Hi i am creating a homebrew class and I am trying to understand how not to make it feel overpowered. The hard part for me is keeping the idea of the class intact while still making it viable. Does anyone have any tips that could help me out?
A while back I took a look at all the classes. The average number of "features" (note: I counted each new spell level, but not heavy spell slot, and ASIs. I also didn't count minor number increases to an existing feature, such as 5 more feet of movement on a monk's unarmored movement) is about 23. So that's one measure you can check - does your custom class have around 23 "features". If you have stronger features, you need less number of them - if you have weaker features, you need more of them.
Early levels are more likely to have multiple features at the same level. They also have the weaker, but also usually defining features. Levels 4, 8, 12, 16, and 19 are for ASI, generally avoid putting other features at those levels. Level 5 is for Extra Attack if your class has naturally. You also should have between 3 to 5 of those features should be the subclass features, 3 if your class isn't affected too much by their subclass, 5 if your class is primarily defined by their subclass. Avoid putting features at the same levels as the class would get access to a new level of spells. For full casters, these levels are every odd level, level 1 and 3 are okay for other features though. For half casters, these levels are 2, 5, 9, 13, and 17, level 2 and 5 are okay for other features though.
Finally, proficiencies and hit points. Your class needs proficiency in two saves and between 2 to 4 skill proficiencies. Full casters and Warriors tend to have 2, Rogues have 4, classes that are kind of in between these, or are generally skilled, have 3. Tool Proficiencies largely depend on the nature of your class, most classes don't have them, but any tool proficiency that isn't an Artisan's Tools, Gaming Set, or Musical Instrument is generally more powerful, and might need to count against the class's number of skills. Weapon and Armor proficiencies are kind of fluid, just whatever makes sense pretty much. Hit Points are determined by an associated hit die - d12 for Barbarians, d10 for all other warrior classes, d6 for squishy casters, d8 for everyone else.
So, first decide if the class is full caster, half caster, or doesn't have the spellcasting feature. Then proficiencies and hit points. Next, how many subclass features your class will have. Now set up a list of levels and what "features" the class gets at those levels. Make sure every level has something and that it has 23. Now test it to find out if you need to have more or less features, and the strength of those features. When creating features, don't be afraid to look at the official class and subclasses, these can give you a good idea of the appropriate power level to achieve. Also make sure you have features that have use outside of combat.
That's all the advice I can offer without looking at it directly.
Thank you I have already done some of the points you brought up but just reading through this had made even more sense about doing a custom classes optimazition. Epecially the stuff about full/half/No casters and the 23 features. So thank you taking the time, i really appreiacte it.
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Hi i am creating a homebrew class and I am trying to understand how not to make it feel overpowered. The hard part for me is keeping the idea of the class intact while still making it viable. Does anyone have any tips that could help me out?
Thank you
A while back I took a look at all the classes. The average number of "features" (note: I counted each new spell level, but not heavy spell slot, and ASIs. I also didn't count minor number increases to an existing feature, such as 5 more feet of movement on a monk's unarmored movement) is about 23. So that's one measure you can check - does your custom class have around 23 "features". If you have stronger features, you need less number of them - if you have weaker features, you need more of them.
Early levels are more likely to have multiple features at the same level. They also have the weaker, but also usually defining features. Levels 4, 8, 12, 16, and 19 are for ASI, generally avoid putting other features at those levels. Level 5 is for Extra Attack if your class has naturally. You also should have between 3 to 5 of those features should be the subclass features, 3 if your class isn't affected too much by their subclass, 5 if your class is primarily defined by their subclass. Avoid putting features at the same levels as the class would get access to a new level of spells. For full casters, these levels are every odd level, level 1 and 3 are okay for other features though. For half casters, these levels are 2, 5, 9, 13, and 17, level 2 and 5 are okay for other features though.
Finally, proficiencies and hit points. Your class needs proficiency in two saves and between 2 to 4 skill proficiencies. Full casters and Warriors tend to have 2, Rogues have 4, classes that are kind of in between these, or are generally skilled, have 3. Tool Proficiencies largely depend on the nature of your class, most classes don't have them, but any tool proficiency that isn't an Artisan's Tools, Gaming Set, or Musical Instrument is generally more powerful, and might need to count against the class's number of skills. Weapon and Armor proficiencies are kind of fluid, just whatever makes sense pretty much. Hit Points are determined by an associated hit die - d12 for Barbarians, d10 for all other warrior classes, d6 for squishy casters, d8 for everyone else.
So, first decide if the class is full caster, half caster, or doesn't have the spellcasting feature. Then proficiencies and hit points. Next, how many subclass features your class will have. Now set up a list of levels and what "features" the class gets at those levels. Make sure every level has something and that it has 23. Now test it to find out if you need to have more or less features, and the strength of those features. When creating features, don't be afraid to look at the official class and subclasses, these can give you a good idea of the appropriate power level to achieve. Also make sure you have features that have use outside of combat.
That's all the advice I can offer without looking at it directly.
Thank you I have already done some of the points you brought up but just reading through this had made even more sense about doing a custom classes optimazition. Epecially the stuff about full/half/No casters and the 23 features. So thank you taking the time, i really appreiacte it.