I'm talking about re-skinning/homebrewing the concept to fit your awesomest concept better, more than the homebrewing of actual mechanics (though the two aren't mutually exclusive) . For example, In most of my games I usually don't have where to fit a monk in a medieval European setting, so I call it a brawler or something and fiddle with concepts like Ki or bar the four elements (sometimes) so I right-hooking, roundhouse-kicking, rapid-hitting, teeth-knocking street thug, or wrestler, or kickboxer, etc.
So which classes would you re-skin and how? and what cosmetic changes are you most proud of when you built your characters?
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I love to re-skin the Barbarian as someone with split personalities or insanity. Where when they go into the "Rage" their personality flips into a cold blooded killer.
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Hell yeah I am going to Polymorph the boss into a Rabbit. I have always wanted a being a pure evil stuffed into a ball of fluff.
I'm willing to refluff or homebrew anything. What's nice about 5e is that due to class archetypes, you don't need to create an entirely new class for whatever tickles your fancy; just an archetype will do. I also think refluffing is the #1 solution to take when something doesn't fit a concept. I don't know who made this picture below, but everyday I seek its guidance and wisdom. If refluffing doesn't suffice, then I look at creating a new archetype for an existing class. The first things I look for are existing mechanics that accomplish my goals. If the archetype just isn't good enough either, then I might consider making an entire class, but almost always you can get away with a simple refluff or an archetype.
For example, if I wanted to create a Warlord (since a lot of people keep asking for one), I'd first look at an Avatar Mystic and their disciplines. I might swap Int for Cha if needed, but mechanically an Avatar Mystic with Mantle of Command hits most things people look for in a Warlord (I know there are other things as Warlord could do, but MoC is good enough for an example). If the above isn't sufficient, then I might make an archetype for Fighter (or Paladin?) that pretty much just copies Mantle of Command's mechanics, but uses superiority dice and Charisma.
Its also worth noting that refluffing things can drastically change the performance of things beyond what you might expect. If someone wanted to to use a Phoenix Sorcerer but use Ice instead of Fire, that'd be fine and dandy. Fire and Ice damage are fairly equivalent as far as vulnerabilities, resistances, and immunities go, but if said Phoenix Sorc wanted to replace Fire with Force, that would be an entirely different matter. Those two damage types aren't "equivalents". If the mechanics don't change, or slightly change, I'm pretty open with whatever kind of refluff someone wants. The UA Artificer's mechanical servant is a good example of fluff-friendly design. You choose the stats of any beast CR 2 or lower, but the construction and visuals are otherwise up to the player. I could choose a Giant Eagle as my mechanical base, but I could have it actually be a personal helicopter or jet. Or, I could chose the Giant Spider as my mechanical base and refluff it as Doctor Octopus's arms. There's a lot of visual flexibility, but the numbers always stay the same. That's the ideal for any kind of refluff.
I'm currently looking at reskinning the Warlock so it makes a bit more sense with a patron that is more on the positive end of the spectrum. That way you could take a Solar or something else that could lend it's power while bringing the PC into it's service (whether voluntary or not). The Warlock is in search of power and willingly goes into their pact, so the parallel on the good side is already handled in the case of a Cleric or Paladin. Someone drafted into the serviced of a Lawful or Good entity might have some really interesting RP potential if it wasn't their idea and using the Warlock as a base gives caster and martial options.
The one I've always liked for people who want an alchemist that just uses magic is using the Wizard as an Alchemist, and just flavoring all of the spells as flasks of something, or gadgets that spray fire/poison, etc. I'm not a fan of it myself, but it works for those who want to just use the spells. I saw a "homebrew" alchemist which was almost identical to the Wizard, so I just rename the Wizard Alchemist for those instances. Of course I've also made an entirely spell-less Alchemist, which I find more appealing, but it's of course dependent on what other people want.
My favorite "reskinning" of a typical class was having a friend play a Bard who was a spoiled rich girl from a wealthy family, whom "inspired" people by simply telling them to fight for her honor, and used cutting words by exclaiming to the assailant "Do you even know who I am?!" and going off about who she was. She even rang a bell whenever she cast Unseen Servant, and named the servant something akin to a butler's name. It's actually my favorite character ever and I sometimes steal the character if I'm new to a group and don't know what to play.
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It's time for this age of fire to end. We will reap the humanity from our foes and usher in an age of darkness.
I love to re-skin the Barbarian as someone with split personalities or insanity. Where when they go into the "Rage" their personality flips into a cold blooded killer.
Ninefingers, is that you?
Sounds great. If you've no idea who Ninefingers/The Bloody-Nine is, give it a Google. He's a great character from some great books. Could be a fantastic inspiration.
