This should work; I planned it so it would be fairly balanced. This covers it all the way up to 20th level. Hope you enjoy!
The battlecaster is more of a spellcasting fighter than a fighting spellcaster, but high damage output and survivability in less-than-ideal conditions are major aspects of this class. With a balanced combination of the fighter’s features and most of the wizard’s spellcasting capabilities, the battlecaster is powerful enough a spellcaster to deal high damage with spells, but resilient enough to wade into melee when necessary. [and not go splat as I've seen so many wizards and such do when hurt. :) I'm serious ]
Building a battlecaster: Constitution should be your highest stat, and Intelligence as your next-highest. The battlecaster focuses heavily on spellcasting and survivability under less-than-ideal conditions.
My suggestions: The background should be either sage or soldier. For cantrips: blade ward, light, ray of frost, and fire bolt sound like good options. For spells: either shield or absorb elements, and something like catapult or chromatic orb, perhaps. You don't get many spells, but running out of spell slots shouldn't be too much of a problem at higher levels. If not, then one damage spell and one protection/utility spell, and two damage cantrips, and two utility/protection cantrips would work.
Battlecaster
The battlecaster is more of a spellcasting fighter than a fighting spellcaster, but high damage output and survivability in less-than-ideal conditions are major aspects of this class. With a balanced combination of the fighter’s features and most of the wizard’s spellcasting capabilities, the battlecaster is powerful enough a spellcaster to deal high damage with spells, but resilient enough to wade into melee when necessary.
Building a battlecaster: Constitution should be your highest stat, and Intelligence as your next-highest. The battlecaster focuses heavily on spellcasting and survivability under less-than-ideal conditions.
Class Features:
Your battlecaster character has the following class features.
Hit Points
Hit Dice: 1d8 per battlecaster level
Hit Points at 1 level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per battlecaster level after 1
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Medicine, Perception, Stealth, and Survival
Equipment
You gain the following equipment, in addition to the equipment granted by your background:
-(a) scale mail armor, (b) chain shirt, or (c) leather armor
-one martial melee weapon and (a) a shield or (b) any simple weapon
-(a) a light crossbow and 20 bolts or (b) any simple weapon
-(a) arcane focus or (b) component pouch
-(a) dungeoneer’s pack or (b) explorer’s pack
The Battlecaster
Character Level
Features
1
Fighting Style, Spellcasting, Warcasting
2
Combat Specialty, Combat Specialty feature, Second Wind
3
Action Surge (one use)
4
Ability Score Increase
5
Extra Attack
6
Combat Specialty feature
7
-
8
Ability Score Increase, Action Surge (two uses)
9
-
10
Combat Specialty feature
11
Indomitable (one use)
12
Ability Score Increase
13
-
14
Extra Attack, Action Surge (three uses)
15
Fighting Style, Indomitable (two uses)
16
Ability Score Increase
17
Combat Specialty feature
18
Extra Attack
19
Ability Score Increase, Indomitable (three uses)
20
Action Surge (four uses)
Spellcasting
The rules that you use for spellcasting as a battlecaster is the same as that of the sorcerer; you know a certain number of spells that you can change after you finish a long rest. This takes time to memorize the words, materials and movements necessary for each spell; 1 minute per spell level.
Battlecaster Spell List
You use the Wizard spell list for your spell and cantrips. Intelligence is your spellcasting ability, and you use it to determine the attack bonus and the DC for saves against your spells.
The Battlecaster: Spell Slots
Character Level
Cantrips Known
Spells Known
1 level
2 level
3 level
4 level
5 level
6 level
7 level
1
3
2
2
-
-
-
-
-
-
2
3
3
3
-
-
-
-
-
-
3
3
4
4
1
-
-
-
-
-
4
3
5
4
2
-
-
-
-
-
5
4
6
4
3
-
-
-
-
-
6
4
7
4
3
1
-
-
-
-
7
4
8
4
3
2
-
-
-
-
8
4
9
4
3
3
-
-
-
-
9
4
10
4
3
3
1
-
-
-
10
5
11
4
3
3
2
-
-
-
11
5
11
5
3
3
3
-
-
-
12
5
12
5
3
3
3
1
-
-
13
5
13
5
3
3
3
2
-
-
14
5
14
5
3
3
3
3
-
-
15
5
15
5
3
3
3
3
1
-
16
6
16
5
3
3
3
3
2
-
17
6
17
5
4
3
3
3
3
-
18
6
18
5
4
3
3
3
3
1
19
6
19
5
4
3
3
3
3
2
20
6
20
5
4
3
3
3
3
3
Battlecaster Features
You gain the following features as a battlecaster.
Fighting Style
Choose a fighting style from the list below. Once you choose, you can’t choose it again, even if you get to choose later. You get to choose another one at 15 level.
Defensive: You get a +1 bonus to AC when you wear armor.
Dueling: You get a +2 bonus to damage rolls with a melee weapon you are wielding in one hand and no other weapons.
Protection: When an attacker attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.
Two Weapon Fighting: When you engage in two weapon fighting, you can add the attack modifier to the damage of the second attack.
Warcasting
When you choose this class, you gain these following benefits to spellcasting:
-You have advantage on Constitution saves to maintain concentration on spells.
-You can fulfil somatic components even if you have weapons or a shield in both hands.
-You don’t have disadvantage on ranged spell attack rolls against creatures within melee range.
Second Wind
You gain this feature at 2 level. You have an inner well of stamina that you can draw upon when you need it. You can use a bonus action to regain HP equal to 1d8 + your battlecaster level. You can’t use this feature until after you finish a long or short rest.
Action Surge
You can push yourself beyond normal limits. You may take one additional action. Once you use this feature, you can’t use this again until after you have finished a long or short rest. This increases to two uses at 8 level, three uses at 14 level, and four uses at 20 level.
Ability Score Increase
At 4 level, increase one ability score by 2, or two ability scores by 1 each. As normal, you can’t increase an ability score beyond 20. You gain this again at 8 level, 12 level, 16 level, and 19 level.
Extra Attack
Whenever you take the Attack action, you make two attacks instead of one. This increase to three at 14 level, and to four at 18 level.
Indomitable
Beginning at 11 level, whenever you fail a saving throw, you may reroll for one saving throw; you must use the new roll. Once you use this, you can’t use it again until you finish a long rest. You gain another use of this at 15 level and 19 level.
Combat Specialties
Many battlecasters specialize in a particular method of fighting which shapes their usage of spells. Whether it be with damaging spells or magically enhanced weapons, these deadly warriors make every combat encounter memorable. Four different Combat Specialties are listed here: the Arcane Defender, the Shadow Striker, the Stormbringer, and the Weapon Specialist. Other Combat Specialties will be released in the future (included is one such, the Death Slayer).
Arcane Defender
The Arcane Defender focuses on protecting and supporting allies as opposed to destroying the battlefield. They tend to favor the usage of abjuration spells, although spells from other schools of magic are also used.
Additional Spells Known
When you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character Level
Spells Learned
2
cure wounds, sanctuary
6
aid, mass healing word
10
aura of life, death ward
17
greater restoration, guards and wards
You learn additional spells as you advance in character level.
Arcane Protection
Whenever a creature that you see attacks a target other than yourself within 5 feet of you, you can use your reaction to cast shield on that target, without using a spell slot. You can use this feature up to a number of times equal to 1 + your Intelligence modifier. You regain all expended uses after you finish a long rest.
Zone of Protection
Beginning at 6 level, you can use your action to creature a 15-foot aura centered on you. All nonhostile creatures within the aura (including you) have advantage on all saving throws. The aura lasts for 1 minute, or until it is dispelled or dismissed as an action, or you are incapacitated or unconscious. Once used, you can’t use this feature until after you finish a long rest.
