I love the idea of dwarven craftsmen, how its built entirely into their culture. It never really felt like this was ever explored in characters - you usually end up with a dwarf warrior or cleric, doing the whole battle for the clans / gods thing, but little in the way of actually making things. But then, we had the Forge Cleric came out, and I fell in love with it. Fast forwards to now, and planning on a new game. I was kind of thinking to expand this whole crafting culture, by expanding to include several new subclasses themed around the idea.
Forge Clerics are the blacksmiths of 5e. Transmutation wizards make good alchemists, given that their subclass features are basically making alchemical substances to use. Druids all come with the herbalism kit, though there's no subclass themed around doing herbalism themed things; well, I suppose that Land druids using spells to grow their herbs and Goodberries might count. Artificers tend to have guns and golems.
In keeping with the above, I'm looking around for ideas on making subclasses for each of the main 12 classes, designed around the idea of specializing in certain artisan tools. I've seen two other examples of bards doing the calligraphy thing, making magical poetry and charms. I know real life drunken boxing doesn't actually involve drinking, but its fun to use it as a fantasy theme, and monks have been known to brew beer.
Rogue Assassins naturally get a poison kit and disguise kit, and that's on top of the normal Thief tools, but none of these are what I'd consider a crafting tool set. That said, its very much in theme for rogues to specialize in traps, so I'm thinking of a kind of trapmaster themed sub-class, though I have little idea of how to go about it. All I can think of is that I'm thinking of including the creation and use of caltrops, trip wires, and other similar things; a thread manipulation weaving theme, perhaps?
Sorcerer and Warlock I actually have a pair of ideas that I think could work out. I love the concept of gem mages, and I've got an idea or two for interfacing gemstones with Sorcery Point manipulation. Could be fun. Warlocks, meanwhile, are centered around their Patron, and there's a rather notable extraplanar group that could be willing to work with mages - the modrons and their master, Primus.
With Barbarians, I've been pondering tattoo artists. A variation off magic painters, but focused on the self. Magic tattoos just sound like fun, and I'm not quite sure how I'm going to do it yet, but I think it could be a solid idea. Especially if I key it into the whole unarmored thing, which is fun, but doesn't have enough ways to support it.
Rangers are an odd lot - they're hunters and explorers, so they naturally lend themselves to things like cartography, or perhaps woodworking for making their own arrows. I'm not really seeing magic maps as a basis of a subclass, though, and I'm not keen on another Arcane Archer subclass. I thought about leatherworkers, but I'm not sure either.
Fighters and Paladins I kind of draw a complete blank on. Not really sure what to do with them. I think of Fighters as weapon masters, which would normally be a shoe-in for blacksmith, but that's covered by Forge Cleric and I don't want the overlap. Paladin... knights in shining armor... I got nothing.
I really like the barbarian tattoo idea. Like woad face paint, etc. I would probably grant them a limited selection of spells and effects that they can infuse as tattoos (on themselves / others)
I love the idea of dwarven craftsmen, how its built entirely into their culture. It never really felt like this was ever explored in characters - you usually end up with a dwarf warrior or cleric, doing the whole battle for the clans / gods thing, but little in the way of actually making things. But then, we had the Forge Cleric came out, and I fell in love with it. Fast forwards to now, and planning on a new game. I was kind of thinking to expand this whole crafting culture, by expanding to include several new subclasses themed around the idea.
Forge Clerics are the blacksmiths of 5e. Transmutation wizards make good alchemists, given that their subclass features are basically making alchemical substances to use. Druids all come with the herbalism kit, though there's no subclass themed around doing herbalism themed things; well, I suppose that Land druids using spells to grow their herbs and Goodberries might count. Artificers tend to have guns and golems.
In keeping with the above, I'm looking around for ideas on making subclasses for each of the main 12 classes, designed around the idea of specializing in certain artisan tools. I've seen two other examples of bards doing the calligraphy thing, making magical poetry and charms. I know real life drunken boxing doesn't actually involve drinking, but its fun to use it as a fantasy theme, and monks have been known to brew beer.
Rogue Assassins naturally get a poison kit and disguise kit, and that's on top of the normal Thief tools, but none of these are what I'd consider a crafting tool set. That said, its very much in theme for rogues to specialize in traps, so I'm thinking of a kind of trapmaster themed sub-class, though I have little idea of how to go about it. All I can think of is that I'm thinking of including the creation and use of caltrops, trip wires, and other similar things; a thread manipulation weaving theme, perhaps?
Sorcerer and Warlock I actually have a pair of ideas that I think could work out. I love the concept of gem mages, and I've got an idea or two for interfacing gemstones with Sorcery Point manipulation. Could be fun. Warlocks, meanwhile, are centered around their Patron, and there's a rather notable extraplanar group that could be willing to work with mages - the modrons and their master, Primus.
With Barbarians, I've been pondering tattoo artists. A variation off magic painters, but focused on the self. Magic tattoos just sound like fun, and I'm not quite sure how I'm going to do it yet, but I think it could be a solid idea. Especially if I key it into the whole unarmored thing, which is fun, but doesn't have enough ways to support it.
Rangers are an odd lot - they're hunters and explorers, so they naturally lend themselves to things like cartography, or perhaps woodworking for making their own arrows. I'm not really seeing magic maps as a basis of a subclass, though, and I'm not keen on another Arcane Archer subclass. I thought about leatherworkers, but I'm not sure either.
Fighters and Paladins I kind of draw a complete blank on. Not really sure what to do with them. I think of Fighters as weapon masters, which would normally be a shoe-in for blacksmith, but that's covered by Forge Cleric and I don't want the overlap. Paladin... knights in shining armor... I got nothing.
I really like the barbarian tattoo idea. Like woad face paint, etc. I would probably grant them a limited selection of spells and effects that they can infuse as tattoos (on themselves / others)
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i love your gem mage idea, keep me informed if you make it and once i get hero you got a add my friend :p
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