Back on topic, I wouldn't mind a wizard subclass dedicated to the practical application of magic in an adventuring/treasure hunting/dungeon delving setting, similar how War Magic is a mixture of Abjuration and Evocation devoted to practical combat. A nice fusion of Divination, Transmutation, and Evocation for locating things/trap finding, manipulating the environment and your own biology, and fireballs for when you just really need something to die. Maybe the class could get some bonuses for locating/disarming magical traps and discerning the nature of magical items, or some ability that allows for mass storage of goods? Toss a few bonuses for single-target spells or spells that have attack rolls in there (to deal with the most dangerous targets first)? I'm aware that you could totally just build a character around this with the existing classes, but it was just a thought.
A subclass that develops syringes that, when injected, alter the recipient to gain boosts to their Ability Scores, Skills, saving throws...represented by a physical transformation.
Sort of a "mad scientist" build...if this makes you think of the Blood Hunter's "Order of the Mutant" subclass, you'd be on the right track.
Cleric - Destruction Domain
A subclass that acknowledges the deities of raw power & destruction...with just enough flexibility to include those chaotic gods who might philosophically consider destruction to be a natural phenomenon to create new life (to keep it morally balanced).
Add some nifty mechanics to heal allies or yourself when you use a destructive spell, maybe an aura that damages targets who get too close to you...it's a subclass of simple pleasures.
Wizard - Occultist
The most warlock-y of the wizard subclasses, these are Wizards obsessed with secrets...uncovering them, utilizing them, and unleashing them. Somewhere between "Divination" and "Necromancy", these Wizards have subclass features that let them extract secrets from their targets, and give them unique insights to the places in the multiverse other wizards may fear to linger...the Shadowfell, the Abyss, the Far Realm.
A subclass that develops syringes that, when injected, alter the recipient to gain boosts to their Ability Scores, Skills, saving throws...represented by a physical transformation.
Sort of a "mad scientist" build...if this makes you think of the Blood Hunter's "Order of the Mutant" subclass, you'd be on the right track.
Cleric - Destruction Domain
A subclass that acknowledges the deities of raw power & destruction...with just enough flexibility to include those chaotic gods who might philosophically consider destruction to be a natural phenomenon to create new life (to keep it morally balanced).
Add some nifty mechanics to heal allies or yourself when you use a destructive spell, maybe an aura that damages targets who get too close to you...it's a subclass of simple pleasures.
Wizard - Occultist
The most warlock-y of the wizard subclasses, these are Wizards obsessed with secrets...uncovering them, utilizing them, and unleashing them. Somewhere between "Divination" and "Necromancy", these Wizards have subclass features that let them extract secrets from their targets, and give them unique insights to the places in the multiverse other wizards may fear to linger...the Shadowfell, the Abyss, the Far Realm.
Love all of these.
I am honestly flabbergasted that hey did not do an Occult based wizard for Tashas.....seems like a huge missed opportunity.
You could easily flavor that as a Witch and it would be an awesome choice.
Destruction Cleric would be amazing....they could maybe take a page from Tempest and allow them to add damage/max damage to certain spells. They could also intrinsically do more damage to objects or could target objects with spells.
I think they will do a Mind Domain or a psionic cleric. Exploring Eberron did it and it turned out pretty good. I think they either lean into the psionic subclasses more or they break down and go full on class...****y time will tell on this one.
Bioengineer/Mutantgant seems likely. There is a healthy demand for such things as evidenced by PF2e and the popularity of Blood Hunter.
The most warlock-y of the wizard subclasses, these are Wizards obsessed with secrets...uncovering them, utilizing them, and unleashing them. Somewhere between "Divination" and "Necromancy", these Wizards have subclass features that let them extract secrets from their targets, and give them unique insights to the places in the multiverse other wizards may fear to linger...the Shadowfell, the Abyss, the Far Realm.
that is literally just the warlock, you are describing what an warlock is fluff wise (minus the pacts), arcanists who dare to delve deeper into the wealth of knowledge than any wizard or worldly sage would ever be able, "finders and keepers of secrets" as xanatar's guide to everything described them, unearthing hidden fragments of occult lore that grant them an abbiding magical abillity and all that.
That said an patron-less warlock would be an interesting take and since they will not let us cast spells with intelligence despite warlocks leaning towards that in their lore it could be an interesting warlock substitute
A subclass that develops syringes that, when injected, alter the recipient to gain boosts to their Ability Scores, Skills, saving throws...represented by a physical transformation.