Greater Healing
Starting at 10 level, whenever you or any creature within 15 feet of you regains any HP by any means, you can use a bonus action to increase the amount of HP restored by an amount equal to 2d6 + your Intelligence modifier. This feature works on multiple targets, and can be used a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a long rest.
Improvement: Zone of Protection
At 17 level, the radius of your Zone of Protection increases to 30 feet. Additionally, the aura lasts for 5 minutes, or until dispelled, dismissed as an action, or you are unconscious.
Shadow Striker
The Shadow Striker enhance their damage output by mixing in a few of the Rogue’s features, including Sneak Attack. They don’t focus as much on spellcasting as the others, and when they do, they are more skewed towards Illusion and Enchantment.
Sneak Attack
Starting at 2 level, whenever you make with a finesse or ranged weapon attack, and you either have advantage on the attack roll or an ally within 5 feet of the target, and you don’t have disadvantage on the attack roll, the damage on a hit is increased by an amount equal to 1d6 + your Dexterity modifier.
Evasive Tactics
Also at 2 level, you gain advantage on Dexterity saving throws; and whenever you take damage from an attack, you can use your reaction to reduce the damage by an amount equal to 1d6 + your Dexterity modifier if you can see the attacker. You can use this feature up to a number of times equal to 1 + your Dexterity modifier. You regain all expended uses after you finish a short rest.
Improvement: Sneak Attack
Starting at 6 level, the additional damage dealt by your Sneak Attack increases to 2d6 + your Dexterity modifier. Additionally, if your target is surprised, your Sneak Attack instead deals extra damage equal to 2d10 + your Dexterity modifier.
Improvement: Evasive Tactics
Starting at 6 level, the amount of damage reduced by this feature increases to 2d6 + your Dexterity modifier, and you can use this feature up to a number of times equal to 2 + your Dexterity modifier.
Elusive
At 10 level, you have become so stealthy that most damaging effects are less effective against you. You gain proficiency in Dexterity saving throws.
Improvement: Sneak Attack
Starting at 17 level, the additional amount of damage dealt by your Sneak Attack increases to 4d6 + twice your Dexterity modifier, and the damage dealt to a surprised target increases to 3d12 + twice your Dexterity modifier.
Improvement: Evasive Tactics
Also starting at 17 level, the amount of damage reduced by this feature increases to 4d8 + your Dexterity modifier, and you can use this feature up to a number of times equal to 4 + your Dexterity modifier.
Stormbringer
The Stormbringer harnesses the power of natural elements and transforms them into intense sources of destruction. Evocation is their primary focus of spell usage.
Charge of the Storm
Beginning at 2 level, choose one elemental storm type: acid rain (acid), tornado (bludgeoning), blizzard (cold), fire storm (fire), lightning storm (lightning), sandstorm (slashing), or thunderstorm (thunder). Your weapon attacks deal an extra 1d6 damage of the chosen damage. You can only deal this damage a maximum of once per round. Your choice will apply to upcoming features.
Enhanced Spells
Also at 2 level, you choose one spell enhancement from the list below. Whenever you cast a spell or cantrip, you may use a bonus action to enhance the spell or cantrip cast. You get to choose another spell enhancement at 6 level, 10 level, and 17 level.
-Altered. Change a number of damage dice (up to an amount equal to your Intelligence modifier). You may change their damage types.
-Destructive. The spell deals an extra amount of damage equal to twice your Intelligence modifier.
-Distant. The range of the spell doubles. If the spell has a range of touch, it gains a range of 30 feet.
-Empowered. Reroll a number of damage dice (up to an amount equal to your Intelligence modifier); you must use the new rolls.
-Extended. The duration of the spell is doubled, to a maximum of 24 hours. This doesn’t affect spells that have a duration of instantaneous.
-Heightened. Choose 1 creature targeted by your spell. That creature has disadvantage on saving throws against your spell.
-Repeated. You can use the same spell again on your next turn, using your bonus action but not expending any spell slots, provided that it has a duration of instantaneous.
-Strengthened. Any creatures with vulnerability to the spell’s damage type takes 3 times the damage instead of twice as much damage, and resistance to the spell’s damage type doesn’t apply.
Raging Spells
Beginning at 6 level, you can use an action to enhance your next spell so that it either has advantage on attack rolls or creatures have disadvantage against the spell’s saving throws. If you do so, you can’t cast any spells or cantrips for the remainder of your turn. You can use this feature up to a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a long rest.
Intense Storm
Beginning at 17 level, you can use an action to create a 10-foot sphere centered on a point within 150 feet of you that you can see. Each creature that is within the sphere or is within 15 feet of it on their turn must make a saving throw, with disadvantage if within the sphere; taking 10d10 damage on a fail, or half as much on a success. The saving throws, damage types, and additional effects are listed below. As a bonus action on your turn, you may move the sphere up to 20 feet in any direction you want. The sphere lasts for 1 minute, or until it is dispelled or dismissed as an action. Once used, you can’t use this again until you have finished a long rest or expended a spell slot of 5 level or higher.
Storm Type
Saving Throw Type
Damage Type
Additional Effects
Acid Rain
Dexterity
Acid
Nonmagical wood or stone takes 2d6 acid damage on the next round. Nonmagical armor takes a permanent -1 penalty to AC, and is destroyed if its AC drops to 1- or a shield’s bonus drops to +0.
Blizzard
Constitution
Cold
Speed is reduced by 15 feet until the start of your next turn.
Fire Storm
Dexterity
Fire
Flammable objects not worn or carried are ignited and burn for 1d6 rounds or until destroyed, taking 2d6 fire damage per round it burns. The fire spreads around corners.
Lightning Storm
Dexterity
Lightning
No reactions can be taken by the target(s) until the end of their next turn on a failed save.
Sandstorm
Constitution
Slashing
Constitution save or be blinded until it is removed by magic such as lesser restoration or similar magic.
Thunderstorm
Constitution
Thunder
Targets are thrown back 20 feet on a failed save, and deafened until removed by lesser restoration or similar magic either way.
Tornado
Constitution
Bludgeoning
Strength save or be thrown 1d4x10 feet, taking 1d6 bludgeoning damage per 10 feet thrown. Constitution save on landing or be prone and stunned.
Weapon Specialist
The Weapon Specialist emphasizes weapon attacks, boosting their damage output with spells; however, they also focus on survivability as well. Evocation and transmutation spells are common choices for these experts, with a few abjuration spells to round them out.
Weapon Specialty
At 2 level, choose one melee weapon with which you have proficiency. You gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down) whenever you attack with the chosen weapon. Your choice will apply to upcoming features.
Additional Spells Known
When you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character Level
Spells Learned
2
searing smite, wrathful smite
6
branding smite, magic weapon
10
fire shield, staggering smite
17
banishing smite, blade barrier
You learn additional spells as you advance in character level.
Weapon Mastery
Beginning at 6 level, while you are holding your chosen weapon, you gain a +1 bonus to AC. Additionally, you get to choose one of the following Damaging Attack features below. You get to choose another one at 17 level.
-Armor Breaker. Whenever you hit a creature with your chosen weapon that has armor of any sort, you deal an extra 1d8 of the weapon’s damage type. You can only add this damage once per round.
-Crushing Blow. Whenever you hit with your chosen weapon and your target is missing any HP, you deal an extra 1d10 of the weapon’s damage type. If you land a critical hit, you instead roll one additional damage die, in addition to the doubled amount of damage dice for a critical hit. You can only add this damage once per round.
