A true archer class. With high focus on ranged weapons including guns if allowed. Not natured flavored like the ranger, and not fighter based. Light armor, and ways to GTFO
sub classes would focus on elemental, shadow, holy, or shadow flavors of spells and abilities.
ki point system is cool and something like that for the archer to add more damage or move.
not fleshed out but it’s been rattling around in the nogen for some time.
Got a dumb, really funny glass cannon for you. Put a wizards mind on steroids and give them 5 spell slots automatically for each level spell when they get to it. Give them a d1 hit dice, and make it so anytime they touch heavy or medium armor, they die. Then, give them only melee cantrips but they do 4x damage, and let them cast 2 cantrips per turn at first level, gradually scaling up. No subclasses, would definitely play them in a 1 shot.
The dragonfire adept from 3.5 "Dragon Magic" worked as a glass cannon, or a glass lance. And this could have got subclasses about the different types of dragons.
"Hawthorn" (the specie of wood used for stakes against vamires) would be the vampire-hunter.
Here's an idea for a class, a demigod that has to be a subclass. The way it works is you are open to many not overpowered demigod options that you can be and as you level, what ever god you are will slowly get stronger. For example: I chose to be a demigod of living organisms like being able to mind control them for a short time, or bring them back to life, so some good classes to compliment this power would be either a cleric or a druid because of their roles,this just makes them stronger in their roles as a healer for cleric and a druid for animal handling.
This is a subclass so it itself doesn't have any primary ability scores and would take the primary ability scores from whatever main class they are, along with all other proficiencies and bonuses. Considering you are a form of God, paladins and clerics would gain a boost in one of their primary ability scores by a number decided by a 1D4.
We have: Expert vs Weapon vs Magic and Primal vs Divine vs Arcane
Bard = Arcane Expert
Monk = Divine Expert
Ranger = Primal Expert
Paladin = Divine Weapon
Barbarian = Primal Weapon
Warlock = Arcane Weapon
Cleric = Divine Magic
Druid = Primal magic
Wizard and Sorcerer = arcane magic
This leaves Rogue which is an Expert (no p/d/a), Fighter which is Weapon (no p/d/a), and Artificer which is a Magic (no p/d/a)
There are of subclasses that add in other stuff, such as a touch of arcane or divine. But those are the general categories.
The only way to really change this would be to add in either something that is not an expert/Weapon/Magic focused or a new class of Primal/Divine/Arcane. The most common thing that people try to add is Psionic, which is really just Arcane with different flavoring. Basically it drops the VSM and focuses on the claivoyance, telepathy, telekineses, pyrokenesis, charm and illusions. Effectively dropping conjuration, transmutations and necromancy.
Given that we'll never get the Mystic or a true Psionics class, I went ahead and made one with 6 Subclasses and 23 talents to choose from. None of the "disciplines" nonsense, no PF2e "imma just take ALL the options!" Kineticist silliness, Just a solid class with functional subclasses:
a proper commander, tactic and strategist would be great. build in battlemaster and hunter into the main class and maybe have a few aritficer features. also add things to gain intel and use it + bonuses to the party. of it course it would be a martial, either non-caster or 1/3th caster with the ranger, paladin and artificer unique spells.
Not a new class, but a new (Primal Order) option for an existing class. I’d really like to see the Warden Druid which appeared in one of the UAs. It’s a druid who gets proficiency in martial weapons.
Lots of potential Classes that could be added but too many can become unwieldy. As such, the expansion of options is normally through the subclasses. However, the Artificer Class is notable by its absence, currently. I’d like to see the Necromancer added as a subclass also.
on the topic of sword-mage reading this i came up with this simple idea which i dont feel would be very busted
Arcane half caster
Spellcasting charisma
Can cast regularly
Has some sort of expendable point to put a spell on the weapon
On a hit with the (enchanted) weapon they may expend a spellslot to cast the spell on the weapon
They must roll again to see if the spell hits as well if it does it then the effect or damge of the spell stacks on with the damage of the initial attack
Spell list would include a lot of movement spells and and simple damaging spells with a lack of spells that target multiple creatures
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
Rollback Post to RevisionRollBack
If your eyes tell you what your seeing how do you know there not lying?
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
I may have made your wish a reality.
Rollback Post to RevisionRollBack
If your eyes tell you what your seeing how do you know there not lying?
I've had a long think about this, and I think there is room for more classes in the game. Even just looking at the Cleric, Druid, and Wizard spell classes, you can see how you might flesh out alternatives to them. Martial classes are more difficult because optimisation through multiclassing means you have to account for oh so much, but it's doable.