Sort of a "mad scientist" build...if this makes you think of the Blood Hunter's "Order of the Mutant" subclass, you'd be on the right track.
might be seen as at least fluff wise too similar to the alchemist to ever stick in the sense that you are using chemicals and affecting the body in all these different ways while being the sort of "mad scientist" of the artificers, but it sure would be an more interesting take on the alchemist and likely extremely different mechanically, like as long as you can fit it in into the framework of how artificers typically operate it would be great.
A subclass that acknowledges the deities of raw power & destruction...with just enough flexibility to include those chaotic gods who might philosophically consider destruction to be a natural phenomenon to create new life (to keep it morally balanced).
Add some nifty mechanics to heal allies or yourself when you use a destructive spell, maybe an aura that damages targets who get too close to you...it's a subclass of simple pleasures.
might be neat, a bit similar to tempest clerics but not enough that it be an issue
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
The most warlock-y of the wizard subclasses, these are Wizards obsessed with secrets...uncovering them, utilizing them, and unleashing them. Somewhere between "Divination" and "Necromancy", these Wizards have subclass features that let them extract secrets from their targets, and give them unique insights to the places in the multiverse other wizards may fear to linger...the Shadowfell, the Abyss, the Far Realm.
that is literally just the warlock, you are describing what an warlock is fluff wise (minus the pacts), arcanists who dare to delve deeper into the wealth of knowledge than any wizard or worldly sage would ever be able, "finders and keepers of secrets" as xanatar's guide to everything described them, unearthing hidden fragments of occult lore that grant them an abbiding magical abillity and all that.
That said an patron-less warlock would be an interesting take and since they will not let us cast spells with intelligence despite warlocks leaning towards that in their lore it could be an interesting warlock substitute
A subclass that develops syringes that, when injected, alter the recipient to gain boosts to their Ability Scores, Skills, saving throws...represented by a physical transformation.
Sort of a "mad scientist" build...if this makes you think of the Blood Hunter's "Order of the Mutant" subclass, you'd be on the right track.
might be seen as at least fluff wise too similar to the alchemist to ever stick in the sense that you are using chemicals and affecting the body in all these different ways while being the sort of "mad scientist" of the artificers, but it sure would be an more interesting take on the alchemist and likely extremely different mechanically, like as long as you can fit it in into the framework of how artificers typically operate it would be great.
A subclass that acknowledges the deities of raw power & destruction...with just enough flexibility to include those chaotic gods who might philosophically consider destruction to be a natural phenomenon to create new life (to keep it morally balanced).
Add some nifty mechanics to heal allies or yourself when you use a destructive spell, maybe an aura that damages targets who get too close to you...it's a subclass of simple pleasures.
might be neat, a bit similar to tempest clerics but not enough that it be an issue
You seem to have discovered the situation I find myself in...there are some character concepts that are CLOSE to some of the existing subclasses...but not "quite" where I would prefer them to be. : )
Got my fingers crossed when the new UA releases that perhaps we get "something" close to these, at least conceptually.
Anyone else notice how many Cleric Domains they could create? There are an absolute, freaking ton. Here are just some of the "no brainer" ones that should exist:
Moon (Selune, Artemis, and all of the other moon deities)
Light (Actual light, not the current Light Domain that should be called the Sun Domain)
Darkness (Shar and all other darkness, but not death-based, deities)
Destruction (Gruumsh, Tiamat, Posiedon, etc)
Ocean (Umberlee, Posiedon, Istishia, etc)
Craft/Artifice (Gond, Hephaestus, etc)
Air/Wind (Aeolus, Akadi, other air, but not storm, based deities)
Frost/Winter (Auril, Thrym, other winter and cold-based deities)
Fire (An actual fire domain, not the Light Domain)
Luck/Bad Luck (Same domain with the same powers, but they just use their magic for good/selfish purposes)
That's just 19 that I was able to brainstorm very quickly. I'm sure there could be even more, as many real life polytheistic religions have a vast variety of gods and goddesses with different portfolios and roles. There are already more cleric subclasses than any other class, but if they try to do all of these subclasses, there will be over 30. It would take awhile to do, unless they do a XGtE 3.0 with only cleric subclasses, but I'm sure they're not going to do a ton of them, due to them having some thematic overlap with other subclasses (Moon and Twilight Domains, Light and Fire/other-Light Domains, Crime with Trickery, Ocean with Tempest, Darkness and Death).