-Deflect Attack. While you are holding your chosen weapon and you are hit with a weapon attack, you can use your reaction to reduce the damage taken by an amount equal to 1d8 + your Intelligence modifier. You must be able to see the attacker.
-Parry. While you are holding your chosen weapon and you are targeted by a weapon attack, you can use your reaction to add a +3 bonus to your AC. This feature doesn’t work on critical hits. You must be able to see the attacker.
-Swift Attack. While you are holding your chosen weapon, after you take the Attack action, you may use a bonus action to make one weapon attack with the chosen damage, and it deals an additional amount of damage equal to your Dexterity modifier.
Defensive Tactics
At 10 level, you can choose 1 Defensive Tactic. You can use it a number of times = your proficiency bonus; recharges on a short rest:
Retaliation. When a creature within 5 feet of you attacks you (regardless of a hit), you can use your reaction to make an attack against it.
Multiattack Defense. When a creature hits you with a melee attack, you can use your reaction to make all future melee attacks against you until the start of your next turn have disadvantage.
Hard to Hurt. When you take damage, you can use your reaction to reduce all damage you take until the start of your next turn by an amount = your DEX mod + your proficiency bonus.
Reversal. When a creature makes a melee attack against you, you can use your reaction to contest it with your weapon attack roll, using your stats. On a success, you take no damage, and instead deal damage your attacker, regardless of AC.
Death Slayer
Battlecasters that choose this combat specialty focus heavily on dealing maximum damage to enemies, mainly by use of necromantic spells in addition to evocation. Some of this specialty even strive to control the energy of life or cheat death.
Additional Spells Known
When you choose this combat specialty, you learn the chill touch cantrip. Additionally, when you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character level
Spells Known
2
cure wounds, inflict wounds
6
aid, blindness/deafness
10
death ward, blight
17
resurrection, finger of death
Life Transfer
Beginning at 2 level, when you deal necrotic damage to another creature, you regain HP equal to ½ the damage dealt (this also applies to critical hits).
Weapon of Death
At 6 level, whenever you deal bludgeoning, piercing, or slashing damage, you may deal necrotic damage instead. Also, you can use your Intelligence modifier for attack and damage rolls for weapon attacks.
Improvement: Life Transfer
At 10 level, the amount of HP you regain with your Life Transfer feature increases to an amount equal to the damage dealt.
The Slayer’s Blade
At 17 level, you can use an action to endow your weapon with the full power of death itself. The endowed weapon is now magic and has the Light and Thrown (range 20/60 feet) properties and returns to your hand if it isn’t. When you hit a creature with this weapon, the weapon deals its normal damage, then the target must succeed on a Charisma saving throw or take necrotic damage equal to 2d10 + your INT modifier and be affected by its necrotic energy. While it is affected this way, a creature can’t regain any HP by any means, takes an extra 2d10 damage when it takes damage, and any immunities it had don’t function. The weapon transformation lasts for 1 minute, or until you dismiss it as an action. The weapon effects last for 1 minute or until the target dies; after which, the effects end. If the target dies before then, you regain HP = 4d10 + your INT mod; any in excess of your HP Maximum become temporary HP. You can use this feature up to a number of times equal to your Intelligence modifier, and you regain all expended uses after you finish a long rest, or if you expend a spell slot of 5 level or higher. For each level of spell slot expended, the damage dealt increases by 1d10, and the hit points regained increases by 1d10 per level of spell slot expended above 1.
sorry if it clogs up the thread :) I have one more subclass that I'll upload to this when I can
Rollback Post to RevisionRollBack
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
My problem with Wizards' new classes is that they tend to just be extra types of spellcaster in an already wildly high-magic setting.
I see why people wanted the Artificer and Mystic because those things already existed in previous editions of D&D. Even the Astral Self monk could be really fun for a Gith character in a Limbo adventure, punching elementals and Slaads into fireworks. But for me personally having too many wacky demigods running around causes a "superman effect" where relating the PCs to ordinary mortals is difficult. Why worry about poisoned daggers and feudal politics in an intrigue campaign when half of your party can talk to gods or make it rain meteors?
Currently, we have only 3 classes which feature truly martial subclasses: Barbarian, Fighter, and Rogue. The Monk almost fits the bill. Someone mentioned reintroducing the "warlord" class on a previous page - which has precedent in 4e. Seems like a great idea for a martial class where Charisma and roleplay actually matter, like a cross between the Battlemaster Fighter and Valor Bard.
It also has a lot of potential for subclassing based on leadership style - warlords might be specialize into a Tyrant (intimidation and no-mercy type tactics), or a King Arthur type righteous leader (persuasion, defensive buffs, bonuses against evil monsters/NPCS), or a Master Thief (deception, buffs to sneak attacks and stealth), or a Swordmaster (grants unique maneuvers to allies based on weapon type). For magical Warlord subclasses, archmages and religious leaders are options too.
Going further outside the mainstream, for renaissance or swashbuckling type settings there are currently no options for a dedicated firearm-based martial class. Yes, TCoE is rumored to have the artillery artificer, but if it's anything like UA it'll be a very "gamey" engineer type mage which crafts wands and turrets, which isn't exactly a fit. The rules around guns could generally use a bit more expansion and balance IMO. If not, there's currently no real options for a nonmagical healer or bard type - a plague doctor or jester archetype might fit these categories.
For subclasses, we could use a non-spellcasting Paladin, or a Ranger that substitutes spells for constructing traps. A tarzan-inspired Monk who mixes acrobatic attacks with grappling and improvised weapons, and has abilities based on Animal Handling, would also be cool.
Mind you, I have nothing against high magic for those who want it, but different options are nice. I know there are a lot of "low fantasy" RPGs besides DnD I could switch to, but not many of them have the mechanical elegance and popularity that 5e have.
A Mystic class (i.e. A pure psion class). Putting out a archetype like the Soul Blade and/or the Psi Knight was stupid, in my opinion, without putting out a pure psion at the same time. Being unable to create classes on DnDBeyond hasn't helped.
At this time, my players who still use the UA Mystic class cannot use DnDBeyond to create their character. I have ONE player who uses plays a multiclassed Kalashtar Sould Knife/Psi Knight in the role of a pure psion.
I have two other players who have tried both those classes for a session or two then rerolled. Both of them, and I myself, have played psions in past editions, and would love to see a pure psion class.
Rollback Post to RevisionRollBack
Watch your back, conserve your ammo, and NEVER cut a deal with a dragon!
I agree that a Psionic class would be much appreciated. I also still want a half-caster Arcane sword age type class, a Martial support class like the Warlord, and a class (or at least more subclasses) dedicated to creature companions or summons.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
A class that solely focuses on fire, flamethrower, alchemist’s fire, that stuff. They would make more effective alchemist’s fire, they would make land mines, and grenades, flamethrowers. They would get some ability that negates resistance to fire damage (and bludgeoning and piercing, but only for land mines and grenades) it would get better as they level up, I think the level 20 ability would be that creatures have WEAKNESS against your damage, not ALL damage, just land mines grenades and flamethrowers etc. ooooh new idea, eventually they would be granted resistance against damage done from there devices! They could also give resistance to a select amount of people in the blast (probably teammates). “demolition expert” would be the name.
subclasses could include: pyrotechnics, straight up demolition (this would be the “champion” subclass of this class), pyromaniac.
