Here are my ideas: path of the shaman barbarian, which focuses on the ritual spells that can typically be cast by barbarian class characters. School of summoning wizard, which focuses on the creation of minions to do the dirty work for you while you stay safe from the back of the pack.
Didn't know how to do that part. Saw it done on a different forum page and thread, but not how it was done. It was the thread voting for which story of campaign dungeon masters had the most stupid idea ever undertaken by the player characters in their campaign. They had 3 options to vote for but since it's an ever increasing storytelling thread, it would not make sense to do so for me. I'm good at posting ideas, but not publishing them. I leave that complicated stuff that I like to call mumbo jumbo to the professional people out there. I'm simply the blueprint guy that comes up with ideas and hand it over to those who have the skill set needed to make this stuff possible.
Shaman Barbarian just sounds like Wild Heart, which allows to cast Beast Sense and Animal Messenger as rituals while tapping into natural, primal power.
And your Summoner Wizard sounds like the Conjuration School, which isn’t updated to 2024 yet but still has a mix of teleportation and buffing summoned creatures. There’s also the Shepherd Druid, a subclass totally built around summoning fey and beasts to fight for you
We already have subclasses for what you’re talking about, brother. We need bigger and better ideas from you my man, or more specific details about what would differentiate your suggestions from what I listed above.
Didn't know how to do that part. Saw it done on a different forum page and thread, but not how it was done. It was the thread voting for which story of campaign dungeon masters had the most stupid idea ever undertaken by the player characters in their campaign. They had 3 options to vote for but since it's an ever increasing storytelling thread, it would not make sense to do so for me. I'm good at posting ideas, but not publishing them. I leave that complicated stuff that I like to call mumbo jumbo to the professional people out there. I'm simply the blueprint guy that comes up with ideas and hand it over to those who have the skill set needed to make this stuff possible.
When making a new thread, below the box where you enter your post look at the bottom-left to see an Add Poll button. Click it to begin adding poll options.
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Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
And your Summoner Wizard sounds like the Conjuration School, which isn’t updated to 2024 yet but still has a mix of teleportation and buffing summoned creatures. There’s also the Shepherd Druid, a subclass totally built around summoning fey and beasts to fight for you
Sounds like maybe, but not in substance. Conjurer Wizard has precisely one Subclass feature that relates to conjuring minions, which is gained at level 14 (after the bulk of campaigns end) that grants THP to the summon. There isn't, so far as I'm aware, a Summoning focused Subclass (Necromancer is better than Conjuration, getting their single feature for it earlier, but it's still not Summoning-focused). That said, from what I've seen so far, 5e doesn't handle Summoning particularly well anyway, and in many ways it's a mercy that they don't encourage it with focused Subclasses - at least for the rest of us.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I would find it helps to have the ability to summon help to stop enemies in their tracks, acting as roadblocks and allows you to focus on buffing your minions and yourself and debuffing the enemies while you stay safe from the enemies in question. Having a subclass focused on this playstyle allows solo players to reliably reach the highest levels with little problems. I also find being able to cast spells without worrying about spell slots in the game very useful. Barbarian characters have had the player handbook subclass option and ancestral guardian and sword coast adventures guide variants and spire of secrets to draw upon for spells. I think its time to try a simple spellcasting character option that takes care of headache problems that I call micro management.
I would find it helps to have the ability to summon help to stop enemies in their tracks, acting as roadblocks and allows you to focus on buffing your minions and yourself and debuffing the enemies while you stay safe from the enemies in question. Having a subclass focused on this playstyle allows solo players to reliably reach the highest levels with little problems. I also find being able to cast spells without worrying about spell slots in the game very useful. Barbarian characters have had the player handbook subclass option and ancestral guardian and sword coast adventures guide variants and spire of secrets to draw upon for spells. I think its time to try a simple spellcasting character option that takes care of headache problems that I call micro management.
Are you talking about the summoning subclass? In my experience summoning has major micro management issues. You need to take actions for several creatures, as well as choose which ones to summon in the first place.
Shepherd Druid, like I mentioned in my original post, does focus on summoning. Two of its major subclass features have Summon in the name and fit what you’re describing.
You’re asking for a summoning focused subclass, then point out that 5e doesn’t handle this well and that it’s a “mercy” that WotC doesn’t encourage it? So do you actually want a summoning subclass or are you asking for an overhaul of summoning as a feature in 5e?