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Please check out my homebrew, I would appreciate feedback:
Well, it is now been a month since the last survey came out, so it appears that my prediction was correct. We most likely won't be seeing any new UA anytime soon.
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Please check out my homebrew, I would appreciate feedback:
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
maybe a full on elemental druid similarly to the shaman in WoW? Though I don't know if that would be redundant with level 10 moon druid elemental forms?
A melee (or at least more martial combat) oriented sorcerer. I remember the stone origin UA, that was good though some improvements could be made. We have melee or (semi) front liners for almost all casters (and pretty much vice versa) except sorcerer. Would love one of those.
A melee (or at least more martial combat) oriented sorcerer. I remember the stone origin UA, that was good though some improvements could be made. We have melee or (semi) front liners for almost all casters (and pretty much vice versa) except sorcerer. Would love one of those.
I would actually love a martial-based sorcerer as well. Earth sorcery would be an awesome route imo (but I'm biased; I just want more earth-based casters. Its always fire and wind, never water or earth), but If we wanted to do some parallels to Warlock and Wizard, maybe having something to do with "blades" would be fun. Soul-bound blade, maybe? Sorcerer has their soul/essence manifest as a weapon, which they use as a medium for their sorcerous abilities. Could maybe have some fun ethereal plane powers, since we don't really get too many of those? I'm just spitballing here.
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
Rogue or Ranger would be cool, but it could also work for artificer as well. While I love armorer, I think Artificer could benefit from a few more setting-neutral classes (and especially ones that are actually pretty decent, since Alchemist is a bit meh), and trap filled crypts and dungeons are one thing D&D settings are never in short supply of.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
A melee (or at least more martial combat) oriented sorcerer. I remember the stone origin UA, that was good though some improvements could be made. We have melee or (semi) front liners for almost all casters (and pretty much vice versa) except sorcerer. Would love one of those.
I would actually love a martial-based sorcerer as well. Earth sorcery would be an awesome route imo (but I'm biased; I just want more earth-based casters. Its always fire and wind, never water or earth), but If we wanted to do some parallels to Warlock and Wizard, maybe having something to do with "blades" would be fun. Soul-bound blade, maybe? Sorcerer has their soul/essence manifest as a weapon, which they use as a medium for their sorcerous abilities. Could maybe have some fun ethereal plane powers, since we don't really get too many of those? I'm just spitballing here.
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
Rogue or Ranger would be cool, but it could also work for artificer as well. While I love armorer, I think Artificer could benefit from a few more setting-neutral classes (and especially ones that are actually pretty decent, since Alchemist is a bit meh), and trap filled crypts and dungeons are one thing D&D settings are never in short supply of.
we also had the giant sorcerer who similarly could handle themselves in melee, and i am pretty shure that an gadgeteer/ trapper would be more interesting as a rouge or ranger, the artificer may make the stuff but it is these guys who know how to use them
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I wouldn't mind if they revisited the Giant Soul, but its unlikely imo, seeing as they took all of its best parts and worked it into Rune Knight (which is a much better class all things considered).
I don't know about that, an artificer is a master of both creation and tool use. Saying that an artificer specialized in making traps would be less knowledgeable in their use is like saying an alchemist is less knowledgeable than a rogue in regards to the creation/application of poison. That being said, I would absolutely like a Rogue with a trapper feel. I'm always down for more... mundane? classes. I'm all for Psi Knights and Soul Knives and death powers and magic Nordic runes, but I would also like an equal amount of options in the usage and application of bonking people with sticks and shanking them with knives.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
Had an idea a while back for a "Bounty Hunter" Rogue...they would use a grappling hook either move targets closer to them or impose the "restrained" condition (thus allowing advantage for Sneak Attack).
While trying to concoct other subclass features, it started to gradually incorporate traps or snares to debilitate or debuff the targets...powder bombs for the "blind" condition (POCKET SAND), or caltrops for reducing movement speed, and grenades that could deafen or impose force damage.
An aggressive, support-based Rogue.
Some social skills, too...taking a page from the "Scout" Rogue, this Rogue gained Expertise in "Intimidation" and "Persuasion"...giving them the edge in threatening targets and negotiating reward prices.
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
Had an idea a while back for a "Bounty Hunter" Rogue...they would use a grappling hook either move targets closer to them or impose the "restrained" condition (thus allowing advantage for Sneak Attack).
