Most guides I've found online for designing classes are more about theming the class than giving an actual skeleton for classes overall.
I want to figure out an actual class designing skeleton, with the following:
- Universal features. - Unique features, range of balance. - Subclass tree outline.
The first would be things that are in every class, like Extra Attack. The second would be things that are specific to the class overall but not subclasses, like Lay On Hands. The third is where the subclass features go and how they should be balanced against normal class features.
I appreciate any help with this.
Below is the skeleton so-far. It will be updated as this thread grows.
Lv 1 - Hit Points - Proficiencies ~ 1st Class trait ~ 2nd Class trait
Type: Magical - 1/1 gets Spellcasting at Lv 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 (10th level spells not possible) - 1/2 gets Spellcasting at Lv 2, 5, 9, 13, 17 (this makes no sense tbh. it should be 2, 6, 10, 14, 18) - 1/3 gets Spellcasting at Lv 3, 7, 13, 19 (again makes no sense, you get +4 then +6 then +6, there's no logic, +4/5/6 would be better)
Warlocks can only get 5th level spells for some reason, despite being 1/1 (Full) spellcasters.
In an ideal scenario, 1/3 would only get 3, 9, 15, and maybe 20 since there's no 21.
Type: Martial - 1/1 gets Fighting Style at Lv 1 - 1/2 gets Fighting Style at Lv 2
Wondering how lack of Fighting Style is supposed to directly affect martial classes.
The main problem is figuring out why some classes lack the final trait, why some have overwhelmingly more traits than others, and so on.
Most guides I've found online for designing classes are more about theming the class than giving an actual skeleton for classes overall.
I want to figure out an actual class designing skeleton, with the following:
- Universal features.
- Unique features, range of balance.
- Subclass tree outline.
The first would be things that are in every class, like Extra Attack. The second would be things that are specific to the class overall but not subclasses, like Lay On Hands. The third is where the subclass features go and how they should be balanced against normal class features.
I appreciate any help with this.
Below is the skeleton so-far. It will be updated as this thread grows.
Lv 1
- Hit Points
- Proficiencies
~ 1st Class trait
~ 2nd Class trait
Lv 2
- Fighting Style / Spellcasting (?)
~ Class trait(s)
Lv 3
/ Subclass Choice
Lv 4, 8, 12, 16, 19(?)
- ASI
Lv 5
- Extra Attack
Lv 11
~ 1st Class trait Improvement
Lv 20
~ Final Class Trait (?)
Type: Magical
- 1/1 gets Spellcasting at Lv 1, 3, 5, 7, 9, 11, 13, 15, 17,
19(10th level spells not possible)- 1/2 gets Spellcasting at Lv 2, 5, 9, 13, 17 (this makes no sense tbh. it should be 2, 6, 10, 14, 18)
- 1/3 gets Spellcasting at Lv 3, 7, 13, 19 (again makes no sense, you get +4 then +6 then +6, there's no logic, +4/5/6 would be better)
Warlocks can only get 5th level spells for some reason, despite being 1/1 (Full) spellcasters.
In an ideal scenario, 1/3 would only get 3, 9, 15, and maybe 20 since there's no 21.
Type: Martial
- 1/1 gets Fighting Style at Lv 1
- 1/2 gets Fighting Style at Lv 2
Wondering how lack of Fighting Style is supposed to directly affect martial classes.
The main problem is figuring out why some classes lack the final trait, why some have overwhelmingly more traits than others, and so on.