So, D&D isn't perfect, by any means, and it can't accommodate every character concept to everyone's liking. So, in the hopes that someone will see this, I have started this thread! If there is a subclass, spell concept, monster, or race that you wish was in 5e or wish was official, feel free to put it here! I'll start:
A hemocraft/biological wizard. I am playing a wizard who I wanted to be centric on biological exploitation of organism mechanics, like using blood to empower rituals or exploiting the anatomy of an acid frog to cast acid splash. It might be a vague concept, but I think it would be cool.
FYI I am not talking about necromancy.
Edit: No arguing about how realistic someone's ideas are.
Crafting book- Included would be stuff like snares, mutagens, potions, utility tools (spring shoes to have you jump really high), and whatever else they can come up with.
Exploration book- How to build exploration as a pillar of the game. Statblocks for biomes (Survival DCs, Common hazards, environmental changes, etc...) along with some cool one off little "discoveries"
Wisdom/Divine Rogue- Inquisitor- Rogue with cleric spell list, allow sneak attack with Sacred Flame/select cleric cantrips.
Trap/Crafting Ranger- Have different traps/snares/items you craft from nature and use.
Oh god I love these threads! I get to see tons of cool ideas before the thread inevitably descends into arguments!
Personally I'm on the new classes bandwagon. Warlord as a martial support class, which we completely lack this edition. And an arcane/elemental half caster swordmage (subclasses for the elements as well as a death knight). If those are never coming, then at least some elemental paladin/ranger subclasses.
Also a sorcerer redo in the same way as Tasha's redid the ranger.
And maybe a plant based race like the pathfinder Leshy. It's the product of so many memes and is generally an awesome playable race.
A Barbarian subclass that can effectively use thrown weapons, or even be Dex based (for those Eberron halflings)
A Constitution-based caster/support class
A one-handed heavy weapon
A more intuitive encounter builder/formula published within a sourcebook
Scaling magical items (possibly with an alternative slot mechanism that is distinct from atunement), which can be awarded in Tier 1 but grow with and help define a character, or a system with which to build such items.
An alternative to Wild Shape in the same spirit as Primal Companion was an alterantive to Ranger's Companion, replacing the headache of updating MM statblocks to merge in your own features and mental ability scores, with new modular beast templates that can represent whatever you're choosing to build (X "Beast Shape" points to spend at Druid Level X, which can be used on things like creature size, creature natural attack damage die, special senses, special traits, etc.).
A Barbarian subclass that can effectively use thrown weapons, or even be Dex based (for those Eberron halflings)
A Constitution-based caster/support class
A one-handed heavy weapon
A more intuitive encounter builder/formula published within a sourcebook
Scaling magical items (possibly with an alternative slot mechanism that is distinct from atunement), which can be awarded in Tier 1 but grow with and help define a character, or a system with which to build such items.
An alternative to Wild Shape in the same spirit as Primal Companion was an alterantive to Ranger's Companion, replacing the headache of updating MM statblocks to merge in your own features and mental ability scores, with new modular beast templates that can represent whatever you're choosing to build (X "Beast Shape" points to spend at Druid Level X, which can be used on things like creature size, creature natural attack damage die, special senses, special traits, etc.).
Something like "So and so's guide to low fantasy" ("Mirt's Manual of the Mundane?") to describe optional rule systems for low-magic campaigns, low-fantasy/nonmagical subclasses, mundane special equipment, etc... that could be pretty cool.
Some meaningful choices in gear in an expanded book where we can touch a bit on the variety of weapons 3e provided us with, the weapons in 5e are too basic and there isn't any real choices outside of what type of damage do you want your d8 weapon to deal.
An updated players handbook with a redone sorcerer and ranger instead of all these half baked semi fixes. They could also touch up on some issues in other classes as well, call it a 5.5 or an 'advanced phb' hell it could even be the same book with weapons
More metamagic for Sorcerers, the fact that it took all the way till Tasha's to get new metamagic is disgusting, and we need more meaningful choices.
