presumption: suddenly, there are no subclasses in the game. Just the existing classes. Panic and chaos and raging has ensued, but that isn’t the point, just the basis for the question.
Since there are only the classes, what are the seven features (the abilities of the class and subclass) that you think not only define the class as something separate from all the others, but would be the seven abilities that they now have as a single class.
So, let’s say there is only one domain for clerics. What combination of domain aspects works for it as a single one?
which Paladin oath? And so forth.
Note: this isn’t about comparing the subclasses or getting the best build, but you can do that too, lol. It is more about kinda showing what an ideal version of that given class looks like to you, but without using a subclass. Mix and match different features from different subclasses. Try to get what you, personally, think is an example of the ideal version of that class without having it use abilities that you would also give to a different class.
I am deeply curious to see what people come up with, because I think it is cool how people try already…
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I’ll take a stab at the ranger: L1: Deft Explorer - but I would add in some sort of link to either the nature or survival skill (advantage on its use?) Favored enemy - but instead of three selections either 4 (L1, L6, L11, L16) or he ability to take 2 at each of the 3 levels not just if taking humanoids. Spells - I like this from the 1D&D UA but it could go to L2 if you round up for multiclassing not down and moved fighting style to L1. I would also make them prepared primal casters like the UA does but allow them evocation spells they are, after all, martial Gishes. L2 Fighting style - getting ALL the same ones as fighters not a more limited selection. Primeval awareness - since they are now prepared casters they don’t need the extra spell lists so this feature comes back into its own and is an iconic ability. I would extend the range to 6 miles however as we don’t have favored terrains anymore. Beast companion - initially one beast of CR1/4- but scaling as levels progress in either numbers of beasts or CR of beasts but not both. Something like the draconic companion would be a higher level option. L3. This is the hardest to do as there are so many good possibilities here. Hunter’s Prey - once each turn you can do 1D6 more damage on a successful attack. The damage is the same type as the attack. (Each subclass has some means of giving extra damage of some sort at L3 ranging from D4 to D8 this is a good average and, as worded, would allow for the use of spells as well. Hunter’s Sense - as is from the monster hunter or allow a choice of one of the extra sense/skill choices from the various subclasses. L4 Feat/ASI. I would say draw from the 1D&D feats here so you get a bit of both L5 extra attack L6 You are getting both new spells and deft Explorer benefits here so nothing new L7 Evasion L8 Land’s Stride Feat/ASI L9 Deft Explorer’s Tireless feature L10 Camouflage - like hide in plain sight but worded so it’s clear you can prep it in advance and then use it to hide even if observed if lightly obscured (like the wood elf ability) L11 Multiattack - but both options. Use one or the other in a round not both as your attack action L12 Feat/ASI L13 L14 Vanish L15 Misty Wanderer L16 Feat/ASI L17 L18 Feral Senses but worded so it’s clear that unless blinded and deafened you have neutralized the bonuses and penalties for fighting invisible foes. L19 Feat/ASI L20 Foe Slayer - this is a far better ability than most folks give it credit for as it’s real strength is adding the wisdom bonus to the to hit roll. If you want it stronger allow it on every attack roll not just 1.
There you go a ranger that is a ranger. If you use the 1D&D creation and skills/base with 4 2x skills it should be very good.
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Wisea$$ DM and Player since 1979.
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Hi all. Another of my odd queries.
presumption: suddenly, there are no subclasses in the game. Just the existing classes. Panic and chaos and raging has ensued, but that isn’t the point, just the basis for the question.
Since there are only the classes, what are the seven features (the abilities of the class and subclass) that you think not only define the class as something separate from all the others, but would be the seven abilities that they now have as a single class.
So, let’s say there is only one domain for clerics. What combination of domain aspects works for it as a single one?
which Paladin oath? And so forth.
Note: this isn’t about comparing the subclasses or getting the best build, but you can do that too, lol. It is more about kinda showing what an ideal version of that given class looks like to you, but without using a subclass. Mix and match different features from different subclasses. Try to get what you, personally, think is an example of the ideal version of that class without having it use abilities that you would also give to a different class.
I am deeply curious to see what people come up with, because I think it is cool how people try already…
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
I’ll take a stab at the ranger:
L1:
Deft Explorer - but I would add in some sort of link to either the nature or survival skill (advantage on its use?)
Favored enemy - but instead of three selections either 4 (L1, L6, L11, L16) or he ability to take 2 at each of the 3 levels not just if taking humanoids.
Spells - I like this from the 1D&D UA but it could go to L2 if you round up for multiclassing not down and moved fighting style to L1. I would also make them prepared primal casters like the UA does but allow them evocation spells they are, after all, martial Gishes.
L2
Fighting style - getting ALL the same ones as fighters not a more limited selection.
Primeval awareness - since they are now prepared casters they don’t need the extra spell lists so this feature comes back into its own and is an iconic ability. I would extend the range to 6 miles however as we don’t have favored terrains anymore.
Beast companion - initially one beast of CR1/4- but scaling as levels progress in either numbers of beasts or CR of beasts but not both. Something like the draconic companion would be a higher level option.
L3. This is the hardest to do as there are so many good possibilities here.
Hunter’s Prey - once each turn you can do 1D6 more damage on a successful attack. The damage is the same type as the attack. (Each subclass has some means of giving extra damage of some sort at L3 ranging from D4 to D8 this is a good average and, as worded, would allow for the use of spells as well.
Hunter’s Sense - as is from the monster hunter or allow a choice of one of the extra sense/skill choices from the various subclasses.
L4
Feat/ASI. I would say draw from the 1D&D feats here so you get a bit of both
L5
extra attack
L6
You are getting both new spells and deft Explorer benefits here so nothing new
L7
Evasion
L8
Land’s Stride
Feat/ASI
L9
Deft Explorer’s Tireless feature
L10
Camouflage - like hide in plain sight but worded so it’s clear you can prep it in advance and then use it to hide even if observed if lightly obscured (like the wood elf ability)
L11
Multiattack - but both options. Use one or the other in a round not both as your attack action
L12
Feat/ASI
L13
L14
Vanish
L15
Misty Wanderer
L16
Feat/ASI
L17
L18
Feral Senses but worded so it’s clear that unless blinded and deafened you have neutralized the bonuses and penalties for fighting invisible foes.
L19
Feat/ASI
L20
Foe Slayer - this is a far better ability than most folks give it credit for as it’s real strength is adding the wisdom bonus to the to hit roll. If you want it stronger allow it on every attack roll not just 1.
There you go a ranger that is a ranger. If you use the 1D&D creation and skills/base with 4 2x skills it should be very good.
Wisea$$ DM and Player since 1979.