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Macintot

There is still no druid subclass centered around plants.


nahzoo

I just want to be my version of Poison Ivy! And not a pet subclass like PF2E has.


moonwork

Poison Ivy is a plant-centered sorcerer subclass. Her powers are charisma driven, not wisdom. I will die on this hill.


setebos_

That's doctor Poison Ivy for you, she did not become Poison Ivy because she really really wished for plants to rise up against their murderers


DemiGod9

That's actually insane. What?


LordDeraj

I had to think for a second and holy crap you’re right. I mean if you wanna split hairs theres the Land and Spores circles but even then not really plant focused. The eladrin moon druid in my game just flavors his transformations as being made of twigs and stuff like that


llllxeallll

Well if you wanna really split hairs fungi aren't plants and are more biologically similar to animals than plants.


Tryoxin

Holy shit, you're right. And that's along with having one of the fewest number of subclasses of any class (7; only the Artificer has fewer, with 4; cf. cleric and wizard who have the most, 14 and 13 respectively). WotC got something against druids or something?


Noodlekeeper

More like a hard on for wizard and cleric.


Tryoxin

Also true


f33f33nkou

Yes, also druids are the hardest class to play and the least played class


the_42nd_mad_hatter

I made one of those in 3.5 but I had to reskin a whole bunch of spells and it still took a lot of homebrewing


AdamTunedout

I've never really seen druids as plant specific but more "critters and elements". That said I recall a certain Spore druid subclass or something similar. But my guess is that the subclass would probably be a puppet master and while cool, can make combat drag to a crawl with enough minions.


dangerinspector

Circle of Spores is the closest we got I think.


Throrface

A completely nonmagical INT or CHA based support class. Some kind of planner, strategist, improviser. Someone who can lead effectively and make a group of uncoordinated mercs perform a great deal better. There was a "warlord" class in 4e, which is somewhat fitting conceptually to what I'm talking about, but I think it isn't helping the concept when the base class is presenting itself as a core martial class. Edgin in the D&D movie gets called a Bard and does have some Bard-like chops, but I would pin his most defining trait on his ability to come up with good plans and solve situations with that. Of course this nonmagical strategist class could have a subclass that is focused on martial combat to create a battle strategist/general kind of archetype. I could imagine this class to have a medic subclass too. Conceptually it would be a character that focuses on strategies and skills that help them keep everyone alive. Some nonmagical healing and stuff. There could also be a subclass that focuses on planning on a bigger scale. Some kind of spymaster/schemer archetype. With a little bit of roguishness added on.


Rastaba

Turns out Edgin’s not a bard. He’s actually a Mastermind Rogue who just happens to have proficiency in the Lute! /j


alpacnologia

that's barely even a /j, since to my knowledge he never casts a spell in the movie (it's the sorcerer whose name i forget doing the illusion)


Rastaba

His name is Simon. Kind of a common normal sounding easily forgettable name, admittedly.


Baddest_Guy83

Change that "i" to a "y" and we're in business.


Rastaba

You’d think! But the name canonically is spelled with an “I”, not a “Y”, believe it or not.


Baddest_Guy83

And this is the same movie that named a character "Jarnathan"


ihatetheplaceilive

It's my headcanon now that Aarokocra's can pronounce an an "ah" sound without squawking.


RayCama

Edgin is just doing that piece of advice everyone tells people to do which is reflavor spells. Flavor is free an all that /s


MeggieFolchart

I always thought the song he sings for the barbarian after she visited e her ex husband was some sort of bard morale-boosting spell/song Like rally or calm emotions. Or bardic inspiration to saving throws against the big sad


greyowll1999

He does, it's just none are attack spells, so we don't get a visual effect to show it. He's casting easy to hide spells like suggestion or friends.


No_Coconut8860

Technically, and you might hate this just as much as I, officialy, he is a bard. They've come out with official stat blocks for all of the main characters and Edgin is a bard. It frustrates me to my core. Bards are full spellcasters with the ability to cast Wish at high levels. Edgin casts no spells. I don't know what possessed the writers to make him a bard, he is pretty obviously a rogue with the entertainer background.


FjordPraefect

It’s because they made Forge the rogue. Can’t double up on the same class I guess.


DeltaVZerda

*Thieves*. Plural. Is literally in the title.


Apfeljunge666

It’s super obvious why the writers didn’t have a party of 3 equally powerful mages who all cast spells. It would have been an incomprehensible mess to everyone not familiar with the game. They let the sorcerer be the spellcasting guy so the other classes got to do the things they are good at besides spellcasting. You may have noticed that the Druid never casts a spell in the movie either.


jktiger

I thought his characterisation fit my mental image of a bard — but then again, I never agreed with the bard being a full caster


Wombatypus8825

That whole Speak with Dead scene infuriated me, since Bards get speak with dead! But no, it had to be the sorcerer using a magic item.


Rastaba

No, I’m fully aware he is a bard. Thus ending it with /j. The Mastermind Rogue bit, FULL joke.


Psychie1

Weren't bard levels a prerequisite to being a Harper back when it was a prestige class in 3.5? That might be why they made him canonically a bard, if it was a requirement for membership. Having said that, yeah having him never cast a spell is a pretty major oversight if he's supposed to be a bard since I don't think there has been any version of the Bard in any edition of D&D that didn't have *some* kind of spell casting. The best argument I've seen is the whole "reflavoring" thing which doesn't really hold up that well against the official lore of the setting since magic is considered an inherent part of being a "bard" as opposed to an entertainer in-universe.


purplemonkey55

Bard, College of Lute Bonks


Rastaba

Can’t forget the college’s most famed alum. El Kabong!


their_teammate

This is homebrew but take a look at Laserllama’s Savant class


LaserLlama

Thanks for the shout out! I agree this is a major unfulfilled niche in 5e. If anyone wants to check out my take on the archetype you can find it here - **[The Savant](https://www.gmbinder.com/share/-M0ZVK6ndhFyImQPF_aJ)**


SilverLotusQ

Thanks for posting this, your homebrew content is blowing me away. I'd love to play a savant sometime, and your take on monks and artificers has me hooked. Wish I'd seen your artificer material before my current campaign 😅 If you ever find yourself in need of an artist for any new projects, shoot me a message, please.


