Great D&D Homebrew Classes That Should Be Official For 5e
Homebrew content for Dungeons and Dragons 5e is one of its greatest strengths, and some community-made classes are as good as the official ones.
Many people had heard of Dungeons & Dragons and its iconic classes before 2014, but the game's 5th Edition propelled the game into even more widespread popularity. The latest edition's emphasis on roleplaying, Dungeon Master flexibility, and freedom to alter rules to suit each playgroup made the game more accessible than its previous iterations. With notably less complex and conditional combat rules, the game's newly-realized classes captured the imaginations of character builders, and there have been many subclasses and even complete classes published since 5th edition's introduction. However, some of the best classes within D&D 5e are not official content from Wizards of the Coast - they are designed, playtested, and released by members of the community.
Homebrew content for Dungeons & Dragons 5e is one of its greatest strengths, providing a rules framework in which players and DMs can design their own monsters, magic items, and entirely new character classes. While many of these creations can be comically unbalanced, there are communities dedicated to creating high-quality, playtested 5e content that is nearly identical to something Wizards of the Coast would publish. Perhaps most exciting of these concepts are the complete homebrew character classes, providing players with entirely new game experiences if their Dungeon Masters approve them. Here are some homebrew Dungeons & Dragons 5th Edition classes that are so good, they should be official.
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Seven years since its release, D&D 5e's class options have certainly been expanded with newly published material. So while it might seem unlikely that homebrew content would be made official in D&D 5e, it's not unprecedented. Matthew Mercer's Blood Hunter class was made official through his partnership with Wizards of the Coast, now completely accessible on D&D Beyond and enjoyed by thousands of players. Not every homebrew designer is going to have the acclaim of Critical Role's creator, but Wizards could foreseeably commission more community content in future published supplements throughout 5th Edition's lifespan.
D&D 5e Homebrew Classes - The Atavist That Should Be Official
In Dungeons and Dragons 5e, "half-casters" are classes and subclasses that blend martial prowess with magic ability. They don't have access to as many combat features as Fighters or Barbarians, and they don't gain high-level spells as quickly as Wizards or Sorcerers; instead, half casters are proficient in physical combat while adapting to situations using a small collection of spells. Unfortunately, in 5th Edition these classes and subclasses are notoriously underwhelming - while the Paladin is a righteous damage-dealing powerhouse, the Ranger class is infamously underpowered, and subclasses such as the Fighter's Eldritch Knight or the Monk's Way of Elements don't bring anything to the table that other classes simply do better. Players often try to compensate for these issues by multiclassing, but some D&D 5e multiclassing combinations never seem to work.
Enter the Atavist class, by Reddit user SwordMeow. This 5e half-caster class is based on blood magic, wielded in martial combat to amplify one's strikes and negate damage. The imaginative flavor of this class marks blood and flesh as the oldest forms of magic, and Atavists channel their own bodies to enhance survivability and physical strength. This class is based around its own mechanic: "rending," in which the player deals damage to themselves to amplify their attacks, saving throws, and more. It also features a complete collection of five subclasses, such as the Bloodied Aspect which makes the character stronger as their health drops, or the Heavenly Aspect which uses rending to heal and bolster their allies.
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Beyond the rending mechanic, the Atavist has a collection of utility and damage spells available that pull from D&D 5e's spell list; the class also comes with some homebrew spells unique to the Atavist, tapping into flesh and bone to produce a variety of unique effects. Atavists are also proficient at death saving throws - a feature no other class has access to, which spices up the death mechanics that could use a bit more development (such as Critical Role's approach to death in D&D 5e). But these bodily powers come at a price: the class's hit die is a d6, helping balance the use of one's own hit points as fuel for their abilities. The end result is a sort of blood magic Paladin who thrives at leaping into the fray and offers a great new experience for players looking to combine physical combat with a new form of arcane force.
D&D Homebrew Classes - The Philosopher Should Be Made Official
Every spellcasting class in vanilla Dungeons & Dragons 5th Edition requires the player to invest in one of the three mental stats: Intelligence, Wisdom, or Charisma. These abilities function as the core source of each class's spellcasting. While this allows casters to become incredibly strong in their respective abilities and specializations, it also means the other mental stats will fall by the wayside. Moreover, classes such as Sorcerers and Warlocks have relatively limited spell lists to choose from and might need to dip into certain 5th edition D&D feats to become more adaptable outside combat.
For a new spellcasting experience unlike any other, fans should check out the Philosopher by Reddit user Cometdance. While other arcane wielders determine their spell save DC and spell attack modifiers by how high their singular ability score is, the Philosopher looks at all three abilities and determines its power based on the lowest among them. So at level 7, if the Philosopher has 18 Charisma and 19 Intelligence, but their Wisdom is only 15, her spell save DC will only be 14, and their spell attack modifier will only be +5. Additionally, Philosophers are only half-casters; the highest spells they will ever learn are 5th level. In early levels, Philosophers shouldn't be expected to pump out as much damage as some other overpowered D&D character builds.
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While these sound like notable downsides, this 5e homebrew class compensates by having entirely unique benefits. First, the Philosopher continually learns each other magic class's spell lists until the only spells not available are those belonging to the Ranger and the Paladin; every other spell in the game is available. With each of these upgrades, the Philosopher also learns more Cantrips, leading to the character knowing more than fifteen of them. The Philosopher prepares their spells, meaning they are never locked in and can adapt to the situation with the massive list of spells they have access to. Finally, this unique magic class always casts its spells at the highest slot it has access to, but its number of magic uses remains the same. For example, by 11th level, the Philosopher can cast a 3rd-level Fireball spell seven times in a row. Ultimately this makes the Philosopher a flexible half-caster that can prepare herself for anything.