One I am personally fond of is a druid that, rather than being in tune with nature, gets powers from an elder god. All stats are the same, but their wildshapes look like aberrations instead of animals.
My favorite reskin of ours was taking the Sorcerer and making it a magical sniper for our steam-punkish. All of his spells were cast through a gun, whether it was his rifle (a la spell sniper) or his pistols (useful for popping off a few shots of Eldtrich Blast)
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Check out my [website], where I have a webcomic and occasionally write D&D related Articles
My favorite "reskinning" of a typical class was having a friend play a Bard who was a spoiled rich girl from a wealthy family, whom "inspired" people by simply telling them to fight for her honor, and used cutting words by exclaiming to the assailant "Do you even know who I am?!" and going off about who she was. She even rang a bell whenever she cast Unseen Servant, and named the servant something akin to a butler's name. It's actually my favorite character ever and I sometimes steal the character if I'm new to a group and don't know what to play.
That sounds like a hilarious character to play with... frankly, I think bards are frequently in need of reskinning, because not many world have an inherent magic to music in the way bards are expected to. They feel odd being the only vestige of magical music, honestly.
I've looked at re-skinning a class to be a wrestler but don't feel anything really does it justice. I want a PC that actually has wrestling moves that do different amounts of damage. I feel like it needs to be a class within itself but can't see it happening. I did see a homebrew that was fairly good and especially liked the idea of gaining title belts like magic items as you levelled up.
Monk, way of the shadow = ninja. Take a dip into rogue to get more ninja-y.
Fighter focusing on ranged attacks = archer.
Barbarian = drunken warrior. (The rages are now called stupors.)
Wizard, with the Guild Artisan background for alchemists, using a components pouch = alchemist. His "prepared spells" are called concoctions, and he uses his downtime to craft magic potion items.
I'd build it as a Bard or a Rogue, with some liberal multiclassing. Expertise in athletics makes it really hard for foes to get away. Add in the Grappler feat and you're good to go. Then it just depends on exactly what you want out of the build. Fighter is solid, as Action Surge and Battle tricks will let you get some fun combos.
I'd build it as a Bard or a Rogue, with some liberal multiclassing. Expertise in athletics makes it really hard for foes to get away. Add in the Grappler feat and you're good to go. Then it just depends on exactly what you want out of the build. Fighter is solid, as Action Surge and Battle tricks will let you get some fun combos.
Better yet, go fighter or fighter/monk and replace Fighting Style with Expertise in Athletics.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Check the pugilist on the dmguild it might have a bit more of the feel you want.want, especially the expanded fight clubs (the name for the class's arctypes).
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I'm talking about re-skinning/homebrewing the concept to fit your awesomest concept better, more than the homebrewing of actual mechanics (though the two aren't mutually exclusive) . For example, In most of my games I usually don't have where to fit a monk in a medieval European setting, so I call it a brawler or something and fiddle with concepts like Ki or bar the four elements (sometimes) so I right-hooking, roundhouse-kicking, rapid-hitting, teeth-knocking street thug, or wrestler, or kickboxer, etc.
So which classes would you re-skin and how? and what cosmetic changes are you most proud of when you built your characters?
I'm not - nor was I ever - your "obstacle" until you've deemed me as such, nor am I your wallet, my hard earnt money is not yours by deault.
Je suis Consumer - We are the foundation, the floor beneath your rug. our support is the fate of every retail product, business, and franchise. for success you need support.
I will always miss what you were, but I will never miss what you've become.
#OpenDnD #CanceltheSub #DnDBegone.#NeverForgive #NeverForget
I love to re-skin the Barbarian as someone with split personalities or insanity. Where when they go into the "Rage" their personality flips into a cold blooded killer.
Hell yeah I am going to Polymorph the boss into a Rabbit. I have always wanted a being a pure evil stuffed into a ball of fluff.
I'm willing to refluff or homebrew anything. What's nice about 5e is that due to class archetypes, you don't need to create an entirely new class for whatever tickles your fancy; just an archetype will do. I also think refluffing is the #1 solution to take when something doesn't fit a concept. I don't know who made this picture below, but everyday I seek its guidance and wisdom. If refluffing doesn't suffice, then I look at creating a new archetype for an existing class. The first things I look for are existing mechanics that accomplish my goals. If the archetype just isn't good enough either, then I might consider making an entire class, but almost always you can get away with a simple refluff or an archetype.
For example, if I wanted to create a Warlord (since a lot of people keep asking for one), I'd first look at an Avatar Mystic and their disciplines. I might swap Int for Cha if needed, but mechanically an Avatar Mystic with Mantle of Command hits most things people look for in a Warlord (I know there are other things as Warlord could do, but MoC is good enough for an example). If the above isn't sufficient, then I might make an archetype for Fighter (or Paladin?) that pretty much just copies Mantle of Command's mechanics, but uses superiority dice and Charisma.