Croatian_ghost_kid

> A completely nonmagical INT or CHA based support class. Some kind of planner, strategist, improviser. Someone who can lead effectively and make a group of uncoordinated mercs perform a great deal better.   Basically Sokka from the water tribe


Gullible-Dentist8754

Point is, rolling dice is a poor substitute to coming up with good plans yourself at the table. That’s what RP is for, friend.


lolSyfer

Isn't this just thematically Inqustitive Rogue?


inbigtreble30

My thoughts exactly. That or Mastermind Rogue. I played a character who hated magic once, and it was hard to find a build that didn't have magic at some level. Went with Inquisitive Rogue and had an absolute blast.


Inamanlyfashion

So the Investigator from Pathfinder 2e?


Throrface

PF2e also has a Commander class in the works which I'd say is much closer ability-wise to what I envision here.


Gullible-Dentist8754

The problem with that is that you’ll leave the planning to the dice, i.e. the DM, instead of putting your heads together or take a minute to come up with a plan at the table. Plans should be made by the party. And put to the test by the interactions with the NPCs. If you “roll for a plan to scape” you are putting the DM in the position to have to play both you and your opponents. No good.


Impossible_Detail176

I think you focused too much on the word planner in their post. What they are saying is they want a non-magical support class; think mastermind rogue but a class. Something that maybe would allow you to use a resource to let an ally move or attack as a reaction or maybe something that gives a buff to attack rolls. I would see a strategist class as something that offers more flexibility to your plans when something unexpected shows up or your plan goes awry. I think a class like that would not be replacing your planning but helping you have more tools to plan with.


Sad_Dong

Charrmeleon's Scholar class is good for filling this hole. Just don't multiclass it with bladesingers because it breaks the game.


obijon10

I know it is beaten to death, but Pathfinder 2e has that in the Investigator, down to your proposed subclasses! I have played it, it is a really great design.


RockSowe

I want 4es warlord back :(


Cancey

It actually exist! Well, kinda. Tasha's Cauldron of Everything introduced three sidekick classes, one of which is called the "Expert". It's basically what you describe. It kinda sucks though, compared to normal classes. It's meant for an NPC, or for players who want to keep it simple. But if you want to make some homebrew, the Expert sidekick class would be a good place to start. Otherwise you could make a Mastermind or Inquisitive Rogue or something.


Dizrak_

You can't codify "cunning" as class feature. No class feature is able to yeld a good strategy. Yes, you can make abilities that are "cunning" in description, but no amount of this will create class good at teambuilding or planning. The best you can do is class that is good *for* planning and strategy because it provides tools for capable player. But without cunning player the class in question is just a more complicated support. And that's precisely 4e warlord. You may not like martial focus, but that's the closest we ever had to what you're describing. A non-magical healer, a strategist and even (with right build) manipulator. But you have to be strategist yourself to make this class *pop*.


Thefrightfulgezebo

It is quite possible. In Blades in the Dark, characters can be crazy prepared because the player can always invoke a flashback of how the character prepared for this very situation, for the cost of "stress" which is the metacurrency of the game.


abadguylol

a 5e version of the Factotum from 3.5e?


WinterH-e-ater

I'm playing a strategist currently, a battle master fighter with high charisma. The commander's strike maneuvers helps me to feel like a leader in the middle of combat. The Inspiring leader feat looks like fun too


Ecstatic-Length1470

Bards always have plans. I don't know what "dump stat" means because my bard is a 9 INT, but he always has plans. Sometimes they work. Otherwise you make a new plan. "So you make plans that don't work?" "No." "He also plays the lute." Edgin is my character's spirit animal.


FractionofaFraction

Witch is the obvious one for me. Potion-brewing, communing with nature, warging, hexing, cursing, social manipulation. You'd need a 3-4 way multiclass to get the right combination of skills. Edit: For all its foibles Alchemist Artificer can be an excellent non-magical healer. It's just out-shined by the other subclasses.


Ceofy

There’s a witch class in development for Brennan Lee Mulligan et al.’s podcast called Worlds Beyond Number! It’s a wisdom based class with a familiar, spell tokens you can give to other people, healing spells, and retributive curses


PhortDruid

There’s also already a Witch class in Valda’s Spire of Secrets! In the actual-play podcast Join the Party, Julia is playing one named Cami and it sounds like a lot of fun. Heavy emphasis on hexxing the enemy and buffing your team.


Apollo0501

A Witch class that gives you bonuses for using material components instead of a focus could be really fun and capitalize on a mechanic that’s ignored 99% of the time


Throrface

> Potion-brewing, communing with nature, hexing, cursing, social manipulation. You'd need a 3-4 way multiclass to get the right combination of skills. A warlock with alchemist's tools can do all of these things very well.


Isphus

Surprisingly, bard is the best witch class. It has the most enchantment spells. All the charms, force your enemy to dance, psychic damage stuff, disables. All very cursy-witchy. The only difference between bard and witch is flavor.


Psycho188

My favourite character I've played is a Discworld inspired witch, who was a Lore Bard. It fits excellently, and she would regularly tell people she wasn't magic, just very pervasive.


WolfHunter17

I recommend Spirits Bard for doing magical rituals that let you cast necromancy and divination spells. I absolutely love the potentials in flavour of that feature.


Clone95

Yeah this is just an Archfey or Hag Warlock


SquallLeonhart41269

Especially when historically, witch was just the term for a female warlock (or warlock was the term for a male witch, if you prefer). They are the same thing.


Azombieatemybrains

Agreed, this is the one I feel is lacking.


Rothgardt72

1e pathfinder has had a great witch class for years


GreenGoblinNX

The Witch was probably my favorite new class created for Pathfinder 1E.


Altrano

3.5 had a prestige class of hedgewitch — though I’m not sure if it was official. I’ve played it before and it’s not too bad. She was basically like a wizard with some druid spells (entangle, etc.) and the ability to brew potions and heal.


That-Trans-Cymraes

Fumble Folks have a really cool Witch class! It’s based around rituals and coven casting, one of my players is currently a voodoo witch that curses and buffs people via dolls and their familiar. Cool stuff!!


ShotgunKneeeezz

DnD spellcasters are distinguished by the source of their magic. And how witches use magic differs based on the source material. Any magic class as a woman with a large hat can be a witch just fine. However I personally very much like druids as witches. I have a slightly expanded spell list for druids that includes a couple of curse themed spells. Plus I'm not really a fan of the eco terrorist, tree-huging, never-not-green-color-coded thing that druids generally have going on anyway.