the most unique part is that they don’t have spell casting! You were probably thinking “this just sounds like a new artificer subclass *grumble*grumble*” but it isn’t! They make entirely new stuff, they DON’T cast spells, they focus solely upon wreaking havoc, not playing the “kinda support, kinda damage” role, they would have d10 hit die they would be tanky, they would blow everything up with no regard for their personal health (or anyone else’s, for that matter)
A class that solely focuses on fire, flamethrower, alchemist’s fire, that stuff. They would make more effective alchemist’s fire, they would make land mines, and grenades, flamethrowers. They would get some ability that negates resistance to fire damage (and bludgeoning and piercing, but only for land mines and grenades) it would get better as they level up, I think the level 20 ability would be that creatures have WEAKNESS against your damage, not ALL damage, just land mines grenades and flamethrowers etc. ooooh new idea, eventually they would be granted resistance against damage done from there devices! They could also give resistance to a select amount of people in the blast (probably teammates). “demolition expert” would be the name.
subclasses could include: pyrotechnics, straight up demolition (this would be the “champion” subclass of this class), pyromaniac.
the most unique part is that they don’t have spell casting! You were probably thinking “this just sounds like a new artificer subclass *grumble*grumble*” but it isn’t! They make entirely new stuff, they DON’T cast spells, they focus solely upon wreaking havoc, not playing the “kinda support, kinda damage” role, they would have d10 hit die they would be tanky, they would blow everything up with no regard for their personal health (or anyone else’s, for that matter)
Yeah, sorry to say this, but this sounds a lot like the Artillerist subclass for the Artificer. They already get a "flamethrower" from their Eldritch Turret, get access to the Fireball, Create Bonfire, Fire Bolt, Heat Metal, Pyrotechnics, Scorching Ray, and Wall of Fire spells, and the ability to explode their Eldritch Turrets (at level 9).
You can just reflavor the magic as inventions, which is what the Artificer class tells you to do in the first place. You don't have to do any support if you don't want to, nothing is forcing you to take the support spells or THP Eldritch Turret. The "blow up everything with no regard for personal health" is a roleplay aspect, not a part of the class features. Class features don't force roleplay like that.
If you want to be tanky, wear medium armor, have a shield, and have a high CON. Artificers are supposed to do both of those already. If you want heavy armor, there is the Heavily Armored feat.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
A class that solely focuses on fire, flamethrower, alchemist’s fire, that stuff. They would make more effective alchemist’s fire, they would make land mines, and grenades, flamethrowers. They would get some ability that negates resistance to fire damage (and bludgeoning and piercing, but only for land mines and grenades) it would get better as they level up, I think the level 20 ability would be that creatures have WEAKNESS against your damage, not ALL damage, just land mines grenades and flamethrowers etc. ooooh new idea, eventually they would be granted resistance against damage done from there devices! They could also give resistance to a select amount of people in the blast (probably teammates). “demolition expert” would be the name.
subclasses could include: pyrotechnics, straight up demolition (this would be the “champion” subclass of this class), pyromaniac.
the most unique part is that they don’t have spell casting! You were probably thinking “this just sounds like a new artificer subclass *grumble*grumble*” but it isn’t! They make entirely new stuff, they DON’T cast spells, they focus solely upon wreaking havoc, not playing the “kinda support, kinda damage” role, they would have d10 hit die they would be tanky, they would blow everything up with no regard for their personal health (or anyone else’s, for that matter)
Yeah, sorry to say this, but this sounds a lot like the Artillerist subclass for the Artificer. They already get a "flamethrower" from their Eldritch Turret, get access to the Fireball, Create Bonfire, Fire Bolt, Heat Metal, Pyrotechnics, Scorching Ray, and Wall of Fire spells, and the ability to explode their Eldritch Turrets (at level 9).
You can just reflavor the magic as inventions, which is what the Artificer class tells you to do in the first place. You don't have to do any support if you don't want to, nothing is forcing you to take the support spells or THP Eldritch Turret. The "blow up everything with no regard for personal health" is a roleplay aspect, not a part of the class features. Class features don't force roleplay like that.
If you want to be tanky, wear medium armor, have a shield, and have a high CON. Artificers are supposed to do both of those already. If you want heavy armor, there is the Heavily Armored feat.
Yeah, I thought something like this was going to happen. I don’t want a argument I was just putting my thoughts in the forum, but they have at least SOME unique features, they make land mines, and alchemist’s fire. They would have some fire resistance negation. I dunno I thought I would put in a idea.
It's bound to happen when someone posts an idea that seems redundant and feasible with the current ruleset.
Alchemist's Fire should be fairly easy for any PC with proficiency in Alchemist's Tools to make (which you can easily get as an artificer). Xanathar's Guide to Everything has rules for making Alchemist's Fire using Alchemist's Tools here, which lets you do it as part of a long rest.
If you want to negate fire resistance, there's the Elemental Adept feat in the PHB that you can easily take to ignore fire resistance. It even lets you replace all fire damage rolls of 1 with a 2.
Alternatively, if you don't want to give up a feat to negate fire damage and are patient, you can wait until level 13 to get access to the elemental bane spell, which lets you deal extra fire damage when you hit someone with an attack/spell that deals fire damage, and takes away their fire damage resistance while you concentrate on the spell. This would allow you not only to ignore their fire resistance for your spells, eldritch turrets, and alchemist's fire, but would also allow your allies to deal fire damage to it.
It's a nice idea, and would be a cool character, but it doesn't need a class or even a subclass. You can accomplish it easily with the current rules.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Yeah, a fire mage is very easy to create with the current subclass options. Fiend Warlock, Evocation Wizard that focuses on fire spells, Light Cleric, Wildfire Druid, Artillerist Artificer, Dragon Sorcerer, or the two UA Sorcerers (Phoenix and Pyromancer) can all be pretty efficient pyro casters.
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
In this vein of ideas, I think a Trapper artificer would be pretty cool. Mines, tripwire, deployable walls, alarms, razor wire, and a bunch of other defenses. Maybe they gives buffs to targets in cover, and reward preparation.
Rollback Post to RevisionRollBack
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
I like that! And for everyone telling me that my idea doesn’t need a class, I agree it doesn’t really need its own class, it’s just nice to be able to have the whole “vibe” at first level instead of using a bunch of feats and multiclassing.
It would be cool to have an Antipaladin class. This would basically be my fix for the Oathbreaker paladin, which is way too restrictive IMO. Why do all paladins that break their oath suddenly gain an affinity for controlling/creating undead? It just doesn't make sense to me.
What I would do is make the base Antipaladin class have pretty much the same amount of features as the Paladin, but reversed. (For example; Divine Smite would be replaced with Unholy Smite, and it would do necrotic damage instead of radiant damage and deal an extra 1d8 damage to celestials and fey instead of to fiends and undead. Lay on Hands could be replaced with a feature similar to Inflict Wounds. Divine Health could be replaced with a feature that makes you immune to poison.)
Then, there would be subclasses that were the opposite of all of the paladin subclasses, which is what a paladin of that original oath would become if they broke their oath. The Oath of Devotion's opposite subclass would focus on breaking down the protections of others, restraining them with spells like hold person and hold monster, and channeling dark energy. The opposite of the Oath of the Watchers would focus on allowing extraplanar creatures get into the world, help hide them, and summon fiends/aberrations/shadowspawn. The opposite of the Oath of the Ancients would focus on destroying nature through spells like inflict wounds, blight, and animate dead.
Any thoughts?
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I like that! And for everyone telling me that my idea doesn’t need a class, I agree it doesn’t really need its own class, it’s just nice to be able to have the whole “vibe” at first level instead of using a bunch of feats and multiclassing.
I get that, but you don't need to multiclass and don't need to take a "bunch of feats". You just need one feat. Artillerists and the base Artificer solves the rest of the ideas you wanted by having Elemental Bane on the Artificer spell list, giving you flamethrowers and "land mines" (exploding Eldritch Turrets), and the ability to make Alchemist's Fire by taking proficiency with Alchemist's Supplies through your free Artisan's Tool proficiency as a level one artificer.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
It would be cool to have an Antipaladin class. This would basically be my fix for the Oathbreaker paladin, which is way too restrictive IMO. Why do all paladins that break their oath suddenly gain an affinity for controlling/creating undead? It just doesn't make sense to me.