Our standard list is Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. These are all words we can imagine people might have used in the past to describe someone, so we should do something similar for any class we come up with. Swordmage, for instance, is a class name that is more a term we'd expect from a game than historical in terms of its origin, so we should avoid it. Knight-Errant, on the other hand, is a term we could expect to have been used in the past, and could easily fit in with Swordmage concepts because of their daring and adventurous nature making it more believable that in D&D they'd have access to magic.
Here are the class names and ideas I've been able to settle on, if you wanted abilities represented a fairly equal number of times across Unarmoured Defense and Spellcasting features: Martial (No Unarmoured Defence Feature): Engineer, Outcast (saboteur/rebel/bandit), Templar, and Warrior. Martial (Some Unarmoured Defence Feature): Acrobat (Str), Captain (leader of militia, Cha), Deadeye (Dex), and Psychic (Int). Half-Casters: Doctor (Int-Known), Magician (Cha-Known), Ninja (Wis-Prepared), and Sleuth (Int-Prepared). Known-Spell Casters: Apothecary (Wis), Delver (archaeologist/cave diver/dungeoneer, Int), Knight-Errant (Int), Philosopher (Wis), Trader (could include blacksmith, chef, etc, Wis), and Warden (overseer/protector/runepriest, Int). Prepared-Spell Casters: Herald (Cha), Mystic (Int), Oracle (Wis), Priest (shaman/summoner, Cha), Tactician (Int), and Witch (Cha).
Captain and Psychic could have a more unique Unarmoured Defence feature called Deterring Defence, in that they could still benefit from it even while armoured. Sleuth would have a fighting style while the other three half-casters would have an Unarmoured Defence feature matching their ability score for spellcasting. Ninja specifically would be like Captain and Psychic in having Deterring Defence.
I don't intend to fully flesh all of these out, but this would be the foundation I'd start from for a PHB2 or a PHB3.
hoiyah
A true archer class. With high focus on ranged weapons including guns if allowed. Not natured flavored like the ranger, and not fighter based. Light armor, and ways to GTFO
sub classes would focus on elemental, shadow, holy, or shadow flavors of spells and abilities.
ki point system is cool and something like that for the archer to add more damage or move.
not fleshed out but it’s been rattling around in the nogen for some time.
I didn’t see what you did there.
You could use Gunslinger from critical role for guns.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Or the gunslinger from Iron Kingdoms: Requiem.
Archer? Better to reuse the "scout" class.
Got a dumb, really funny glass cannon for you. Put a wizards mind on steroids and give them 5 spell slots automatically for each level spell when they get to it. Give them a d1 hit dice, and make it so anytime they touch heavy or medium armor, they die. Then, give them only melee cantrips but they do 4x damage, and let them cast 2 cantrips per turn at first level, gradually scaling up. No subclasses, would definitely play them in a 1 shot.
The dragonfire adept from 3.5 "Dragon Magic" worked as a glass cannon, or a glass lance. And this could have got subclasses about the different types of dragons.
"Hawthorn" (the specie of wood used for stakes against vamires) would be the vampire-hunter.
Krsnik can be a spellcaster vampire-hunter.
Zmajevit could be a class about draconic traits.
Here's an idea for a class, a demigod that has to be a subclass. The way it works is you are open to many not overpowered demigod options that you can be and as you level, what ever god you are will slowly get stronger. For example: I chose to be a demigod of living organisms like being able to mind control them for a short time, or bring them back to life, so some good classes to compliment this power would be either a cleric or a druid because of their roles,this just makes them stronger in their roles as a healer for cleric and a druid for animal handling.
This is a subclass so it itself doesn't have any primary ability scores and would take the primary ability scores from whatever main class they are, along with all other proficiencies and bonuses. Considering you are a form of God, paladins and clerics would gain a boost in one of their primary ability scores by a number decided by a 1D4.
We have: Expert vs Weapon vs Magic and Primal vs Divine vs Arcane
Bard = Arcane Expert
Monk = Divine Expert
Ranger = Primal Expert
Paladin = Divine Weapon
Barbarian = Primal Weapon
Warlock = Arcane Weapon
Cleric = Divine Magic
Druid = Primal magic
Wizard and Sorcerer = arcane magic
This leaves Rogue which is an Expert (no p/d/a), Fighter which is Weapon (no p/d/a), and Artificer which is a Magic (no p/d/a)
There are of subclasses that add in other stuff, such as a touch of arcane or divine. But those are the general categories.
The only way to really change this would be to add in either something that is not an expert/Weapon/Magic focused or a new class of Primal/Divine/Arcane. The most common thing that people try to add is Psionic, which is really just Arcane with different flavoring. Basically it drops the VSM and focuses on the claivoyance, telepathy, telekineses, pyrokenesis, charm and illusions. Effectively dropping conjuration, transmutations and necromancy.