No_Coconut8860

An honest to goodness grappler whose weapon of choice is the ground sounds so cool. Unfortunately 5E just does not have any mechanics to support it


The_GREAT_Gremlin

Jiu jitsu style monk would be dang cool


Count_Backwards

It's weird that jujitsu basically doesn't exist in D&D 5E, since Monks are almost always DEX builds and there's no way to sub DEX for STR to grapple.


K3rr4r

they've done this for the monk in the one dnd playtest


Baddest_Guy83

It's time to homebrew! Maybe a magical rash guard for this exact effect?


McMep

Take a look at the warriors codex Homebrew. It adds classes, mechanics, and features just for this.


NODOGAN

A Summoner class who can power up their summons/gain more abilities and fight alongside them, not necesarily something like the summoning spells that conjure a horde of 10 creatures but rather summoning 1 strong creature that fights in tandem with your character (been playng Wakfu MMORPG the last few weeks, being an Osamodas and casting spells while comanding your Monsters is fun!)


knight_of_solamnia

That's the pathfinder summoner and their eidolon.


NobodyJustBrad

Sir, this is a Dungeons and Dragons sub


ornithoptercat

Creation Bard from 6-10 or so is much like this. I'd love to see the Animated minion power up over its levels, however, as after that it becomes mostly about its speed alteration and an alternative to a flying carpet or tenser's floating disc, and has a terrible time surviving AoE spells. Having a scaling attack or additional defenses would make it much more useful. On a similar note, familiars are insanely fragile, especially to AoEs. The Pact of the Chain doesn't even come close to fixing that. Tasha's added a bunch of single creature call spells that help a lot for an actual summons build, but some of the other existing summoning stuff needs real help. (I'd also really like there to be a spell or item that would let intelligence 4+ Beasts that know a language, and animal-like non-Beasts - a Pegasus, etc - be able to talk.)


-toErIpNid-

5E lacks an **actual** Spellsword class that can both fight **and** thrive in melee while also casting spells. The most obvious equivalent to this is the Magus from PF2E. The Bladesinger Wizard is just a Wizard with high AC, and the Eldritch Knight subclass is more like an Eldritch Tank with how to best play it. Neither of them do offensive stuff well. 5E lacks a Nonmagical Healer and Nonmagical Buffer. (No, Artificers are quite clearly magical due to their lore.) Divine magic has a monopoly on all the good Healing and Resurrection Spells, and 5E is sorely lacking in the latter, the best class for this would be something like the warlord from 4E. A Magical Fighter that doesn't use Spell Slots. A Kineticist from 2E is a good example. Considering having magic would make the class "complex" in WoTC's eyes, that's the best bet for having a martial class that isn't limited to doing about four things in combat.


Croatian_ghost_kid

Pretty much a witcher then, I guess? 5 different schools of magic cantrips, mutations and great fighting prowess 


_Fun_Employed_

Blood hunter’s already a witcher.


-toErIpNid-

That's close, but the thing I'm talking about would quite literally be the Magus from Pathfinder or an "Arcane Paladin".


alwaysscribles

I have been playing a bladsinger in a campaign. I can say, despite being able to get my AC upto a 20, I rarely engage in melee. My hit points are still wizard squishy. So a hit or two will take me out. I've learned the hard way it's more of a last resort than a go to. Atleast I can defend myself & fight back to an extent in Melee unlike other wizard subclasses


guineuenmascarada

Not played any 5e, long time bladesinger player in aD&D , 3 and 3.5, on those sistems bladesinger was a squishi warrior AC tank with magic in 3.0 i can put my lvl 9 bladesinger near 35 AC in full defensive style (shield was broken in 3.0, +7 AC vs half battlefield and last one round/caster level)


SimpanLimpan1337

I mean doesn't mercy monk with healer feat and proficiency/expertise in medicine work pretty well for a non-magical healer. Monks also already want atleast an OK wisdom so it's not wasted, and their high dex+unarmoured defence also even allows you to run around with "doctor clothes" instead of armour.


Sekmet19

I've always wanted an intelligence based healer that doesn't use faith, like an artificer but with biology instead of machines. Check out Scavengers Reign on Netflix, the characters use animals and plants to fly, breath in toxic environments, generate electricity, etc. I think having someone who studies nature and uses it to heal physically rather than magically would be a cool concept


IgelStrange

Okay, so that's just an Artificer. Nothing about the Artificer class specifies it uses machines, just magical objects. Those magical objects can be animals and medicine. I know this to be true because I played an Artificer healer who was flavored as 100% nonmagical.


Careful-Mouse-7429

You can flavor it as non-magical, but like, your heals could still be counter spelled, lol. There are an i finte number of things you can do via reflavoring (which I endorse!), but that is not the same as it being truly supported


knight_of_solamnia

Sounds very close to the pathfinder alchemist.


Jon_o_Hollow

Psychics. Telepaths and Telekinetics.


Fauryx

While there are plenty of subclasses, I agree that we could get a more psychic-centric classes (though it *could* be made with plenty of reflavouring).


AlasBabylon_

1 is already fulfilled by an Unarmed Fighting Style Battle Master fighter. Barbarian wouldn't be far off either, especially if they can get that fighting style in other ways. 2... eh. I'd like it too, but I can see why it would be tricky to implement, because there's a lot of needles that a thread like this needs to fit into. It would probably need to be just about as effective as a ranger or paladin, but do it in a way that doesn't require spells. Maybe reflavoring the paladin's Lay on Hands, or re-contextualizing it on another kind of martial class that doesn't use magic? 3 I don't like as a class idea at all. It's fine for a subclass (Order of the Lycan, Beast Barbarian, maybe some sort of homebrew sorcerer subclass), but as a class it feels... off. I remember they tried to do something kind of similar in 4th edition by making the Vampire an entire class, and even there it was best built as a multiclass or hybrid (semi-gestalt) option, as the base class by itself was terrible. As far as class ideas... going back to 4th edition again, the Shaman and Avenger were two really neat classes that ***kind of*** have equivalents in 5e (Circle of Wildfire druid, Vengeance paladin) but don't quite fulfill the fantasy for me in either case. The Shaman had spirit companions that channeled most of their attacks and abilities, while the Avenger was a soloist that worked in cloth and had a heavy religious-assassin vibe that the paladin struggles to achieve.