What I would do is make the base Antipaladin class have pretty much the same amount of features as the Paladin, but reversed. (For example; Divine Smite would be replaced with Unholy Smite, and it would do necrotic damage instead of radiant damage and deal an extra 1d8 damage to celestials and fey instead of to fiends and undead. Lay on Hands could be replaced with a feature similar to Inflict Wounds. Divine Health could be replaced with a feature that makes you immune to poison.)
Then, there would be subclasses that were the opposite of all of the paladin subclasses, which is what a paladin of that original oath would become if they broke their oath. The Oath of Devotion's opposite subclass would focus on breaking down the protections of others, restraining them with spells like hold person and hold monster, and channeling dark energy. The opposite of the Oath of the Watchers would focus on allowing extraplanar creatures get into the world, help hide them, and summon fiends/aberrations/shadowspawn. The opposite of the Oath of the Ancients would focus on destroying nature through spells like inflict wounds, blight, and animate dead.
Any thoughts?
I love it! What would be the opposite of oath of conquest?
I like that! And for everyone telling me that my idea doesn’t need a class, I agree it doesn’t really need its own class, it’s just nice to be able to have the whole “vibe” at first level instead of using a bunch of feats and multiclassing.
I get that, but you don't need to multiclass and don't need to take a "bunch of feats". You just need one feat. Artillerists and the base Artificer solves the rest of the ideas you wanted by having Elemental Bane on the Artificer spell list, giving you flamethrowers and "land mines" (exploding Eldritch Turrets), and the ability to make Alchemist's Fire by taking proficiency with Alchemist's Supplies through your free Artisan's Tool proficiency as a level one artificer.
Yeah, I give up. I still seems like a cool idea to me, but you have all proved that it is not necessary.
it’s funny that we also seem to keep posting at the same time.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So, kind of like like?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Here's the updated version:
This should work; I planned it so it would be fairly balanced. This covers it all the way up to 20th level. Hope you enjoy!
The battlecaster is more of a spellcasting fighter than a fighting spellcaster, but high damage output and survivability in less-than-ideal conditions are major aspects of this class. With a balanced combination of the fighter’s features and most of the wizard’s spellcasting capabilities, the battlecaster is powerful enough a spellcaster to deal high damage with spells, but resilient enough to wade into melee when necessary. [and not go splat as I've seen so many wizards and such do when hurt. :) I'm serious ]
Building a battlecaster: Constitution should be your highest stat, and Intelligence as your next-highest. The battlecaster focuses heavily on spellcasting and survivability under less-than-ideal conditions.
My suggestions: The background should be either sage or soldier. For cantrips: blade ward, light, ray of frost, and fire bolt sound like good options. For spells: either shield or absorb elements, and something like catapult or chromatic orb, perhaps. You don't get many spells, but running out of spell slots shouldn't be too much of a problem at higher levels. If not, then one damage spell and one protection/utility spell, and two damage cantrips, and two utility/protection cantrips would work.
Battlecaster
The battlecaster is more of a spellcasting fighter than a fighting spellcaster, but high damage output and survivability in less-than-ideal conditions are major aspects of this class. With a balanced combination of the fighter’s features and most of the wizard’s spellcasting capabilities, the battlecaster is powerful enough a spellcaster to deal high damage with spells, but resilient enough to wade into melee when necessary.
Building a battlecaster: Constitution should be your highest stat, and Intelligence as your next-highest. The battlecaster focuses heavily on spellcasting and survivability under less-than-ideal conditions.
Class Features:
Your battlecaster character has the following class features.
Hit Points
Hit Dice: 1d8 per battlecaster level
Hit Points at 1 level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per battlecaster level after 1
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Medicine, Perception, Stealth, and Survival
Equipment
You gain the following equipment, in addition to the equipment granted by your background:
-(a) scale mail armor, (b) chain shirt, or (c) leather armor
-one martial melee weapon and (a) a shield or (b) any simple weapon
-(a) a light crossbow and 20 bolts or (b) any simple weapon
-(a) arcane focus or (b) component pouch
-(a) dungeoneer’s pack or (b) explorer’s pack
The Battlecaster
Character Level
Features
1
Fighting Style, Spellcasting, Warcasting
2
Combat Specialty, Combat Specialty feature, Second Wind
3
Action Surge (one use)
4
Ability Score Increase
5
Extra Attack
6
Combat Specialty feature
7
-
8
Ability Score Increase, Action Surge (two uses)
9
-
10
Combat Specialty feature
11
Indomitable (one use)
12
Ability Score Increase
13
-
14
Extra Attack, Action Surge (three uses)
15
Fighting Style, Indomitable (two uses)
16
Ability Score Increase
17
Combat Specialty feature
18
Extra Attack
19
Ability Score Increase, Indomitable (three uses)
20
Action Surge (four uses)
Spellcasting
The rules that you use for spellcasting as a battlecaster is the same as that of the sorcerer; you know a certain number of spells that you can change after you finish a long rest. This takes time to memorize the words, materials and movements necessary for each spell; 1 minute per spell level.
Battlecaster Spell List
You use the Wizard spell list for your spell and cantrips. Intelligence is your spellcasting ability, and you use it to determine the attack bonus and the DC for saves against your spells.
The Battlecaster: Spell Slots
Character Level
Cantrips Known
Spells Known
1 level
2 level
3 level
4 level
5 level
6 level
7 level
1
3
2
2
-
-
-
-
-
-
2
3
3
3
-
-
-
-
-
-
3
3
4
4
1
-
-
-
-
-
4
3
5
4
2
-
-
-
-
-
5
4
6
4
3
-
-
-
-
-
6
4
7
4
3
1
-
-
-
-
7
4
8
4
3
2
-
-
-
-
8
4
9
4
3
3
-
-
-
-
9
4
10
4
3
3
1
-
-
-
10
5
11
4
3
3
2
-
-
-
11
5
11
5
3
3
3
-
-
-
12
5
12
5
3
3
3
1
-
-
13
5
13
5
3
3
3
2
-
-
14
5
14
5
3
3
3
3
-
-
15
5
15
5
3
3
3
3
1
-
16
6
16
5
3
3
3
3
2
-
17
6
17
5
4
3
3
3
3
-
18
6
18
5
4
3
3
3
3
1
19
6
19
5
4
3
3
3
3
2
20
6
20
5
4
3
3
3
3
3
Battlecaster Features
You gain the following features as a battlecaster.
Fighting Style
Choose a fighting style from the list below. Once you choose, you can’t choose it again, even if you get to choose later. You get to choose another one at 15 level.
Defensive: You get a +1 bonus to AC when you wear armor.
Dueling: You get a +2 bonus to damage rolls with a melee weapon you are wielding in one hand and no other weapons.
Protection: When an attacker attacks a target other than you within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.
Two Weapon Fighting: When you engage in two weapon fighting, you can add the attack modifier to the damage of the second attack.
Warcasting
When you choose this class, you gain these following benefits to spellcasting:
-You have advantage on Constitution saves to maintain concentration on spells.
-You can fulfil somatic components even if you have weapons or a shield in both hands.
-You don’t have disadvantage on ranged spell attack rolls against creatures within melee range.
Second Wind
You gain this feature at 2 level. You have an inner well of stamina that you can draw upon when you need it. You can use a bonus action to regain HP equal to 1d8 + your battlecaster level. You can’t use this feature until after you finish a long or short rest.