In addition, you mentioned wanted to have simplified spell casting for a Barbarian without spell slots, highlighting that doing so would eliminate “micro managing” of spells. Except, spell slots are implemented for balance. If every subclass got spells without spell slot management, the game could be fairly unbalanced rather quickly. Barbarians are fairly powerful in their own right, they don’t necessarily need spells, as that isn’t their focus. On top of that, if you REALLY wanted your Barbarian to be able to ritually cast spells, just take the Ritual Caster feat.
You seem to have conflated myself with TheFBIisWatching. They want summoning Subclasses, I would want the mechanics cleaned up first.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I am very much aware of the drawbacks to making a pure summoning wizard, but wizards in any game are mostly glass cannons and not good for solo players to reliably play the game without a party's help. This might not be for everyone, but experienced solo players in mmo games such myself from my runscape days are good at self defense and are more than capable under the right circumstances. As for the barbarian, the subclass is more to lean into the barbarian class type culture and their magic tendencies, particularly rituals and spiritual leader types as shaman archetype player class characters. This adds historical flavor to the options. That's my idea anyways.
I am very much aware of the drawbacks to making a pure summoning wizard, but wizards in any game are mostly glass cannons and not good for solo players to reliably play the game without a party's help. This might not be for everyone, but experienced solo players in mmo games such myself from my runscape days are good at self defense and are more than capable under the right circumstances. As for the barbarian, the subclass is more to lean into the barbarian class type culture and their magic tendencies, particularly rituals and spiritual leader types as shaman archetype player class characters. This adds historical flavor to the options. That's my idea anyways.
The thing is, as I’m sure you are well aware, D&D isn’t a solo game. MMOs are solo. Yes you can team up, and need to in some cases, but there’s lots of content that can be solo, and it’s designed that way from the start. Trying to make any class work solo in tabletop D&D is going to have some problems. I get that some people don’t have an option to play with a bigger group, but that’s why there are sidekicks (in Tasha’s) to help fill that space.
As for barbarians, the grognard in me gets twitchy at the idea of them casting anything, as in olden days, barbs were specifically non-magical. In fact anti-magical; they got xp for destroying magic items. I realize this edition isn’t that one, and there’s even an expressly magic subclass or two, but sometimes a grognard’s got to grognard. 🤷♂️ Why not just play a Druid, seems like it would be way closer to a shaman archetype. Beyond that, I don’t think barb would need a whole subclass. Just take the ritual caster feat on any of the existing barbarian options and there you go. Of course, there are precious few ritual spells that really scream shaman to me, but I’m the first to acknowledge my opinion doesn’t matter in your game.
I get that they wanted the same amount of subclasses for each class, but I think they should re-add the transmutation wizard. I had just came up with a cool character idea that was one, but they removed it in the 2024 edition.
I get that they wanted the same amount of subclasses for each class, but I think they should re-add the transmutation wizard. I had just came up with a cool character idea that was one, but they removed it in the 2024 edition.
You can still use the old subclasses that haven't been updated.
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Here are my ideas: path of the shaman barbarian, which focuses on the ritual spells that can typically be cast by barbarian class characters. School of summoning wizard, which focuses on the creation of minions to do the dirty work for you while you stay safe from the back of the pack.
You do know you can put a poll in the thread, right?
Didn't know how to do that part. Saw it done on a different forum page and thread, but not how it was done. It was the thread voting for which story of campaign dungeon masters had the most stupid idea ever undertaken by the player characters in their campaign. They had 3 options to vote for but since it's an ever increasing storytelling thread, it would not make sense to do so for me. I'm good at posting ideas, but not publishing them. I leave that complicated stuff that I like to call mumbo jumbo to the professional people out there. I'm simply the blueprint guy that comes up with ideas and hand it over to those who have the skill set needed to make this stuff possible.
Shaman Barbarian just sounds like Wild Heart, which allows to cast Beast Sense and Animal Messenger as rituals while tapping into natural, primal power.
And your Summoner Wizard sounds like the Conjuration School, which isn’t updated to 2024 yet but still has a mix of teleportation and buffing summoned creatures. There’s also the Shepherd Druid, a subclass totally built around summoning fey and beasts to fight for you
We already have subclasses for what you’re talking about, brother. We need bigger and better ideas from you my man, or more specific details about what would differentiate your suggestions from what I listed above.