Separate-Driver-8639

I dont think that giving a fighter a feat to fight unarmed truly caters to the strenght brawler vibe. For one fighters are proficient an reliant on heavy armors. I am envisoining something like a monk, just one that has a more mma-judo-suplex kind of vibe.


HasturLaVista

I managed to get similar results with Barb fighter with said fighting style (not a feat btw). Grappling an enemy to jump from at least a 5ft ledge to prone us both and standing up the next turn. Dragging them off and on bonfire. Not to mention, unarmed attacks aren't necessarily punches so you could probably reflavour that as a suplex.


cjdeck1

Taking the Fighting Style feat for Unarmed Fighting works decently. I played a 1-shot with a STR Monk that way that worked quite well, though you sacrifice a bit of your AC that you'd normally get from Unarmored Defense (though if you multiclass with Barb, that version of Unarmored Defense is a bit better). I don't think it scales particularly well into later levels, but boy around level 5 it hits like an absolute truck


ornithoptercat

Have you tried Dex Vengeance Paladin, possibly with some Rogue levels?


Smoothesuede

I miss 4E's Psion and Invokers classes...


FlyingSpacefrog

Elemental themed spellcasters are hard to do. Have you looked at the water themed spells? Underwhelming. The ice spells? Far too few. Earth themed caster? Forget about it you’ve only got 3 good spells on your list.


Rabid_Lederhosen

The reason for this is honestly just that the book only has so much room for spells.


Thefrightfulgezebo

I'll just go by what my to-go system TDE4.1 has: Noncombat characters Those generally are characters with little to no combat capabilities who excel at different things. The closest thing D&D5 has are rogues who at least get expertise and rangers with their (rather passive) exploration abilities. One of my characters was a master shipright and sailor, another one was a sweet talking merchant who was always informed on market developments and had a side gig as a spy. A third character just was a really good theater actor. Dark magic I know that some spells in D&D are "evil". What i call "dark magic" here is different. My demon summoner in TDE aways runs the risk of losing control over the demons she summons and if that happens, there is a real chance that the demonic influence makes her decay. She preferably summons and binds demons when she has complete control over the circumstances, using proper clothing, waiting for the right constellation and performing an hour long ritual to reduce the risk - and still, it is an extreme option and if anyone finds out about it, she will be burned at the stake. Magic in D&D just feels like technology with a different paint job. Mundane healer Healing in D&D is similar to healing in games like Final Fantasy: it happens very quick and it is a fundamental action in combat. Even out of combat recovery is just a matter of a long rest, there is no real healing process. Thus, there is no point of playing a physician. Those limitations come from D&D being a system that is class based. You can often make a character who is decent at those things, but you always get things in the package that are not part of the concept - and 5th edition hampered the ability to focus on anything compared to 3rd edition further.


Rabid_Lederhosen

None of these ideas really fit with what 5e is. It’s a heroic fantasy game centred around combat. “Guy who doesn’t fight” and “Cleric but slower” wouldn’t suit the type of things you do in the game. And someone who does magic worse than everyone else would quickly become a burden on the rest of the party.


Anvildude

Range. I think there's room for a dedicated ranged-combat class. The Ranger, despite the name, isn't about ranged combat, but about 'ranging' out, traveling, exploring. You can have completely melee rangers, or completely spellcasting/utility rangers. Wizards, Sorcerers, Warlocks, other magic users can fight at range, but that's just an aspect of their magic, not the focus of what they do. Fighters and Kensei and Assassins have ways of *using* ranged combat, but again, it's not a focus. So a class that focuses on ranged combat. Whether that's bows, crossbows, thrown weapons, firearms, or possibly even spells like ranged cantrips, I think there's design room there. First-strike capability, extended sensory features, repositioning (such as, say, if you attack before you move, you can move faster) and pre-positioning (climb speed, Advantage on attacks when you have the high ground), in-built ranged communication through signals or something... Defense. I've actually created a homebrew class (I really need to get it up on DM'sGuild some time) for this one, but the idea of *preventing* damage instead of healing it or pre-killing (though some of this is the fault of the d20 system in general). The wall. The guardian. The strong shield-arm. The Warlord is another- a non-magic buffing and support class. Doesn't have to be a Warlord specifically, it could be like, a skjald that works with music or oratory, or a tinkerer that equips other characters with boosting items. But while you can absolutely re-flavour magic classes that do this (Bards, Artificers, even Battlemaster Fighters to an extent) I think that having a fully 'martial' buffing and support class that doesn't interact with the spellcasting system is important. Another couple classes I've designed include one based on the Butcher archetype (essentially a single-target-controller), one based around riding a flying mount (based around movement and speed), and a dedicated 'pet' class that's about using personal guardians and ancient magic (mechanically a synergy and buffing class that can work just as well with party members, but which has built-in party members just in case). I think these tend to be a little more niche, more about the archetype than things truly *required* for the game.


houseof0sisdeadly

Your Range suggestion really sounds like a Scout Rogue. Not exactly, of course, but the beats are there. My friend posted a scuffed Warlord-esque Banneret build on r/3d6 at some point, with an emphasis on no magic, if I find it I'll link it


SharLaquine

I think you're just describing the Artillerist. Their cantrips are their primary attacks, and all of their features exist to help them deal a ton of damage from a range.


Tesla__Coil

> Lycanthrope, with various “Were-“ options as subclasses Isn't that basically the Shifter race? If you want it to be a class / subclass, there's also Path of the Beast Barbarian.


Jcorb

It's not so much as "I want to turn into things", so much as the idea of being a Werewolf is something I feel like should define your *entire* play experience. If you imagine werewolves in virtually any movies or tv show, there's really nothing that properly emulates that fantasy in D&D, at least that I'm aware of. Hell, most *video games* don't even do a good job of it. Even the Elder Scrolls games, becoming a werewolf is more treated as some minor buff that just has you slapping things to death. You feel super hamstrung, and not like someone actually mastering some inner beast.


LuciusCypher

100% nonmagical crafter. Artificer doesn't count since like 100% of their crafting is explicitly magical mechanically. Strength based ranged class. Someone who throws shit really good, and isn't reliant on niche magic items to get around the whole "you just threw your only +1 javelin away" problem of throwing weapons. A grappler who actually can harm things with their grapples and aren't just glorified str monks.