Better subclass distribution - really getting out of whack with the subclasses clerics are going to be pushing 18 domains soon, but theres 5 rogues.. Really wish they'd put some more effort into the classes lagging far behind in variety
I really want a pet class. Unrealistic but I still want it. The talk about a magical girl class in one of the other class threads made me really want a class based around several of the creature anime.
By pet class, I mean that I want a class where you are bond to a special creature and as you level up your bond with the creature strengthens it and makes it grow in power. The creature had the power, but your soul energy, willpower, and tactical knowledge is what guides and fuels the creatures magical powers. You could have a creature that physically grows in power (kinda like Pokémon and Digimon), one that gains more magical spell-like powers (kinda like Zatch Bell), or one that is more of a symbiotic creature that gains it’s power by fusing with you (kinda like Venom, the digi/human fusions from Digimon or the Innocence from D Gray Man).
Rollback Post to RevisionRollBack
"Meddle not in the affairs of dragons, for thou art crunchy and taste good with ketchup."
I really want a pet class. Unrealistic but I still want it. The talk about a magical girl class in one of the other class threads made me really want a class based around several of the creature anime.
By pet class, I mean that I want a class where you are bond to a special creature and as you level up your bond with the creature strengthens it and makes it grow in power. The creature had the power, but your soul energy, willpower, and tactical knowledge is what guides and fuels the creatures magical powers. You could have a creature that physically grows in power (kinda like Pokémon and Digimon), one that gains more magical spell-like powers (kinda like Zatch Bell), or one that is more of a symbiotic creature that gains it’s power by fusing with you (kinda like Venom, the digi/human fusions from Digimon or the Innocence from D Gray Man).
TheBricycle's Monster class has you covered on the venom thingy, and I've seen many of the Summoner/pokemon trainer/soul bond pet concept, and that would be very high on the to-do list IMO.
Also, street brawler/tavern fighter class would be great ( Though I love the pugilist, I wish WOTC paid more attention to this archetype ).
A sorcerer redux is in the cards, but I think it's fine as is.
Genius idea, WOTC could release a official iteration of the Blood Hunter in Van Richten's, the flavor fits.
Some meaningful choices in gear in an expanded book where we can touch a bit on the variety of weapons 3e provided us with, the weapons in 5e are too basic and there isn't any real choices outside of what type of damage do you want your d8 weapon to deal.
An updated players handbook with a redone sorcerer and ranger instead of all these half baked semi fixes. They could also touch up on some issues in other classes as well, call it a 5.5 or an 'advanced phb' hell it could even be the same book with weapons.
There are a lot of problems with 5e's item system, particularly compared to other editions, but most of those would require rather significant changes to how items currently work.
So, rather than raise any of those issues, I would love to see Wizards implement an easy and necessary fix--standardized item prices. In other editions, items had a set price--this served as a good mechanism for DMs selling items to, or buying items from, players. Giving each item a guideline price would be rather annoying (though plenty of third-party sites have come up with various lists), but it would be extremely helpful and streamline a lot of the guesswork that goes into pricing items. Right now, the only official guidance we have is the rarity of an item... and given the extremely disparate power levels within rarities, rarity is a rather useless metric for pricing 5e's magic items.
Truly a full book on crafting and toolkit usage. Something robust and well hashed out, allowing it to be used in game, without ending up overly cumbersome. On several threads, I have seen examples of select things (poisoning kit comes to mind) where someone put together a detailed outline. What plans might be harvested, which animals might be used (for venoms and such) rough timelines for extracting the venom and so on. It comes up enough here that I believe it would sell and would appease a fair number of folks. (of course there will still be the ones who b*&^ about anything, but we can ignore them)
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
a playable dog/wolf race... we've got a whole barnyard, but no doggos
playable Gnolls... I don't care about evil blah blah reasons they're not already playable
playable Modrons
playable Bariaur (Centaur subrace?)
a Planescape setting book
an Adventure Time setting book
a simple crafting system that makes equipment more interesting... like you can add spikes to armor and get advantages against being grappled or you'd deal a little extra unarmed damage... also a better pricing system for items would help
a book dedicated to puzzles, riddles, and traps (Book of Challenges sequel)
more books with smaller adventures that can easily be used in any campaign setting
more high level adventures (Mad Mage is still the only thing to go to level 20!)
if there's another Forgotten Realms adventure, please place it somewhere other than the Sword Coast for once
more high level adventures (Mad Mage is still the only thing to go to level 20!)