Action Surge
You can push yourself beyond normal limits. You may take one additional action. Once you use this feature, you can’t use this again until after you have finished a long or short rest. This increases to two uses at 8 level, three uses at 14 level, and four uses at 20 level.
Ability Score Increase
At 4 level, increase one ability score by 2, or two ability scores by 1 each. As normal, you can’t increase an ability score beyond 20. You gain this again at 8 level, 12 level, 16 level, and 19 level.
Extra Attack
Whenever you take the Attack action, you make two attacks instead of one. This increase to three at 14 level, and to four at 18 level.
Indomitable
Beginning at 11 level, whenever you fail a saving throw, you may reroll for one saving throw; you must use the new roll. Once you use this, you can’t use it again until you finish a long rest. You gain another use of this at 15 level and 19 level.
Combat Specialties
Many battlecasters specialize in a particular method of fighting which shapes their usage of spells. Whether it be with damaging spells or magically enhanced weapons, these deadly warriors make every combat encounter memorable. Four different Combat Specialties are listed here: the Arcane Defender, the Shadow Striker, the Stormbringer, and the Weapon Specialist. Other Combat Specialties will be released in the future (included is one such, the Death Slayer).
Arcane Defender
The Arcane Defender focuses on protecting and supporting allies as opposed to destroying the battlefield. They tend to favor the usage of abjuration spells, although spells from other schools of magic are also used.
Additional Spells Known
When you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character Level
Spells Learned
2
cure wounds, sanctuary
6
aid, mass healing word
10
aura of life, death ward
17
greater restoration, guards and wards
You learn additional spells as you advance in character level.
Arcane Protection
Whenever a creature that you see attacks a target other than yourself within 5 feet of you, you can use your reaction to cast shield on that target, without using a spell slot. You can use this feature up to a number of times equal to 1 + your Intelligence modifier. You regain all expended uses after you finish a long rest.
Zone of Protection
Beginning at 6 level, you can use your action to creature a 15-foot aura centered on you. All nonhostile creatures within the aura (including you) have advantage on all saving throws. The aura lasts for 1 minute, or until it is dispelled or dismissed as an action, or you are incapacitated or unconscious. Once used, you can’t use this feature until after you finish a long rest.
Greater Healing
Starting at 10 level, whenever you or any creature within 15 feet of you regains any HP by any means, you can use a bonus action to increase the amount of HP restored by an amount equal to 2d6 + your Intelligence modifier. This feature works on multiple targets, and can be used a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a long rest.
Improvement: Zone of Protection
At 17 level, the radius of your Zone of Protection increases to 30 feet. Additionally, the aura lasts for 5 minutes, or until dispelled, dismissed as an action, or you are unconscious.
Shadow Striker
The Shadow Striker enhance their damage output by mixing in a few of the Rogue’s features, including Sneak Attack. They don’t focus as much on spellcasting as the others, and when they do, they are more skewed towards Illusion and Enchantment.
Sneak Attack
Starting at 2 level, whenever you make with a finesse or ranged weapon attack, and you either have advantage on the attack roll or an ally within 5 feet of the target, and you don’t have disadvantage on the attack roll, the damage on a hit is increased by an amount equal to 1d6 + your Dexterity modifier.
Evasive Tactics
Also at 2 level, you gain advantage on Dexterity saving throws; and whenever you take damage from an attack, you can use your reaction to reduce the damage by an amount equal to 1d6 + your Dexterity modifier if you can see the attacker. You can use this feature up to a number of times equal to 1 + your Dexterity modifier. You regain all expended uses after you finish a short rest.
Improvement: Sneak Attack
Starting at 6 level, the additional damage dealt by your Sneak Attack increases to 2d6 + your Dexterity modifier. Additionally, if your target is surprised, your Sneak Attack instead deals extra damage equal to 2d10 + your Dexterity modifier.
Improvement: Evasive Tactics
Starting at 6 level, the amount of damage reduced by this feature increases to 2d6 + your Dexterity modifier, and you can use this feature up to a number of times equal to 2 + your Dexterity modifier.
Elusive
At 10 level, you have become so stealthy that most damaging effects are less effective against you. You gain proficiency in Dexterity saving throws.
Improvement: Sneak Attack
Starting at 17 level, the additional amount of damage dealt by your Sneak Attack increases to 4d6 + twice your Dexterity modifier, and the damage dealt to a surprised target increases to 3d12 + twice your Dexterity modifier.
Improvement: Evasive Tactics
Also starting at 17 level, the amount of damage reduced by this feature increases to 4d8 + your Dexterity modifier, and you can use this feature up to a number of times equal to 4 + your Dexterity modifier.
Stormbringer
The Stormbringer harnesses the power of natural elements and transforms them into intense sources of destruction. Evocation is their primary focus of spell usage.
Charge of the Storm
Beginning at 2 level, choose one elemental storm type: acid rain (acid), tornado (bludgeoning), blizzard (cold), fire storm (fire), lightning storm (lightning), sandstorm (slashing), or thunderstorm (thunder). Your weapon attacks deal an extra 1d6 damage of the chosen damage. You can only deal this damage a maximum of once per round. Your choice will apply to upcoming features.
Enhanced Spells
Also at 2 level, you choose one spell enhancement from the list below. Whenever you cast a spell or cantrip, you may use a bonus action to enhance the spell or cantrip cast. You get to choose another spell enhancement at 6 level, 10 level, and 17 level.
-Altered. Change a number of damage dice (up to an amount equal to your Intelligence modifier). You may change their damage types.
-Destructive. The spell deals an extra amount of damage equal to twice your Intelligence modifier.
-Distant. The range of the spell doubles. If the spell has a range of touch, it gains a range of 30 feet.
-Empowered. Reroll a number of damage dice (up to an amount equal to your Intelligence modifier); you must use the new rolls.
-Extended. The duration of the spell is doubled, to a maximum of 24 hours. This doesn’t affect spells that have a duration of instantaneous.
-Heightened. Choose 1 creature targeted by your spell. That creature has disadvantage on saving throws against your spell.
-Repeated. You can use the same spell again on your next turn, using your bonus action but not expending any spell slots, provided that it has a duration of instantaneous.
-Strengthened. Any creatures with vulnerability to the spell’s damage type takes 3 times the damage instead of twice as much damage, and resistance to the spell’s damage type doesn’t apply.
Raging Spells
Beginning at 6 level, you can use an action to enhance your next spell so that it either has advantage on attack rolls or creatures have disadvantage against the spell’s saving throws. If you do so, you can’t cast any spells or cantrips for the remainder of your turn. You can use this feature up to a number of times equal to your Intelligence modifier. You regain all expended uses after you finish a long rest.
Intense Storm
Beginning at 17 level, you can use an action to create a 10-foot sphere centered on a point within 150 feet of you that you can see. Each creature that is within the sphere or is within 15 feet of it on their turn must make a saving throw, with disadvantage if within the sphere; taking 10d10 damage on a fail, or half as much on a success. The saving throws, damage types, and additional effects are listed below. As a bonus action on your turn, you may move the sphere up to 20 feet in any direction you want. The sphere lasts for 1 minute, or until it is dispelled or dismissed as an action. Once used, you can’t use this again until you have finished a long rest or expended a spell slot of 5 level or higher.
Storm Type
Saving Throw Type
Damage Type
Additional Effects
Acid Rain
Dexterity
Acid
Nonmagical wood or stone takes 2d6 acid damage on the next round. Nonmagical armor takes a permanent -1 penalty to AC, and is destroyed if its AC drops to 1- or a shield’s bonus drops to +0.