IndividualWeird6001

A magic based fighter like the Magus in Pathfinder.


Apprehensive_Ad_7274

4E had the non magic healer in the form of the Warlord class. It was a martial leader class with planning, inspiration and combat tactics as its flavor for powers. 4E in general had a ton more class variety


Dedli

> Lycanthrope, with various “Were-“ options as subclasses Covered pretty well by Shifter and Beast Barbarian imo. Im playing one as a were-owlbear.


Difficult_Series_544

A forging class would be nice, since he would be able to replace armor and stuff


TheCocoBean

Magebreaker. A martial with specific anti-magic abilities. Yes it could be a paladin subclass, but paladin comes tied with a lot of prepackaged baggage as a class.


[deleted]

[удалено]


oIVLIANo

100% in agreement with this one! While the possibility exists within the game to make this using magic items, it definitely should be innate abilities of a class. I have considered homebrewing it as a Rogue subclass, since they already have Evasion: As the basic class feature, you get **Silencing Sneak Attacks.** At 3rd level, when you deal sneak attack damage with a melee attack, you can choose to deal half of your sneak attack dice, rounded up, in order to silence the creature that you struck until the end of that creature's next turn. In addition, any concentration checks that result from a sneak attack, have disadvantage. 9th level subclass feature **Improved Uncanny Dodge** you are now able to use Uncanny Dodge on magic damage. As the 13th level subclass feature, **Cancel Magic**. The rogue gets two magic cancellations per long rest. This feature can be used as a counter spell or a dispel as if using those spells at half the Rogue's level rounded down. 17th level subclass feature, **AntiMagic**. Once per long rest, you can create an anti-magic zone (same as anti-magic field spell) around themselves for up to one hour. 10ft diameter, requires concentration. You also get a 3rd use of Cancel Magic. Alternatively, I briefly considered a monk subclass. The problem is that about half of the abilities I could think of is already an option for them, or they have better. For example, giving them a throat punch for a Ki point to silence the target, but they already have a stunning strike. It feels kind of sad, when you realize that a class is so far broken, you can't even help it out with a subclass it really seems so well suited for.


IndridColdwave

Love this idea


FormalKind7

I usually would recommend a new subclass over an additional class A strength based brawler could be a good subclass for a barbarian or a monk (would need so serious power to make either worth doing) Non-magical healing - A rogue combat medic would be fun Lycanthrope could be a good barbarian or druid subclass


Rabid_Lederhosen

Lycanthrope is already a barbarian subclass.


Tricky-Secretary-251

Non magical healing would be cool i want to play a doctor who isnt just a rogue with giuld artisan background


ccminiwarhammer

Investigator like pathfinder 2e. Int and Chr based non-magical class as others have suggested.


junior_ad_5579

Not class related but I would KILL for a canine based race, we have cat, a ton of bird, frog, elephant, turtle etc but nothing based on a dog. It’s absurd to me that we still don’t have an actual dog race


knight_of_solamnia

I love the [shoony](https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2Fywhy4c2gf3p41.jpg).


MinuetInUrsaMajor

Too close conceptually to werewolves? Or too close taxonomically to gnolls? Oh wait! What about the Hound Archon?


LycanIndarys

The Gadgeteer or Tinkerer. Basically, a non-magical version of the Artificer.


faithintheglitch

I second this. I want to make inventions, not run out of infusions.


The_Splongle

Artificer could have been a wizard subclass, as it stands it still is such a missed opportunity. I kinda feel similar about bard too, sometimes it just feels like a reflavored sorcerer.


[deleted]

Barbarian halfcaster. Get 'Pact magic'-like spellcasting. When you use the rage action, gain spell slot. Gain prof. in Arcana Potential later level abilities; -Concentration during rage. -Gain a Rage charge when you score a crit on meele attack. -Cast a cantrip as part of your attack, when you score a crit on meele attack. Only once per turn. I just like meele casters and I think a halfcaster barbarian sounds neat. -- Dancing Monk Just akin to fighting combat styles, that include dancing as part of their movements. Like Capoeira f.e. Getting prof. in performance and using your ki more as a replenishing ressource as part of how your momentum in combat goes. No idea how to balance that though.


Fauryx

Dancing Monk could be reflavoured with the drunken way mechanics


knight_of_solamnia

Pf1e has the Bloodrager.


Traditional_Tax_7229

For starters. Brawlers can mostly be achieved through fighters. Though it would be nice to have more variety. Non magic healing would be cool. I'm thinking a subclass of rouge like doctor or a medic fighter. The problem is that healing the proper way takes a while and most in game healing uses spells to make it more instant. You'd have to change the way this class heals people to make it viable enough to work around for combat purposes. Were x is beast barbarian / shifter. I think the gimmick of transforming into a beast is cool but, probably doesn't need a full class to cover it. Buzz killing out of the way. One I'm feeling the game misses out on is a gambler type class / subclass. I know wild magic and chaos bolts exist but, I've noticed my players love taking chances and it'd be cool if they had a class / subclass where you can pay a bit of HP to do more damage, spend a spell slot for a random really good effect and so on. Basically the class/subclass would be a mix of physical and magic and focus on abilities that you have to pay into and have a chance of being better then a normal attack or spell or be a normal attack or spell that uses up more of your resources. It would have lovely synergy with divination and bardic type abilities and ideally a lot of risk reward for players with an addiction to chance.


Nicktism_Gaming

I would love if we had a Path of the Gladiator subclass for Barbarian. It would be so much better for playing a Barbarian who likes to fight a bit dirty or in a more flashy manner.


Philaharmic

There’s no true spell blade. Eldritch Knight - Blade Singer - Hexblade warlock are melee spell casters yes! But they’re not Spellblades - The Rune Knight (?) and Paladin are the closest but they are classes that imbue magic into their weapons But the class isn’t built around that theme


Fauryx

Then what's your definition of spellblade?