Profile pic - credit to artist unknown
When making a new thread, below the box where you enter your post look at the bottom-left to see an Add Poll button. Click it to begin adding poll options.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Sounds like maybe, but not in substance. Conjurer Wizard has precisely one Subclass feature that relates to conjuring minions, which is gained at level 14 (after the bulk of campaigns end) that grants THP to the summon. There isn't, so far as I'm aware, a Summoning focused Subclass (Necromancer is better than Conjuration, getting their single feature for it earlier, but it's still not Summoning-focused). That said, from what I've seen so far, 5e doesn't handle Summoning particularly well anyway, and in many ways it's a mercy that they don't encourage it with focused Subclasses - at least for the rest of us.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I would find it helps to have the ability to summon help to stop enemies in their tracks, acting as roadblocks and allows you to focus on buffing your minions and yourself and debuffing the enemies while you stay safe from the enemies in question. Having a subclass focused on this playstyle allows solo players to reliably reach the highest levels with little problems. I also find being able to cast spells without worrying about spell slots in the game very useful. Barbarian characters have had the player handbook subclass option and ancestral guardian and sword coast adventures guide variants and spire of secrets to draw upon for spells. I think its time to try a simple spellcasting character option that takes care of headache problems that I call micro management.
Are you talking about the summoning subclass? In my experience summoning has major micro management issues. You need to take actions for several creatures, as well as choose which ones to summon in the first place.
Shepherd Druid, like I mentioned in my original post, does focus on summoning. Two of its major subclass features have Summon in the name and fit what you’re describing.
You’re asking for a summoning focused subclass, then point out that 5e doesn’t handle this well and that it’s a “mercy” that WotC doesn’t encourage it? So do you actually want a summoning subclass or are you asking for an overhaul of summoning as a feature in 5e?
In addition, you mentioned wanted to have simplified spell casting for a Barbarian without spell slots, highlighting that doing so would eliminate “micro managing” of spells. Except, spell slots are implemented for balance. If every subclass got spells without spell slot management, the game could be fairly unbalanced rather quickly. Barbarians are fairly powerful in their own right, they don’t necessarily need spells, as that isn’t their focus. On top of that, if you REALLY wanted your Barbarian to be able to ritually cast spells, just take the Ritual Caster feat.
Profile pic - credit to artist unknown
You seem to have conflated myself with TheFBIisWatching. They want summoning Subclasses, I would want the mechanics cleaned up first.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
You are correct. Replied quickly without paying attention. Apologies Linklite.
Profile pic - credit to artist unknown
I am very much aware of the drawbacks to making a pure summoning wizard, but wizards in any game are mostly glass cannons and not good for solo players to reliably play the game without a party's help. This might not be for everyone, but experienced solo players in mmo games such myself from my runscape days are good at self defense and are more than capable under the right circumstances. As for the barbarian, the subclass is more to lean into the barbarian class type culture and their magic tendencies, particularly rituals and spiritual leader types as shaman archetype player class characters. This adds historical flavor to the options. That's my idea anyways.
The thing is, as I’m sure you are well aware, D&D isn’t a solo game. MMOs are solo. Yes you can team up, and need to in some cases, but there’s lots of content that can be solo, and it’s designed that way from the start. Trying to make any class work solo in tabletop D&D is going to have some problems. I get that some people don’t have an option to play with a bigger group, but that’s why there are sidekicks (in Tasha’s) to help fill that space.
As for barbarians, the grognard in me gets twitchy at the idea of them casting anything, as in olden days, barbs were specifically non-magical. In fact anti-magical; they got xp for destroying magic items. I realize this edition isn’t that one, and there’s even an expressly magic subclass or two, but sometimes a grognard’s got to grognard. 🤷♂️ Why not just play a Druid, seems like it would be way closer to a shaman archetype.
Beyond that, I don’t think barb would need a whole subclass. Just take the ritual caster feat on any of the existing barbarian options and there you go. Of course, there are precious few ritual spells that really scream shaman to me, but I’m the first to acknowledge my opinion doesn’t matter in your game.
I get that they wanted the same amount of subclasses for each class, but I think they should re-add the transmutation wizard. I had just came up with a cool character idea that was one, but they removed it in the 2024 edition.
You can still use the old subclasses that haven't been updated.
pronouns: he/she/they