Blizzard
Constitution
Cold
Speed is reduced by 15 feet until the start of your next turn.
Fire Storm
Dexterity
Fire
Flammable objects not worn or carried are ignited and burn for 1d6 rounds or until destroyed, taking 2d6 fire damage per round it burns. The fire spreads around corners.
Lightning Storm
Dexterity
Lightning
No reactions can be taken by the target(s) until the end of their next turn on a failed save.
Sandstorm
Constitution
Slashing
Constitution save or be blinded until it is removed by magic such as lesser restoration or similar magic.
Thunderstorm
Constitution
Thunder
Targets are thrown back 20 feet on a failed save, and deafened until removed by lesser restoration or similar magic either way.
Tornado
Constitution
Bludgeoning
Strength save or be thrown 1d4x10 feet, taking 1d6 bludgeoning damage per 10 feet thrown. Constitution save on landing or be prone and stunned.
Weapon Specialist
The Weapon Specialist emphasizes weapon attacks, boosting their damage output with spells; however, they also focus on survivability as well. Evocation and transmutation spells are common choices for these experts, with a few abjuration spells to round them out.
Weapon Specialty
At 2 level, choose one melee weapon with which you have proficiency. You gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded down) whenever you attack with the chosen weapon. Your choice will apply to upcoming features.
Additional Spells Known
When you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character Level
Spells Learned
2
searing smite, wrathful smite
6
branding smite, magic weapon
10
fire shield, staggering smite
17
banishing smite, blade barrier
You learn additional spells as you advance in character level.
Weapon Mastery
Beginning at 6 level, while you are holding your chosen weapon, you gain a +1 bonus to AC. Additionally, you get to choose one of the following Damaging Attack features below. You get to choose another one at 17 level.
-Armor Breaker. Whenever you hit a creature with your chosen weapon that has armor of any sort, you deal an extra 1d8 of the weapon’s damage type. You can only add this damage once per round.
-Crushing Blow. Whenever you hit with your chosen weapon and your target is missing any HP, you deal an extra 1d10 of the weapon’s damage type. If you land a critical hit, you instead roll one additional damage die, in addition to the doubled amount of damage dice for a critical hit. You can only add this damage once per round.
-Deflect Attack. While you are holding your chosen weapon and you are hit with a weapon attack, you can use your reaction to reduce the damage taken by an amount equal to 1d8 + your Intelligence modifier. You must be able to see the attacker.
-Parry. While you are holding your chosen weapon and you are targeted by a weapon attack, you can use your reaction to add a +3 bonus to your AC. This feature doesn’t work on critical hits. You must be able to see the attacker.
-Swift Attack. While you are holding your chosen weapon, after you take the Attack action, you may use a bonus action to make one weapon attack with the chosen damage, and it deals an additional amount of damage equal to your Dexterity modifier.
Defensive Tactics
At 10 level, you can choose 1 Defensive Tactic. You can use it a number of times = your proficiency bonus; recharges on a short rest:
Retaliation. When a creature within 5 feet of you attacks you (regardless of a hit), you can use your reaction to make an attack against it.
Multiattack Defense. When a creature hits you with a melee attack, you can use your reaction to make all future melee attacks against you until the start of your next turn have disadvantage.
Hard to Hurt. When you take damage, you can use your reaction to reduce all damage you take until the start of your next turn by an amount = your DEX mod + your proficiency bonus.
Reversal. When a creature makes a melee attack against you, you can use your reaction to contest it with your weapon attack roll, using your stats. On a success, you take no damage, and instead deal damage your attacker, regardless of AC.
Death Slayer
Battlecasters that choose this combat specialty focus heavily on dealing maximum damage to enemies, mainly by use of necromantic spells in addition to evocation. Some of this specialty even strive to control the energy of life or cheat death.
Additional Spells Known
When you choose this combat specialty, you learn the chill touch cantrip. Additionally, when you choose this Combat Specialty, you learn more spells to use. These spells you always have known, and they don’t count against any spells known. If the spell isn’t on the Battlecaster spell list, it is nevertheless a battlecaster spell for you.
Character level
Spells Known
2
cure wounds, inflict wounds
6
aid, blindness/deafness
10
death ward, blight
17
resurrection, finger of death
Life Transfer
Beginning at 2 level, when you deal necrotic damage to another creature, you regain HP equal to ½ the damage dealt (this also applies to critical hits).
Weapon of Death
At 6 level, whenever you deal bludgeoning, piercing, or slashing damage, you may deal necrotic damage instead. Also, you can use your Intelligence modifier for attack and damage rolls for weapon attacks.
Improvement: Life Transfer
At 10 level, the amount of HP you regain with your Life Transfer feature increases to an amount equal to the damage dealt.
The Slayer’s Blade
At 17 level, you can use an action to endow your weapon with the full power of death itself. The endowed weapon is now magic and has the Light and Thrown (range 20/60 feet) properties and returns to your hand if it isn’t. When you hit a creature with this weapon, the weapon deals its normal damage, then the target must succeed on a Charisma saving throw or take necrotic damage equal to 2d10 + your INT modifier and be affected by its necrotic energy. While it is affected this way, a creature can’t regain any HP by any means, takes an extra 2d10 damage when it takes damage, and any immunities it had don’t function. The weapon transformation lasts for 1 minute, or until you dismiss it as an action. The weapon effects last for 1 minute or until the target dies; after which, the effects end. If the target dies before then, you regain HP = 4d10 + your INT mod; any in excess of your HP Maximum become temporary HP. You can use this feature up to a number of times equal to your Intelligence modifier, and you regain all expended uses after you finish a long rest, or if you expend a spell slot of 5 level or higher. For each level of spell slot expended, the damage dealt increases by 1d10, and the hit points regained increases by 1d10 per level of spell slot expended above 1.
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
The gish looks cool; the name could be better, but I don't know how. Half-caster? [that is, spells up to 5th level, like paladins]
The battlecaster is either a 2/3 or 3/4 caster [up to 7th level spells]
Rogue Shadow, the DM (and occasional) PC with schemes of inventive thinking
My problem with Wizards' new classes is that they tend to just be extra types of spellcaster in an already wildly high-magic setting.
I see why people wanted the Artificer and Mystic because those things already existed in previous editions of D&D. Even the Astral Self monk could be really fun for a Gith character in a Limbo adventure, punching elementals and Slaads into fireworks. But for me personally having too many wacky demigods running around causes a "superman effect" where relating the PCs to ordinary mortals is difficult. Why worry about poisoned daggers and feudal politics in an intrigue campaign when half of your party can talk to gods or make it rain meteors?
Currently, we have only 3 classes which feature truly martial subclasses: Barbarian, Fighter, and Rogue. The Monk almost fits the bill. Someone mentioned reintroducing the "warlord" class on a previous page - which has precedent in 4e. Seems like a great idea for a martial class where Charisma and roleplay actually matter, like a cross between the Battlemaster Fighter and Valor Bard.
It also has a lot of potential for subclassing based on leadership style - warlords might be specialize into a Tyrant (intimidation and no-mercy type tactics), or a King Arthur type righteous leader (persuasion, defensive buffs, bonuses against evil monsters/NPCS), or a Master Thief (deception, buffs to sneak attacks and stealth), or a Swordmaster (grants unique maneuvers to allies based on weapon type). For magical Warlord subclasses, archmages and religious leaders are options too.
Going further outside the mainstream, for renaissance or swashbuckling type settings there are currently no options for a dedicated firearm-based martial class. Yes, TCoE is rumored to have the artillery artificer, but if it's anything like UA it'll be a very "gamey" engineer type mage which crafts wands and turrets, which isn't exactly a fit. The rules around guns could generally use a bit more expansion and balance IMO. If not, there's currently no real options for a nonmagical healer or bard type - a plague doctor or jester archetype might fit these categories.