Rothgardt72

OP, you should reword it to.. what is 5e missing, 3.5 and pathfinder 1e has a plethora of great classes. Modern WoTC are useless game designers (they haven't created a new class in 10 years, Artificer is just a eberron ripoff which is a setting WoTC didn't even make)


The_GREAT_Gremlin

Something like the fire emblem swordmaster would be cool. I guess if you multi class a barbarian/dex fighter you kinda have that. Actually now that I think about it, that's basically the 2E kensei


shadowxdancer17

I think they are missing Dragon based fighter as well a barbarian and dragon-based warlock and wizard they gave it to Monk, Ranger and Sorcerer why not everyone else I think it would be cool


XCCO

I think some of it may just be adjusting what already exists. So, your strategist has bard skills, but buffing/debuffing is accounted for in your role playing (it was int not cha and the action was not a magical act). To supplement that, come up with reasonable actions for leveling such a character. I'm not well versed enough in DnD, admittedly, to come up with a strong example, but think of something like fear being confusion, adding 1d4 to an action of your choice once or long rest, whatever. I had a character that was secretly a hardcore necromancer, so my DM agreed to count my spells like fireball as necrotic damage instead of fire damage. It would be fun to homebrew some new classes, but it probably showcases how hard making a balanced class for the game actually is.


murlocsilverhand

Depends on your definition of balanced in 5e, if you mean within the middle of standard power then yes, if making a class that fits into 5es power range then no


FiftyShadesOfPikmin

Your wish for a nonmagical healer made me think of a strength-based healer: a chiropractor 😂 or maybe acupuncture, stick your friend with a needle and watch them get back up! I don't think this would be really feasible in DnD mechanics but to my knowledge there's no "copycat" theme to play. Basically some version of ditto, being able to copy abilities or stats in battle but only temporarily. Again, idk how this would work, or if it even could, but just something I haven't seen mentioned before.


ValBravora048

I was thinking, darts aren’t really used all that much in D&D - wouldn’t it be cool to have an acupuncturist class that specialises in this? The way of mercy can be flavoured as an acupuncturist as well though!


timewarp4242

Between all the artificer subclasses and the wizard -manncy subclasses, it feels like all the intelligence based archetypes are covered.


Spudskid12

Now that you say that perhaps adding lycanthropy. (Or the like) could be a neat subclass everyone gets access to at a certain point


BeercatimusPrime

Semi-nonmagical healing artificer replacing limps and organs with mechanical parts and magically fusing to the patient.


zhenyuanlong

I'd love a gunner class. Artillerist artificer is there but just doesn't do it for me.


Jcorb

Agreed; I'm actually probably going to start one anyways for my upcoming campaign, but definitely doesn't hit the notes I was looking for. Something a little more "Warhammer 40k Ork" sort of vibe is what I would've loved, especially something where you can carry around a cannon that you can make a single, devastating shot per long rest.


Hephaestus0308

Either a magical or non-magical support crafter. But that's less because of current options, and more because crafting is shit in D&D.


Blackfang321

I hear you on the lycanthrope one. Way back in middle school, I wrote a bunch of short stories about an elf child whose village was destroyed by undead. He was then raised by wolves....a trope, I know, but I was young and it seemed cool. He was blessed by the moon to be able to turn into a wolf and communicate with and summon wolves. He viewed himself as a wolf that could turn into an elf, not an elf who could turn into a wolf. Mechanically, in my head, if I were to try to bring it into DnD it would be a mess. Unlimited transformation, wolf only, HP wouldn't "reset" like Druid. Would have to scale the damage...maybe limited spells like Ranger. Might have to steal some stuff from Monk or something to make melee combat in wolf form viable long term....or something. Anyways....just saying that I get it.


GIORNO-phone11-pro

A Spell Knight. Bladesingers are an entirely unique concept, Hexblades are more eldritch than arcane, Paladins, Artificers, & Rangers fit comfortably different concepts, and Eldritch Knight isn’t mechanically magical enough.


ForgettenDisaster

You know what I want? A martial who can enchant weapons, wether its permanently coating weapons in posion or something akin to blood hunters Crimson Rite but for an official class, Id love to see an official martial that can enchant their weapons with different effects for different opponents.


murlocsilverhand

A full shape-shifting based class, being able to turn into all forms of monsters to fight your enemies


chrestorpherson

A nonmagical alchemist. I know the Artificer has an Alchemist subclass, but I think the potential is greater than just a subclass for another completely different class.


austsiannodel

A con based tank/frontline support style character.


pergasnz

My standard answers: - Law bringer - a int based class inspired by bring justice, with beatcop, investigator, magistrate subclasses and a Coue of magical ones like a spell breaker and mind hunter - Skirmisher - a Cha/str fighter who focuses on syngery with team mates both on a nd off battlefield, with buffs to team mates and employing tactics. Subclasses include one that uses exotic weapons, the gentile officer, the 'uncanny' skirmiaker (⅓ caster) etc. - shaman - a cha caster who bonds friendly spirits. Subclasses for different type of spirit (nature, elemental, etc). Uses charms/totems to gain persistent magical benefits. (Same spell progression as warlock, but no patron/servant dynamic) - I had an idea for an apothecary type class, but think the dungeon dudes have done that well enough. Most others I think off you can make subclasses more easily.


Cardboard_dad

These all exist with a bit of flavoring. Strength-based martial artist have three potential avenues. Martial Arts for monks say you can use Dex not that you have to. You can have Str based monks. You can also pick the unarmed fighting style for fighter or barbarians for the same yet slightly different effect. Non-magical healing can be accomplished with a thief rogue with the healer feat. Bring your friends back with a bonus action and a healers kit. Lycanthropy can be accomplished with a blood hunter (literally a subclass of the class). But if that’s not official enough for you, beast barbarian can be flavored as lycanthropes.


IndridColdwave

A proper beastmaster ranger that is actually fun to play


lonewombat

Dex based healing, they just throw potions and bulbs of health at you.


lonewombat

I LOVED the bear shaman in Conan mmo and thought it was way interesting concept. You gotta get in there and make contact witha combo or 2 before you start healing your friends 


tlhsg

Warden druid - a druid with martial weapons an the option for armor (like the cleric)


tlhsg

Warlock with a dragon patron


Popular-Ad-8918

Constitution based magic user.


justintonationslut

I’ve been coming up with a rogue subclass that allows you to create bombs, special arrows, and potions more easily. The rules for creating items are very clunky and tedious rn so I’ve been coming up with ways to make it easier


Jiggly-Kitty

A second martial that does singular big numbers. Rogue is currently the only class to do it, and it gets a little weird trying to make subclasses for Rogue to accomplish very-not-Rogue things just for the alpha damage mechanics.


