. I'm currently in the process of making 3 classes, the Arcane Gish, the Occultist, and the Shaman. My Shaman Class focuses on summoning, spirits, and totems. Each subclass gets a different "pet" that it can summon, from Fey Spirit creatures to Bestial Spirits and Celestial ones.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I've been thinking of a full-on summoning class too lately (actually, I had a dream about it, lol). My basic thought right now is that it have a number of "Lesser" summons and "Greater" summons it can use, and a number of stat blocks that can have templates assigned to them such as "Fiendish" or "Construct". For subclasses, each one could focus on a specific template, and augment them in various ways.
That's about as basic and undeveloped as it gets, but what do people think? Worth pursuing or not?
That's fairly similar to the Shaman class I'm making. The subclass is chosen at level one, and it determines the type of spirits you summon. It'd take some inspiration from the Spirit Summoning UA Spells (which they'd have access to), and change them to be unique
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
MESSENGER! Yaha!
Frequent Eladrin || They/Them, but accept all pronouns
Luz Noceda would like to remind you that you're worth loving!
I'm curious Yamana, what are your ideas for this Messenger class you're excited for?
@Third_Sundering: I remember in the *other* thread people talking about a possible Shaman as a half-casting class. Were you planning on following that design, or going a different route with yours?
I was originally planning on doing that, but decided to make them use Pact Magic (but renamed to Primal Magic). This would set them apart from Druids, allow them to have higher level summoning spells, as well as subclass-based summoning features.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So, the subclasses in the Shaman class are called "Tribal Aspects" their nature version of Eldritch Invocations are Spirit Totems that are physical small totems that they use to buff themselves, protect their summoned creatures, and other features like that. They have something similar to Pact Boons, called Ways of Nature that they choose at level one that determines whether they focus on Summoning, Channeling, or Controlling.
Their version of Mystic Arcanaum is Channel Spirits, which acts pretty much the same way as Mystic Arcanum.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That sounds like a very cool idea. That sounds a lot like the "summon x spirit" spells, which I thought were very well implemented.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
Okay, so I've been thinking about concepts for classes. I don't think these need to be added to the game, but I think it could work as a concept and system for designing classes in future editions.
First, we have to categorize the classes. Currently there are 13 classes, which can be divided up like this:
Spell-Based Half-Casters: Artificers, which are arcane.
Martial-Based Half-Casters: Paladins, which are divine, and Rangers, which are primal.
Martial Non-Casters: Fighters, which are general warriors, Monks, which are specialized warriors, and Rogues, which are expert warriors.
Martial Magic-Themed Non-Casters: Barbarians, which are primal.
Full-Caster Equivalents: Warlocks, which are arcane.
Full-Casters: Bards, which are arcane, Clerics, which are divine, Druids, which are primal, Sorcerers, which are arcane, and Wizards, which are arcane.
So, that's all of the classes that are official, which makes 6 categories, listed below with the amount of classes in each category:
So, if we were to try and fill the categories that don't have at least 3 different classes, these are the categories that would need filling, and what could fill them:
Then, there could also be a Psion, and maybe even a half-psion, Warlord, Occultist, and a few others.
That's more than 10 classes that could be added. I certainly don't think all of these need to be in the game, but those are things that could be added, if needs be.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
With the argument about “need to be in the game” or power creep I think about a world we’re the sorcerer class was not in the game. If your caster choices were Druid, cleric, artificer, warlock and wizard - sorcerer would get shut down as being unnecessary, solving nothing and the player Just wanting to power creep!
yeah multiclassing exists, but like let’s say someone comes to the table with a cool character concept inspired by thier favourite anime that excites them to play.
“okay welll to get that concept you are going to need to take a dip for 3 in this class, 2 in that and get up to level 5 on that class, you will need to only put your high values in this stat and that or you won’t be able to MC”
”so how long will that take before I can be able to do this extra non effective thing that to me makes my character cool for me and that I am keen on playing” they ask with wide eyes and the innocence of a summer child....
”between 100-120hrs of gameplay”
.....
how many games that start at level 1 have you played in that have fizzled or finished long before lvl 10?
You can multi class a Ranger with Fighter & Rogue - but you can’t do that at lvl 1
That debate is for the other thread (but please don't post there anymore, we need to let it die). This thread is merely about new class ideas, not justifying them or debating whether or not to add them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I wasn’t in the other thread, when I posted what I wanted to see as a class in this one early I was shut down because it turns out wanting a boy and his blob class made me a power creep! Then that poster went on to lecture everyone else about why they were wrong. Maybe I am not the person in the thread you should of been policing?
I already told them that they weren't being on topic earlier, as you can see in this thread. I'm not trying to shame you, just keep the thread on topic. There doesn't need to be any justifying in this thread, we should all be on board that there should be more classes.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's tricky because I feel like every archetype is covered either by base classes or subclasses. I think its more about fantasy at this point. What fantasy isn't being fulfilled?
Personally, I'd love a death knight type. Plate wearing half caster that deals in necromancy sounds fun to me. It's a little bit covered by oath breaker paladin or eldritch knight. I'd make a fun solo class though or more deliberate subclass though. I also really like life steal mechanics and those are really underrepresented in the game. It'd fit really well with a death knight type. Maybe d8 hit dice but regains small amounts of health through dealing damage to offset. That's what I'd pick for the next class but it probably makes more sense as a subclass of something.
A death knight could work, too.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Would be tempting to steal all the WoW abilities for a death knight. It has some cool things.