Given that we'll never get the Mystic or a true Psionics class, I went ahead and made one with 6 Subclasses and 23 talents to choose from. None of the "disciplines" nonsense, no PF2e "imma just take ALL the options!" Kineticist silliness, Just a solid class with functional subclasses:
The Psion:
https://homebrewery.naturalcrit.com/share/3JjPrHpcJEkq
Let me know if it's useful for ya.
a proper commander, tactic and strategist would be great. build in battlemaster and hunter into the main class and maybe have a few aritficer features. also add things to gain intel and use it + bonuses to the party. of it course it would be a martial, either non-caster or 1/3th caster with the ranger, paladin and artificer unique spells.
Not a new class, but a new (Primal Order) option for an existing class. I’d really like to see the Warden Druid which appeared in one of the UAs. It’s a druid who gets proficiency in martial weapons.
Started playing AD&D in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
I want to play a puppet master type class and I also like the idea of a TRUE swordmage class.
Lots of potential Classes that could be added but too many can become unwieldy. As such, the expansion of options is normally through the subclasses. However, the Artificer Class is notable by its absence, currently. I’d like to see the Necromancer added as a subclass also.
on the topic of sword-mage reading this i came up with this simple idea which i dont feel would be very busted
Arcane half caster
Spellcasting charisma
Can cast regularly
Has some sort of expendable point to put a spell on the weapon
On a hit with the (enchanted) weapon they may expend a spellslot to cast the spell on the weapon
They must roll again to see if the spell hits as well if it does it then the effect or damge of the spell stacks on with the damage of the initial attack
Spell list would include a lot of movement spells and and simple damaging spells with a lack of spells that target multiple creatures
I made an entire fleshed out homebrew class recently. It is called the Puppeteer.
Casually talking to her target, she commands her puppet with small hand gestures. Her puppet creeps up behind her unsuspecting victim, driving a poisoned needle into the base of their neck.
As a ballista fires at his ally, the half orc shouts out to his puppet. The large puppet dashes in front of his ally, taking the blow without flinching.
As the heated tension finally breaks loose, the human commands his puppet precisely. The puppet begins weaving an intricate dance, cleaving the limbs of its master's oppressors off with ease.
The elf talks to a sovereign, weaving ethereal strings around the sovereign with her words, before pulling the strings and taking control.
Puppeteers, whatever their goals, specialize in deceit, trickery and manipulation. Using powerful enchant spells, and their prized puppet, they know how to control any situation.
That is the little thing that the classes have at the overview at the start for the Puppeteer.
If your eyes tell you what your seeing how do you know there not lying?
I may have made your wish a reality.
If your eyes tell you what your seeing how do you know there not lying?
I've had a long think about this, and I think there is room for more classes in the game. Even just looking at the Cleric, Druid, and Wizard spell classes, you can see how you might flesh out alternatives to them. Martial classes are more difficult because optimisation through multiclassing means you have to account for oh so much, but it's doable.
Our standard list is Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard. These are all words we can imagine people might have used in the past to describe someone, so we should do something similar for any class we come up with. Swordmage, for instance, is a class name that is more a term we'd expect from a game than historical in terms of its origin, so we should avoid it. Knight-Errant, on the other hand, is a term we could expect to have been used in the past, and could easily fit in with Swordmage concepts because of their daring and adventurous nature making it more believable that in D&D they'd have access to magic.
Here are the class names and ideas I've been able to settle on, if you wanted abilities represented a fairly equal number of times across Unarmoured Defense and Spellcasting features:
Martial (No Unarmoured Defence Feature): Engineer, Outcast (saboteur/rebel/bandit), Templar, and Warrior.
Martial (Some Unarmoured Defence Feature): Acrobat (Str), Captain (leader of militia, Cha), Deadeye (Dex), and Psychic (Int).
Half-Casters: Doctor (Int-Known), Magician (Cha-Known), Ninja (Wis-Prepared), and Sleuth (Int-Prepared).
Known-Spell Casters: Apothecary (Wis), Delver (archaeologist/cave diver/dungeoneer, Int), Knight-Errant (Int), Philosopher (Wis), Trader (could include blacksmith, chef, etc, Wis), and Warden (overseer/protector/runepriest, Int).
Prepared-Spell Casters: Herald (Cha), Mystic (Int), Oracle (Wis), Priest (shaman/summoner, Cha), Tactician (Int), and Witch (Cha).
Captain and Psychic could have a more unique Unarmoured Defence feature called Deterring Defence, in that they could still benefit from it even while armoured. Sleuth would have a fighting style while the other three half-casters would have an Unarmoured Defence feature matching their ability score for spellcasting. Ninja specifically would be like Captain and Psychic in having Deterring Defence.
I don't intend to fully flesh all of these out, but this would be the foundation I'd start from for a PHB2 or a PHB3.