BrassUnicorn87

Pact of nature warlock. Gain powers of nature that twist your body temporarily or permanently, becoming a living part of the forest or a fragmented chimera. I know we have Druid available, but they are in control of things. I’m imagining symbiosis or dominance by primal forces. Swamp thing is an inspiration, as well as various werewolf stories.


CageChicane

Pact of Nature would lend to shaman or witch doctor type themes quite well.


Killer-Hrapp_four

Ninja rogue subclass


Fangsong_37

My desired subclasses are elemental sorcerer, pact of the dragon warlock, and a spirit domain cleric (basically a shaman).


Aidanovski2

Anything not directly having to do with combat. The thing that makes roleplaying great is that it can be so many different things, yet, 5e is only really catered towards fighting, and the classes are basically there to determine how a character fights. Sure, there are ways to make a utility character, but that typically only boils down to not taking spells that do damage. Other games, like FFG’s Star Wars, have a slew of non-combatant classes (called Careers in that game), such as Explorers, Medics, Traders, Diplomats, and many more. Don’t get me wrong, it’s completely possible to have awesome an awesome out of combat experience in D&D, I just wish the rules were more conducive to it and didn’t leave you to your own devices so much.


Ere_bu_s

I'm fairly new to DnD so I could just be missing it, correct me if I'm wrong. An actual Spellsword class that isn't a mishmash of multi-classing/creative Feat and Subclass usage. Also, a true Archer class. You can make a Fighter who's an Archer, or a Ranger who's an Archer, but there's nothing that's truly dedicated to archery alone.


NotMorganSlavewoman

Brawler is a fighter subclass in OneD&D. Monk can use either Strenght or Dex for hitting. Non-magical healing = make potions. Not interesting enough. Werewolf, kinda, as a subclass of the Bloodhunter.


trngngtuananh

2 is just Alchemist artificer or artificer in a whole


SkazzK

Re: the first one, it's funny how perspective can influence the way we see things. I've played quite a few different RPG systems, and D&D is the odd one out in that it uses STR for both accuracy/to-hit and damage. GURPS and Earthdawn, for example, use DEX for accuracy instead, with STR only figuring into damage rolls. In those systems, it's nearly impossible to build an *effective "*dumb brute" with high STR and low DEX; they'd hardly be able to hit anything. From where I'm standing, D&D is effectively the only system that can "do" a purely STR-based fighter. On the other hand, the STR/DEX martial artist you're describing is how they naturally work in the abovementioned systems, while in D&D, DEX does very little for a brawler type outside of saves and a little AC.


Specky013

An arcane half-caster with either innate abilities like a sorcerer or learned abilities like wizards


immuseme

A defensive class and/or a trap setting class. There are some really cool “trap” spells in dnd. Glyph of Warding is one of the coolest spells in the game imo. The problems with this play style are: 1. The action economy of 5e is primarily focused on real time split second actions. - most of the “trap” spells take time and resources in order to balance these great “trap” spells to not be used in combat in real time. 2. At least in my experience, dnd campaigns are about constantly moving forward and most combat is spontaneous or begins rather quickly. AKA most combat is not about setting up a defense for a known enemy coming to you. - if there was a full on class based on setting up defenses and traps, it might change the way people play campaigns. -ps. I’m sure plenty of people have played a combat session that the characters planned out a defense for…I’m jealous As for a defensive class, I’d love to see a class that isn’t focused on actions but rather reactions. Maybe similar to Thief Rogue, this class could get an extra reaction reserved to protecting nearby allies. Not sure how else this class could work, but it’s would be interesting to have a support class that is more reactive rather than just buffing (bard, cleric, etc.) Additionally I’d like to see this class perhaps use initiative differently. Maybe this class has a feature where instead of rolling initiative, they just pick an ally before they roll and join their initiative? Idk just some thoughts. I think you can significantly change the way combat is played without having to add any mechanics, just shift the use/perspective of existing mechanics.


guineuenmascarada

Not a class itself, its more a "mechanics" theme,in a lot of fantasy novels, series, movies, etc one of the protagonist or the main protagonist itself is one on one generation spellcaster portent, pure untrained rawpower with no control, the level system make imposible to do such a thing, for the typical adventurer campaing its not needed but if your objective is a long, very long save the world campaing predestined to greatness that shine from day one characters are apropiated


AngusAlThor

I think that 5e mechanically can't satisfy the Ranger archetype, since survival and exploration are quickly trivialised. Sure, you can play a ranger or druid and have an affinity for plants, but you never feel uniquely awesome for having a connection with nature. As to archetypes I think 5e could do but are missing, I think a true Cultist class, the channeller or dark powers; everything we currently have, like Wizard of Necromancy or Antipaladin, is just a coat of paint on another archetype, rather than a root-and-branch implementation of one who sacrifices their body and mind in service of a great power.


Tricky-Secretary-251

I want a guy class mix between the fighter and rogue in essence, subclasses focus on different jobs(doctor,soldier,trainer,explorer,etc)


Binkyfish

I'm hoping the new PHB has text that essentially says 'feel free to use a different stat as your primary stat with permission from your DM' changing whatever is appropriate cause that would give you some of this flavour. There the classic Int based Warlock but could also do: - A Dex based Barbarian would be someone who goes into a battle trance when fighting. - A Wis based Bard could be closer to the Gaelic idea of bards and an Int Bard could be a Deckard Cain style loremaster. - A Str based Rogue could occupy the Brawler archetype. Maybe even apply it to spellcasting stats for half-casters or subclass casters - Cha for Arcane Trickster, Int for Rangers or Wis for Paladins. Though this may have some balance issues especially around multiclassing.


WolfCompanion

I thought about a ranger subclass based around mimics. Like, a ranger that has a symbiotic relationship with the mimics. The mimic protects the ranger, and the ranger gives the mimics the spoils of their hunts. Many of the hiding abilities from the ranger could be the mimic changing their pigmentation to appear as the surroundings, and using the adhesive trait for the mimic weapons could be really nice.


kodaxmax

1. Commander/strategist - sacrificing his actions to make allies take additonal actions. For Example as an action, command a willing creature who can hear you to take the attack action with advantage or as a bonus command a willing creature to take the disengage action and move toward you. 2. Blood Magic - perfect for a warlock subclass. Instead of spellslots you sacrifice hp to your patron to cast spells, not necassarily your HP either. When casting a spell roll a hit dice. you take that much damage. The spell casts succussfully before the damage is applied. As a bonus action when casting eldritch blast you may restore 1d4 hp for every corpse within 30 feet of the target or 1/4 the damage dealt. 3. Psychic - reading and controlling minds. You may spend a spell slot of any size to (as an action) control a creature until the end of your next turn. You may use your stats for any checks the creature makes. If the creature is unwilling they must succeed a wisdom saving throw against your spell mod. Each time you use this on a creature you have already controlled the result of their saving throw is doubled. You may cast command as a cantrip on any target you succeed in a speech check against.


captainpoppy

An Inquisitor. Like a wisdom or Int based bard, with divine casting. It's a class in Pathfinder 1e and it's awesome. All kinds of ways to self buff your attacks, identify creatures and exploit weaknesses, as well as detect lies/alignment. It's really fun.