While trying to concoct other subclass features, it started to gradually incorporate traps or snares to debilitate or debuff the targets...powder bombs for the "blind" condition (POCKET SAND), or caltrops for reducing movement speed, and grenades that could deafen or impose force damage.
An aggressive, support-based Rogue.
Some social skills, too...taking a page from the "Scout" Rogue, this Rogue gained Expertise in "Intimidation" and "Persuasion"...giving them the edge in threatening targets and negotiating reward prices.
There used to be one in second edition. It was a more martial oriented version of a rogue with less emphasis on pick pocket and more on tracking. It was good if you wanted the skills without the bad rep.
You know, I wouldn't mind a few religion-focused subclasses for classes that aren't theologically inclined, like Zealot for Barbarian. Maybe a Witchhunter or Inquisitor class for fighter? Instead of gaining spells and smites like a paladin, they would temper their martial prowess with a deep understanding of an "evil" creature's innate weaknesses and tendencies. Maybe even spellcasters? A few holy words here, maybe some subclass specific item that they can use to prepare divine techniques in advance (Talismans, holy tokens, inscriptions, etc) and then use in combat to bolster their resistances, increase their weapon's lethality against certain creatures, or ward off evil spirits from a place or object. Could have its own "-die" system similar to the psionic classes and Battlemaster, where you announce the feature you want to use, roll the die, and then you get the listed benefit's effect plus a certain amount of extra damage or abated damage.
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It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
You know, I wouldn't mind a few religion-focused subclasses for classes that aren't theologically inclined, like Zealot for Barbarian. Maybe a Witchhunter or Inquisitor class for fighter? Instead of gaining spells and smites like a paladin, they would temper their martial prowess with a deep understanding of an "evil" creature's innate weaknesses and tendencies. Maybe even spellcasters? A few holy words here, maybe some subclass specific item that they can use to prepare divine techniques in advance (Talismans, holy tokens, inscriptions, etc) and then use in combat to bolster their resistances, increase their weapon's lethality against certain creatures, or ward off evil spirits from a place or object. Could have its own "-die" system similar to the psionic classes and Battlemaster, where you announce the feature you want to use, roll the die, and then you get the listed benefit's effect plus a certain amount of extra damage or abated damage.
the would-be fighter subclass you are describing is incredibly similar to the monster hunter fighter, and honestly i would be down for another subclass that happens to use superiority dice but to fuel different effects, it would make the superior technique fighing style and the martial adept feat more interesting picks, and whatnot
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Oooo, I didn't know about this UA class! Seems like they just reworked it into the Ranger's Monster Slayer class, though. :T
Ultimately that's been the problem with fighter is they have fought against anything but more "simple" fighters for a while now. However it seems they are going back on this with Rune Knight which was a great success in my mind.
Honestly after the community "meh" to Tasha's it might be a while until we see some stuff other than adventures for a bit.
I honestly think everyone was "Meh" because there was nothing actually new in the book. UA is nice for playtesting, but it is hard to build excitement for content that has been "out" for months.
That is part of it, but there was so much that was wrong with Tasha's I could probably write a goddamn dissertation on the subject.
Moving on before I end up launching into a tirade, I am starting to think that it might be best if they set subclasses aside for a while and started testing new mechanics, either for DM's or for future player options, and getting it done early rather than scrambling halfway through the UA cycle to get something ready for print, which is kinda what they did with the Psionic Power Dice/Pool...and the magic tattoos...ooooh, I'd better stop before that tirade gets through...
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Back on topic, I wouldn't mind a wizard subclass dedicated to the practical application of magic in an adventuring/treasure hunting/dungeon delving setting, similar how War Magic is a mixture of Abjuration and Evocation devoted to practical combat. A nice fusion of Divination, Transmutation, and Evocation for locating things/trap finding, manipulating the environment and your own biology, and fireballs for when you just really need something to die. Maybe the class could get some bonuses for locating/disarming magical traps and discerning the nature of magical items, or some ability that allows for mass storage of goods? Toss a few bonuses for single-target spells or spells that have attack rolls in there (to deal with the most dangerous targets first)?
I'm aware that you could totally just build a character around this with the existing classes, but it was just a thought.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Artificer - Bioengineer
A subclass that develops syringes that, when injected, alter the recipient to gain boosts to their Ability Scores, Skills, saving throws...represented by a physical transformation.
Sort of a "mad scientist" build...if this makes you think of the Blood Hunter's "Order of the Mutant" subclass, you'd be on the right track.