Its also worth noting that refluffing things can drastically change the performance of things beyond what you might expect. If someone wanted to to use a Phoenix Sorcerer but use Ice instead of Fire, that'd be fine and dandy. Fire and Ice damage are fairly equivalent as far as vulnerabilities, resistances, and immunities go, but if said Phoenix Sorc wanted to replace Fire with Force, that would be an entirely different matter. Those two damage types aren't "equivalents". If the mechanics don't change, or slightly change, I'm pretty open with whatever kind of refluff someone wants. The UA Artificer's mechanical servant is a good example of fluff-friendly design. You choose the stats of any beast CR 2 or lower, but the construction and visuals are otherwise up to the player. I could choose a Giant Eagle as my mechanical base, but I could have it actually be a personal helicopter or jet. Or, I could chose the Giant Spider as my mechanical base and refluff it as Doctor Octopus's arms. There's a lot of visual flexibility, but the numbers always stay the same. That's the ideal for any kind of refluff.
I'm currently looking at reskinning the Warlock so it makes a bit more sense with a patron that is more on the positive end of the spectrum. That way you could take a Solar or something else that could lend it's power while bringing the PC into it's service (whether voluntary or not). The Warlock is in search of power and willingly goes into their pact, so the parallel on the good side is already handled in the case of a Cleric or Paladin. Someone drafted into the serviced of a Lawful or Good entity might have some really interesting RP potential if it wasn't their idea and using the Warlock as a base gives caster and martial options.
The one I've always liked for people who want an alchemist that just uses magic is using the Wizard as an Alchemist, and just flavoring all of the spells as flasks of something, or gadgets that spray fire/poison, etc. I'm not a fan of it myself, but it works for those who want to just use the spells. I saw a "homebrew" alchemist which was almost identical to the Wizard, so I just rename the Wizard Alchemist for those instances. Of course I've also made an entirely spell-less Alchemist, which I find more appealing, but it's of course dependent on what other people want.
My favorite "reskinning" of a typical class was having a friend play a Bard who was a spoiled rich girl from a wealthy family, whom "inspired" people by simply telling them to fight for her honor, and used cutting words by exclaiming to the assailant "Do you even know who I am?!" and going off about who she was. She even rang a bell whenever she cast Unseen Servant, and named the servant something akin to a butler's name. It's actually my favorite character ever and I sometimes steal the character if I'm new to a group and don't know what to play.
It's time for this age of fire to end. We will reap the humanity from our foes and usher in an age of darkness.
Sounds great. If you've no idea who Ninefingers/The Bloody-Nine is, give it a Google. He's a great character from some great books. Could be a fantastic inspiration.
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One I am personally fond of is a druid that, rather than being in tune with nature, gets powers from an elder god. All stats are the same, but their wildshapes look like aberrations instead of animals.
Origato hesi kivan itrewic turalisjilt, trian persvek height vur fanil!
My favorite reskin of ours was taking the Sorcerer and making it a magical sniper for our steam-punkish. All of his spells were cast through a gun, whether it was his rifle (a la spell sniper) or his pistols (useful for popping off a few shots of Eldtrich Blast)
Check out my [website], where I have a webcomic and occasionally write D&D related Articles
On Twitter as @mattwandcow
I've looked at re-skinning a class to be a wrestler but don't feel anything really does it justice. I want a PC that actually has wrestling moves that do different amounts of damage. I feel like it needs to be a class within itself but can't see it happening. I did see a homebrew that was fairly good and especially liked the idea of gaining title belts like magic items as you levelled up.
Monk, way of the shadow = ninja. Take a dip into rogue to get more ninja-y.
Fighter focusing on ranged attacks = archer.
Barbarian = drunken warrior. (The rages are now called stupors.)
Wizard, with the Guild Artisan background for alchemists, using a components pouch = alchemist. His "prepared spells" are called concoctions, and he uses his downtime to craft magic potion items.
Current Character: http://www.dandwiki.com/wiki/User:Kydo/Ideas
@Jimbo_on_fire
I'd build it as a Bard or a Rogue, with some liberal multiclassing. Expertise in athletics makes it really hard for foes to get away. Add in the Grappler feat and you're good to go. Then it just depends on exactly what you want out of the build. Fighter is solid, as Action Surge and Battle tricks will let you get some fun combos.
Check out my [website], where I have a webcomic and occasionally write D&D related Articles
On Twitter as @mattwandcow
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Check the pugilist on the dmguild it might have a bit more of the feel you want.want, especially the expanded fight clubs (the name for the class's arctypes).