For subclasses, we could use a non-spellcasting Paladin, or a Ranger that substitutes spells for constructing traps. A tarzan-inspired Monk who mixes acrobatic attacks with grappling and improvised weapons, and has abilities based on Animal Handling, would also be cool.
Mind you, I have nothing against high magic for those who want it, but different options are nice. I know there are a lot of "low fantasy" RPGs besides DnD I could switch to, but not many of them have the mechanical elegance and popularity that 5e have.
ADD A PYROMANCER, IM ALREADY WORKING ON ONE AND ITS PRETTY GOOD. SERIOUSLY
There was UA for a fire themed sorcerer (phoenix), but it didn't get through. ;-;
A Mystic class (i.e. A pure psion class). Putting out a archetype like the Soul Blade and/or the Psi Knight was stupid, in my opinion, without putting out a pure psion at the same time. Being unable to create classes on DnDBeyond hasn't helped.
At this time, my players who still use the UA Mystic class cannot use DnDBeyond to create their character. I have ONE player who uses plays a multiclassed Kalashtar Sould Knife/Psi Knight in the role of a pure psion.
I have two other players who have tried both those classes for a session or two then rerolled. Both of them, and I myself, have played psions in past editions, and would love to see a pure psion class.
Watch your back, conserve your ammo,
and NEVER cut a deal with a dragon!
I agree that a Psionic class would be much appreciated. I also still want a half-caster Arcane sword age type class, a Martial support class like the Warlord, and a class (or at least more subclasses) dedicated to creature companions or summons.
"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
A class that solely focuses on fire, flamethrower, alchemist’s fire, that stuff. They would make more effective alchemist’s fire, they would make land mines, and grenades, flamethrowers. They would get some ability that negates resistance to fire damage (and bludgeoning and piercing, but only for land mines and grenades) it would get better as they level up, I think the level 20 ability would be that creatures have WEAKNESS against your damage, not ALL damage, just land mines grenades and flamethrowers etc. ooooh new idea, eventually they would be granted resistance against damage done from there devices! They could also give resistance to a select amount of people in the blast (probably teammates). “demolition expert” would be the name.
subclasses could include: pyrotechnics, straight up demolition (this would be the “champion” subclass of this class), pyromaniac.
the most unique part is that they don’t have spell casting! You were probably thinking “this just sounds like a new artificer subclass *grumble*grumble*” but it isn’t! They make entirely new stuff, they DON’T cast spells, they focus solely upon wreaking havoc, not playing the “kinda support, kinda damage” role, they would have d10 hit die they would be tanky, they would blow everything up with no regard for their personal health (or anyone else’s, for that matter)
Yeah, I really want a psion class and a martial arcane half-caster. I do want others (Warlord, Occultist, Shaman), but those are the main two.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, sorry to say this, but this sounds a lot like the Artillerist subclass for the Artificer. They already get a "flamethrower" from their Eldritch Turret, get access to the Fireball, Create Bonfire, Fire Bolt, Heat Metal, Pyrotechnics, Scorching Ray, and Wall of Fire spells, and the ability to explode their Eldritch Turrets (at level 9).
You can just reflavor the magic as inventions, which is what the Artificer class tells you to do in the first place. You don't have to do any support if you don't want to, nothing is forcing you to take the support spells or THP Eldritch Turret. The "blow up everything with no regard for personal health" is a roleplay aspect, not a part of the class features. Class features don't force roleplay like that.
If you want to be tanky, wear medium armor, have a shield, and have a high CON. Artificers are supposed to do both of those already. If you want heavy armor, there is the Heavily Armored feat.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, I thought something like this was going to happen. I don’t want a argument I was just putting my thoughts in the forum, but they have at least SOME unique features, they make land mines, and alchemist’s fire. They would have some fire resistance negation. I dunno I thought I would put in a idea.
It's bound to happen when someone posts an idea that seems redundant and feasible with the current ruleset.
Alchemist's Fire should be fairly easy for any PC with proficiency in Alchemist's Tools to make (which you can easily get as an artificer). Xanathar's Guide to Everything has rules for making Alchemist's Fire using Alchemist's Tools here, which lets you do it as part of a long rest.
If you want to negate fire resistance, there's the Elemental Adept feat in the PHB that you can easily take to ignore fire resistance. It even lets you replace all fire damage rolls of 1 with a 2.
Alternatively, if you don't want to give up a feat to negate fire damage and are patient, you can wait until level 13 to get access to the elemental bane spell, which lets you deal extra fire damage when you hit someone with an attack/spell that deals fire damage, and takes away their fire damage resistance while you concentrate on the spell. This would allow you not only to ignore their fire resistance for your spells, eldritch turrets, and alchemist's fire, but would also allow your allies to deal fire damage to it.
It's a nice idea, and would be a cool character, but it doesn't need a class or even a subclass. You can accomplish it easily with the current rules.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yeah, a fire mage is very easy to create with the current subclass options. Fiend Warlock, Evocation Wizard that focuses on fire spells, Light Cleric, Wildfire Druid, Artillerist Artificer, Dragon Sorcerer, or the two UA Sorcerers (Phoenix and Pyromancer) can all be pretty efficient pyro casters.
"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
In this vein of ideas, I think a Trapper artificer would be pretty cool. Mines, tripwire, deployable walls, alarms, razor wire, and a bunch of other defenses. Maybe they gives buffs to targets in cover, and reward preparation.
A fool pulls the leaves. A brute chops the trunk. A sage digs the roots.
My Improved Lineage System
I like that! And for everyone telling me that my idea doesn’t need a class, I agree it doesn’t really need its own class, it’s just nice to be able to have the whole “vibe” at first level instead of using a bunch of feats and multiclassing.
Moving on. . .
It would be cool to have an Antipaladin class. This would basically be my fix for the Oathbreaker paladin, which is way too restrictive IMO. Why do all paladins that break their oath suddenly gain an affinity for controlling/creating undead? It just doesn't make sense to me.
What I would do is make the base Antipaladin class have pretty much the same amount of features as the Paladin, but reversed. (For example; Divine Smite would be replaced with Unholy Smite, and it would do necrotic damage instead of radiant damage and deal an extra 1d8 damage to celestials and fey instead of to fiends and undead. Lay on Hands could be replaced with a feature similar to Inflict Wounds. Divine Health could be replaced with a feature that makes you immune to poison.)
Then, there would be subclasses that were the opposite of all of the paladin subclasses, which is what a paladin of that original oath would become if they broke their oath. The Oath of Devotion's opposite subclass would focus on breaking down the protections of others, restraining them with spells like hold person and hold monster, and channeling dark energy. The opposite of the Oath of the Watchers would focus on allowing extraplanar creatures get into the world, help hide them, and summon fiends/aberrations/shadowspawn. The opposite of the Oath of the Ancients would focus on destroying nature through spells like inflict wounds, blight, and animate dead.
Any thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I get that, but you don't need to multiclass and don't need to take a "bunch of feats". You just need one feat. Artillerists and the base Artificer solves the rest of the ideas you wanted by having Elemental Bane on the Artificer spell list, giving you flamethrowers and "land mines" (exploding Eldritch Turrets), and the ability to make Alchemist's Fire by taking proficiency with Alchemist's Supplies through your free Artisan's Tool proficiency as a level one artificer.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I love it! What would be the opposite of oath of conquest?
Yeah, I give up. I still seems like a cool idea to me, but you have all proved that it is not necessary.
it’s funny that we also seem to keep posting at the same time.