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Dungeon and dragons 5e homebrew classes
Dungeon and dragons 5e homebrew classes












  • The class does not replace an existing one, even if it takes some players (unless, for example, gods and Clerics don't exist in your world, so you make a Runepriest as an arcane gish/buffer/healer).
  • The Nature Cleric and Ranger steal Druid players. But then, introducing Bard, Sorceror and Warlock into the basic rules is stealing the Wizard's players. If your class is stealing a player-base (even just for story purposes), it is something to be aware of and that many could be uncomfortable with. I'm stealing some of the Cleric's player base, perhaps. So am I interfering with the Cleric's role? Certainly some PCs and NPCs who would have been Clerics might now be Favoureds.

    dungeon and dragons 5e homebrew classes

    In my setting, Clerics are trained, organised servants of the pantheon, whereas Favoured characters are untrained, devoted to one master above all. The Favoured is a servant of a deity, just as a Cleric is. These are just making new specialisms of 'Divine Caster'. In my high-magic, high-tech, gods-at-war setting, I have added two new divine classes, a Favoured (Soul) and an Invoker (or 'Siphon', TBC).

    #Dungeon and dragons 5e homebrew classes full#

    The 5E full rules split arcane into two, divine in two, and warrior into three (fighter, barbarian and monk) before adding magic. The 5E basic rules divide spellcaster into Arcane and Divine. Are you aware of the 3.5 'Basic' variant where there were 3 classes? (Warrior, Expert, and Spell caster?). This depends on how specialist you want classes to be. (Please note I discuss these aspects of balance checking generally, using hypothetical examples and those from my own homebrew, before discussing the Alchemist specifically each time.) "Does my class step on another class's (story) toes?" The more detailed and difficult questions you need to think about for the latter are as follows: I've found most players and DMs are as concerned with 'why' than the nuances of power balance.

  • DM: Does it add to the story of, or the story happening in, the world?.
  • Does it let me play a character (as in person) I otherwise couldn't?.
  • Does it let my play a character (as in mechanically) I otherwise couldn't?.
  • And to do that, you need to answer 'yes' to the following questions:

    dungeon and dragons 5e homebrew classes dungeon and dragons 5e homebrew classes

    However, for a more serious campaign where balance is being considered carefully, as it sounds you are, then a lot of fellow players, might want more justification than that. Homebrewing new content can be enormous fun for the brewer. If the answer is as simple as "because it's fun to try and make stuff", fair enough, by all means homebrew it, and if you're with a bunch of mates rolling around casually, then often no-one's going to mind. It's a good thing to ask whether your creation balanced, as in whether it is more or less powerful than existing options.īut there's also the question of balance as in 'is a good addition?', 'is it out of place?' 'is it useful?', 'could it even have been published in 5e in the first place?' and wider questions. 'Balance' covers more than just 'balance', if you see what I mean












    Dungeon and dragons 5e homebrew classes