Just so you know, the likely reason for the extremely low amount of high-level published adventures is cuz PCs ( especially spellcasters ) are hard to control at higher levels.
Rollback Post to RevisionRollBack
Mystic v3 should be official, nuff said.
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So, D&D isn't perfect, by any means, and it can't accommodate every character concept to everyone's liking. So, in the hopes that someone will see this, I have started this thread! If there is a subclass, spell concept, monster, or race that you wish was in 5e or wish was official, feel free to put it here! I'll start:
A hemocraft/biological wizard. I am playing a wizard who I wanted to be centric on biological exploitation of organism mechanics, like using blood to empower rituals or exploiting the anatomy of an acid frog to cast acid splash. It might be a vague concept, but I think it would be cool.
FYI I am not talking about necromancy.
Edit: No arguing about how realistic someone's ideas are.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Crafting book- Included would be stuff like snares, mutagens, potions, utility tools (spring shoes to have you jump really high), and whatever else they can come up with.
Exploration book- How to build exploration as a pillar of the game. Statblocks for biomes (Survival DCs, Common hazards, environmental changes, etc...) along with some cool one off little "discoveries"
Wisdom/Divine Rogue- Inquisitor- Rogue with cleric spell list, allow sneak attack with Sacred Flame/select cleric cantrips.
Trap/Crafting Ranger- Have different traps/snares/items you craft from nature and use.
Dragon Warlock
Oh god I love these threads! I get to see tons of cool ideas before the thread inevitably descends into arguments!
Personally I'm on the new classes bandwagon. Warlord as a martial support class, which we completely lack this edition. And an arcane/elemental half caster swordmage (subclasses for the elements as well as a death knight). If those are never coming, then at least some elemental paladin/ranger subclasses.
Also a sorcerer redo in the same way as Tasha's redid the ranger.
And maybe a plant based race like the pathfinder Leshy. It's the product of so many memes and is generally an awesome playable race.
A Barbarian subclass that can effectively use thrown weapons, or even be Dex based (for those Eberron halflings)
A Constitution-based caster/support class
A one-handed heavy weapon
A more intuitive encounter builder/formula published within a sourcebook
Scaling magical items (possibly with an alternative slot mechanism that is distinct from atunement), which can be awarded in Tier 1 but grow with and help define a character, or a system with which to build such items.
An alternative to Wild Shape in the same spirit as Primal Companion was an alterantive to Ranger's Companion, replacing the headache of updating MM statblocks to merge in your own features and mental ability scores, with new modular beast templates that can represent whatever you're choosing to build (X "Beast Shape" points to spend at Druid Level X, which can be used on things like creature size, creature natural attack damage die, special senses, special traits, etc.).
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I doubt a Dex only barb would be in the cards due to dex already being a god stat.
I definitely would love to see a ranged barb tho.
One handed heavy won't likely happen due to GWM and Dueling stacking.... Then you also get a shield? Very unlikely.
Con caster is good. Wish sorcerer was con caster.
+++ To the encounter builder... The one in the DMG is not very good.
Like the wild shape idea too. Should have been the way they did it from the get go.
Something like "So and so's guide to low fantasy" ("Mirt's Manual of the Mundane?") to describe optional rule systems for low-magic campaigns, low-fantasy/nonmagical subclasses, mundane special equipment, etc... that could be pretty cool.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Hm, well for starters.....
That’s on the top of my head at the moment.