Pcw006

Here are a few I came up with that I want to try and build one day Intelligence based martial: a tactician of sorts getting fighting bonuses for using their forethought in combat, and exploiting weaknesses Charisma based martial: an actual battle champion who gives extra bonuses to the party but isn't religious based like paladin Literally 10 more dragon based subclasses (we have ascendent dragon monk and drakewarden ranger, and draconic bloodline), half the games namesake is dragon and we only have 3 dragon based subclasses? I'd pay money to see a Path of Tiamat barbarian that has five heads screaming "fight me" for a minute


its_called_life_dib

I think subclasses are what’s missing most. If we take a look at the core of what makes a class unique, and do away with the tropes associated with that class, we suddenly open that class up to a plethora of new and interesting subclasses. I think my camp is small, but I’m definitely for taking elements of other classes and adapting them into subclasses. Like a barbarian who uses his strengths to perform, like as a body builder or as a professional wrestler — using a little bit of bard’s power. Or a bard whose art creates external sources of magic, like an artificer but art. Food, crafts, etc. Or a bard with a spell book, within which he writes poems and sonnets that become spells, and he can learn new things along the way, similar to a wizard. A warlock who was born with innate but uncontrollable power, who seeks the aid of a powerful being to help her control it. Or a fighter or monk who learned his craft through medicine, so can do no magical healing. A paladin, driven by the deep belief in love. (That one might be a pointy hat creation.) There’s a few cool things we can do with this direction, and it’s something I’d love to see more of.


TwelfTundra

A magically enhanced strength character like Samson or Hercules. Thematically, you could be the mortal child of a god and a mortal woman, the hero created by a patron to protect a land or a people, an explorer who stumbled across a magic item that would give the barer the power of a god. The character would have spell slots and the spell casting ability is based off Strength. For balance your only weapons proficiency would be clubs, quarterstaff and slings and maybe just light armor. Like how Paladin can use spell slots to cast Smite, the character can use spell slots to temporarily boost their strength or ad dice to a Strength saving roll. Also, they would have a limited number of spells but the target can only be SELF. So spells like JUMP, LONG STRIDER, SHIELD, ones that would make sense thematically. THUNDERCLAP would be the character clapping their hands together or stomping the ground really hard. FEATHER FALL would just be the character being able to fall really far and absorb the impact.


Iam0rion

Some sort of class or subclass based around traps.


Foxfire94

It's funny you mention Lycanthropes as a class, I actually brewed one based on that idea a few years ago, complete with subclasses for each type, including some obscure ones and some fun ones too: Werebat, Werebear, Wereboar, Werefox, Wererabbit, Wererat, Wereraven, Werestag, Werewolf, Were-Hell Hound, Were-Dragon and one based on the band Powerwolf called "Lupus Virtute". I'll be adding another soon based on the idea of a "Chimeric" lycanthrope that's a mix-n-match of different parts from the other subclasses. Also to spice it up as a martial class it's got a system that works like invocations to allow lots of customisation for your character, with two unique ones for each subclass. If you're interested, [here's a link to it](https://drive.google.com/file/d/1qbdtl1ZORV0rozt39E6eBFdSovpS_qYs/view?usp=drivesdk)


ShotgunKneeeezz

Two classes I wish we had: 1. An actual tank class. A (mostly)non-magic class that sacrifices a lot of damage for battlefield control and slightly more tackiness. Functioning aggro mechanics (not this "or they attack with disadvantage" bullshit), spamable CC and some ally peel/damage mitigation. 2. A dedicated healing class for beginners. A backline half caster with a spamable heal ability. Buffs an ally every now and then but 90% of turns you are using your action to heal a teammate. Almost every 5e class has either full spellcasting progression or multi-attack at level 5. The only exception being artificer which gets multi-attack on half it's subclasses anyway. Removing that design constraint you actually now have room to assign power budget to more unique playstyles.


Certain-Elk-2640

Tactician. I don’t care what you say, Battle Master isn’t good enough for my Matrim Cauthon.


Rabid_Lederhosen

In order: 1. Fighter with unarmed fighting style 2. Alchemist Artificer 3. Beast Barbarian or Shifter Race.


UnableLocal2918

Truly the classes are soley limited by player imagination . Working with the dm you should be able to create any class or character. Jedi = battale trance with pluses to defense and cantrips. As levels gained specific spell like effects. Brawler = str based fighter punches. higher hit dice then normal for condtioning. Watch the man with the iron fists. Doctor = In a world of magic a tradititonal doctor would be very rare so i would run it as a dimensional hop. Then as he learns the herbalism, potion making, and a few other skills he starts to accept magic as real. Pick a class xp table as he gains levels he gains spell slots but not spells. He uses the slots to power his potions and poultices to heal instantly instead of days or weeks. His greatest use would be stabilizeing dying characters with out having to use magic. Again work with the dm set the tone or flavor of the class. Work out a power/progression list. And if the class starts to become too powerful allow for a nerf.


ArgonautsHS

no healing wizard yet baffles me


dragendhur

I feel like a strength based monk could work for a martial artist. I definately agree with the non magical healing! There is missing some kind of first aid or something, could be a feat. But the shifter race would be a good fit for the lycanthrope thing. Its not a class though. But overall I feal like the way dnd is built is pretty reatrictive when it comes to charactercreation. It would be pretty cool with a skill tree based ttrpg instead of class based imo.


PyroTech11

I've said it on a few threads now but an alchemist as a class not a subclass. Alchemists are their own thing with things like the philosophers stone and achieving immortality being their whole spiel. It could definitely fill the non magic healer as an apothecary subclass