Cleric - Destruction Domain
A subclass that acknowledges the deities of raw power & destruction...with just enough flexibility to include those chaotic gods who might philosophically consider destruction to be a natural phenomenon to create new life (to keep it morally balanced).
Add some nifty mechanics to heal allies or yourself when you use a destructive spell, maybe an aura that damages targets who get too close to you...it's a subclass of simple pleasures.
Wizard - Occultist
The most warlock-y of the wizard subclasses, these are Wizards obsessed with secrets...uncovering them, utilizing them, and unleashing them. Somewhere between "Divination" and "Necromancy", these Wizards have subclass features that let them extract secrets from their targets, and give them unique insights to the places in the multiverse other wizards may fear to linger...the Shadowfell, the Abyss, the Far Realm.
Love all of these.
I am honestly flabbergasted that hey did not do an Occult based wizard for Tashas.....seems like a huge missed opportunity.
You could easily flavor that as a Witch and it would be an awesome choice.
Destruction Cleric would be amazing....they could maybe take a page from Tempest and allow them to add damage/max damage to certain spells. They could also intrinsically do more damage to objects or could target objects with spells.
I think they will do a Mind Domain or a psionic cleric. Exploring Eberron did it and it turned out pretty good. I think they either lean into the psionic subclasses more or they break down and go full on class...****y time will tell on this one.
Bioengineer/Mutantgant seems likely. There is a healthy demand for such things as evidenced by PF2e and the popularity of Blood Hunter.
that is literally just the warlock, you are describing what an warlock is fluff wise (minus the pacts), arcanists who dare to delve deeper into the wealth of knowledge than any wizard or worldly sage would ever be able, "finders and keepers of secrets" as xanatar's guide to everything described them, unearthing hidden fragments of occult lore that grant them an abbiding magical abillity and all that.
That said an patron-less warlock would be an interesting take and since they will not let us cast spells with intelligence despite warlocks leaning towards that in their lore it could be an interesting warlock substitute
might be seen as at least fluff wise too similar to the alchemist to ever stick in the sense that you are using chemicals and affecting the body in all these different ways while being the sort of "mad scientist" of the artificers, but it sure would be an more interesting take on the alchemist and likely extremely different mechanically, like as long as you can fit it in into the framework of how artificers typically operate it would be great.
might be neat, a bit similar to tempest clerics but not enough that it be an issue
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
You seem to have discovered the situation I find myself in...there are some character concepts that are CLOSE to some of the existing subclasses...but not "quite" where I would prefer them to be. : )
Got my fingers crossed when the new UA releases that perhaps we get "something" close to these, at least conceptually.
TBF I am also a bit burned out on subclasses....
I know they are the favorite thing to discuss and have but honestly I would love some more Class Feature Variants.
Anyone else notice how many Cleric Domains they could create? There are an absolute, freaking ton. Here are just some of the "no brainer" ones that should exist:
That's just 19 that I was able to brainstorm very quickly. I'm sure there could be even more, as many real life polytheistic religions have a vast variety of gods and goddesses with different portfolios and roles. There are already more cleric subclasses than any other class, but if they try to do all of these subclasses, there will be over 30. It would take awhile to do, unless they do a XGtE 3.0 with only cleric subclasses, but I'm sure they're not going to do a ton of them, due to them having some thematic overlap with other subclasses (Moon and Twilight Domains, Light and Fire/other-Light Domains, Crime with Trickery, Ocean with Tempest, Darkness and Death).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well, it is now been a month since the last survey came out, so it appears that my prediction was correct. We most likely won't be seeing any new UA anytime soon.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm still waiting for a saboteur/trapper/gadget subclass... Either for a rogue or a ranger. Either could work or both could work (in different ways). Though it may be a little different than most media due to how combat (and prep for combat) in dnd works but I think it could be done)
maybe a full on elemental druid similarly to the shaman in WoW? Though I don't know if that would be redundant with level 10 moon druid elemental forms?
A melee (or at least more martial combat) oriented sorcerer. I remember the stone origin UA, that was good though some improvements could be made. We have melee or (semi) front liners for almost all casters (and pretty much vice versa) except sorcerer. Would love one of those.