"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
Some meaningful choices in gear in an expanded book where we can touch a bit on the variety of weapons 3e provided us with, the weapons in 5e are too basic and there isn't any real choices outside of what type of damage do you want your d8 weapon to deal.
An updated players handbook with a redone sorcerer and ranger instead of all these half baked semi fixes. They could also touch up on some issues in other classes as well, call it a 5.5 or an 'advanced phb' hell it could even be the same book with weapons
More metamagic for Sorcerers, the fact that it took all the way till Tasha's to get new metamagic is disgusting, and we need more meaningful choices.
Better subclass distribution - really getting out of whack with the subclasses clerics are going to be pushing 18 domains soon, but theres 5 rogues.. Really wish they'd put some more effort into the classes lagging far behind in variety
More short, modular adventures that are setting/theme agnostic and you can drop into any game. Also, HIGH LEVEL adventures! Support 15-20 play!
A more robust set of crafting rules would be cool but I doubt they'd be used much.
Also I'd love 5e Planescape, or at least a manual of the planes type book.
Dark sun setting
Some more Forgotten realms settings (Kara-Tur, etc.)
There are a lot of Sword Coast adventures in 5e, but I'd like to see some more old settings revised
Some more adventures happening on other planes.
A con caster
Dragon rider
It's a concept I've always wanted to see in d&d. Just imagining my character ride into battle on a DRAGON. I just want it to be a thing.
I really want a pet class. Unrealistic but I still want it. The talk about a magical girl class in one of the other class threads made me really want a class based around several of the creature anime.
By pet class, I mean that I want a class where you are bond to a special creature and as you level up your bond with the creature strengthens it and makes it grow in power. The creature had the power, but your soul energy, willpower, and tactical knowledge is what guides and fuels the creatures magical powers. You could have a creature that physically grows in power (kinda like Pokémon and Digimon), one that gains more magical spell-like powers (kinda like Zatch Bell), or one that is more of a symbiotic creature that gains it’s power by fusing with you (kinda like Venom, the digi/human fusions from Digimon or the Innocence from D Gray Man).
"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
beast master ranger
TheBricycle's Monster class has you covered on the venom thingy, and I've seen many of the Summoner/pokemon trainer/soul bond pet concept, and that would be very high on the to-do list IMO.
Also, street brawler/tavern fighter class would be great ( Though I love the pugilist, I wish WOTC paid more attention to this archetype ).
A sorcerer redux is in the cards, but I think it's fine as is.
Genius idea, WOTC could release a official iteration of the Blood Hunter in Van Richten's, the flavor fits.
Mystic v3 should be official, nuff said.
This ^
The new UA has a dragonrider ranger. I really hope it gets through testing.
There are a lot of problems with 5e's item system, particularly compared to other editions, but most of those would require rather significant changes to how items currently work.
So, rather than raise any of those issues, I would love to see Wizards implement an easy and necessary fix--standardized item prices. In other editions, items had a set price--this served as a good mechanism for DMs selling items to, or buying items from, players. Giving each item a guideline price would be rather annoying (though plenty of third-party sites have come up with various lists), but it would be extremely helpful and streamline a lot of the guesswork that goes into pricing items. Right now, the only official guidance we have is the rarity of an item... and given the extremely disparate power levels within rarities, rarity is a rather useless metric for pricing 5e's magic items.
Truly a full book on crafting and toolkit usage. Something robust and well hashed out, allowing it to be used in game, without ending up overly cumbersome. On several threads, I have seen examples of select things (poisoning kit comes to mind) where someone put together a detailed outline. What plans might be harvested, which animals might be used (for venoms and such) rough timelines for extracting the venom and so on. It comes up enough here that I believe it would sell and would appease a fair number of folks. (of course there will still be the ones who b*&^ about anything, but we can ignore them)
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
Some things I'd like to see in 5e...
Just so you know, the likely reason for the extremely low amount of high-level published adventures is cuz PCs ( especially spellcasters ) are hard to control at higher levels.
Mystic v3 should be official, nuff said.