I would actually love a martial-based sorcerer as well. Earth sorcery would be an awesome route imo (but I'm biased; I just want more earth-based casters. Its always fire and wind, never water or earth), but If we wanted to do some parallels to Warlock and Wizard, maybe having something to do with "blades" would be fun. Soul-bound blade, maybe? Sorcerer has their soul/essence manifest as a weapon, which they use as a medium for their sorcerous abilities. Could maybe have some fun ethereal plane powers, since we don't really get too many of those? I'm just spitballing here.
Rogue or Ranger would be cool, but it could also work for artificer as well. While I love armorer, I think Artificer could benefit from a few more setting-neutral classes (and especially ones that are actually pretty decent, since Alchemist is a bit meh), and trap filled crypts and dungeons are one thing D&D settings are never in short supply of.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
we also had the giant sorcerer who similarly could handle themselves in melee, and i am pretty shure that an gadgeteer/ trapper would be more interesting as a rouge or ranger, the artificer may make the stuff but it is these guys who know how to use them
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I wouldn't mind if they revisited the Giant Soul, but its unlikely imo, seeing as they took all of its best parts and worked it into Rune Knight (which is a much better class all things considered).
I don't know about that, an artificer is a master of both creation and tool use. Saying that an artificer specialized in making traps would be less knowledgeable in their use is like saying an alchemist is less knowledgeable than a rogue in regards to the creation/application of poison. That being said, I would absolutely like a Rogue with a trapper feel. I'm always down for more... mundane? classes. I'm all for Psi Knights and Soul Knives and death powers and magic Nordic runes, but I would also like an equal amount of options in the usage and application of bonking people with sticks and shanking them with knives.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Had an idea a while back for a "Bounty Hunter" Rogue...they would use a grappling hook either move targets closer to them or impose the "restrained" condition (thus allowing advantage for Sneak Attack).
While trying to concoct other subclass features, it started to gradually incorporate traps or snares to debilitate or debuff the targets...powder bombs for the "blind" condition (POCKET SAND), or caltrops for reducing movement speed, and grenades that could deafen or impose force damage.
An aggressive, support-based Rogue.
Some social skills, too...taking a page from the "Scout" Rogue, this Rogue gained Expertise in "Intimidation" and "Persuasion"...giving them the edge in threatening targets and negotiating reward prices.
There used to be one in second edition. It was a more martial oriented version of a rogue with less emphasis on pick pocket and more on tracking. It was good if you wanted the skills without the bad rep.
You know, I wouldn't mind a few religion-focused subclasses for classes that aren't theologically inclined, like Zealot for Barbarian. Maybe a Witchhunter or Inquisitor class for fighter? Instead of gaining spells and smites like a paladin, they would temper their martial prowess with a deep understanding of an "evil" creature's innate weaknesses and tendencies. Maybe even spellcasters? A few holy words here, maybe some subclass specific item that they can use to prepare divine techniques in advance (Talismans, holy tokens, inscriptions, etc) and then use in combat to bolster their resistances, increase their weapon's lethality against certain creatures, or ward off evil spirits from a place or object. Could have its own "-die" system similar to the psionic classes and Battlemaster, where you announce the feature you want to use, roll the die, and then you get the listed benefit's effect plus a certain amount of extra damage or abated damage.
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
the would-be fighter subclass you are describing is incredibly similar to the monster hunter fighter, and honestly i would be down for another subclass that happens to use superiority dice but to fuel different effects, it would make the superior technique fighing style and the martial adept feat more interesting picks, and whatnot
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Oooo, I didn't know about this UA class! Seems like they just reworked it into the Ranger's Monster Slayer class, though. :T
It's ok Ranger, you'll always be cool to me.. Unless druid gets another use for its wild shape charges.
Ultimately that's been the problem with fighter is they have fought against anything but more "simple" fighters for a while now. However it seems they are going back on this with Rune Knight which was a great success in my mind.
Honestly after the community "meh" to Tasha's it might be a while until we see some stuff other than adventures for a bit.
I honestly think everyone was "Meh" because there was nothing actually new in the book. UA is nice for playtesting, but it is hard to build excitement for content that has been "out" for months.
She/Her Player and Dungeon Master
That is part of it, but there was so much that was wrong with Tasha's I could probably write a goddamn dissertation on the subject.
Moving on before I end up launching into a tirade, I am starting to think that it might be best if they set subclasses aside for a while and started testing new mechanics, either for DM's or for future player options, and getting it done early rather than scrambling halfway through the UA cycle to get something ready for print, which is kinda what they did with the Psionic Power Dice/Pool...and the magic tattoos...ooooh, I'd better stop before that tirade gets through...