D&D Homebrew Classes - The Dragon Knight Should Become Official
Due to some design issues, playing Rangers with animal companions can feel underwhelming. A Ranger's faithful furry ally can only do so much in combat, and only recently did Wizards of the Coast provide another option to have dedicated companions with the official publication of the Artificer alongside other content in Tasha's Cauldron of Everything; the new tinkering class has various subclasses that create mechanical companions. But if a player wishes to capture a true fantasy feeling of a magic beast at their side, there aren't really any solid choices in official D&D 5e content.
Reddit user Rain-Junkie fixes this problem with the Dragon Knight. By providing players with a well-balanced dragon companion, the Dragon Knight functions like a fighter with a pet playstyle. The knight's dragon grows in strength alongside them, eventually serving as a mount that can fly. This homebrew class also comes with four different subclasses to further customize the character's experience with their scaley compatriot. Lastly, the Dragon Knight offers a unique spin on the martial playstyle by using Charisma in several of its class features, rewarding players for creating a likable, social character who also excels on the front lines.
With enough playtesting and feedback, many homebrew classes for D&D 5e reach similar levels of quality and appeal as officially published content from Wizards of the Coast. In a game entirely dedicated to creativity, expanding character creation options ultimately leads to more varieties of stories that can be told at each game table. Whether players have simply tried every vanilla class available, or are looking to enjoy a character concept that is entirely their own, homebrew classes are one of the things that keep Dungeons and Dragons from ever getting old.
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Devin Dietrich is a freelance writer and all-around digital production gremlin. When he's not wrestling with his own convoluted sentences, Devin works in video editing, graphic design, and a bit of voice acting. Lost somewhere in the woods of Pennsylvania, Devin lives with his chubby dog Redwood. In his spare time, he enjoys obsessing over optimal RPG builds and playing tabletop games.
7 Interesting Homebrew D&D Classes Worth Trying in Your Next Campaign
When you play D&D, you’re usually turning to the official D&D books to create your character. You might feel limited by these characters (though there are tons of official options).
If you’re looking to liven up your Dungeons & Dragons games with some craziness, you should check out the homebrew scene.
Once you dig into the world of homebrew classes, you might never play Dungeons & Dragons with just the basic content from the official books again. Here are some interesting homebrew D&D classes you should try in your next campaign!
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If you’re looking for a fun caster to play with some incredibly dark themes, then Necromancer might be the class for you. It plays a bit like a sorcerer, but it has more focus on enchantment spells.
The ability to hit an enemy and steal their health is both flavorful and incredibly powerful in a wide variety of combat situations. As they level up and gain the ability to animate the dead, things really get going—and the roleplay possibilities open up.
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2. Demon Hunter
For role-playing purposes, a Demon Hunter is a really fun class. You can come up with an interesting backstory for why your character is devoted to a life of hunting demons.
If you’re playing in a campaign that has a reason for demons to be a critical part of the game, you’ll have a ton of fun with Demon Hunter. It has some of the same spells as a Warlock, but with more than enough that makes it stand out on its own.
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A Nomad doesn’t necessarily sound like the coolest thing to play in D&D, but the class actually looks quite solid. Their whole theme is about fighting dirty so you get a free disengage whenever you land an attack on an enemy.
This is extremely powerful for defensive purposes. Once you factor in the spellcasting abilities they get at later levels, the Nomad ends up being pretty cool.
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When you think of a badass who gets stuff done in combat, you probably think of a Gladiator. In terms of getting into fights, it’s not the most innovative class, playing like a hybrid of a barbarian or fighter, but the backstories you can create with them.
How did they end up being forced into a life of fighting? Do they enjoy it? Are they insanely smart despite being brutish and physically powerful? There’s so much fun you can have as a Gladiator in D&D!
This is one of the most well-realized homebrew classes in D&D (outside of Matt Mercer’s classes that have become semi-official). The Apocalypto is literally a harbinger of the end of the world. The backstory ideas practically write themselves.
You get to start off with a badass steed right from level one. Who wouldn’t want that? You also get to choose a Path of Apocalypse, which means you pick from War, Pestilence, Famine, and Death. Everything about this class is badass.
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6. Blood Mage
In many RPGs, Blood Mages are the dark magic users who tap into the power of blood to create incredibly powerful effects. In D&D, that stereotype holds true, as they tap into their own vitality and manipulate it to their advantage.
They literally hurt themselves to kill their enemies. How cool is that? They get to tap into Warlock and Wizard spells, but with enough bloody modifications to make them their own. At one point, they can literally wear a suit of armor made of their own blood!
As you can probably guess, a Witch is a spell caster first and foremost. However, they also get a familiar to fight with at level one, which is quite powerful. They also get these crazy powerful ghostly bonds, which open up lots of fun builds.
And when you work on a witch’s backstory, you can have a lot of work with the fact that people tend to not be fond of them. There’s a lot of room to play around with your Witch, and that’s what D&D is really all about!
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The Best Homebrew Classes in Dungeons & Dragons 5E
Dungeons and Dragons Fifth Edition, the most recent incarnation of the genre-defining tabletop RPG, was first released back in 2014. Over the last five years, a steady stream of new books and updates have added depth to its character options. Despite this though, the game is yet to reach the scale of its direct predecessor, Fourth Edition, but this isn't necessarily a bad thing, as a more focused game is easier for new players to pick up. However, some players moving onto Dungeons and Dragons' Fifth Edition from older systems may find the lack of options a little stifling.
Fortunately, just like its predecessors, Fifth Edition boasts an active and enthusiastic Homebrew community. While the great majority of these player-designed classes are often poorly balanced, or try to do too much, there are some gems hidden among them. A good Homebrew class must fill a gap that exists in the system, allowing players to follow an archetype that was either previously unavailable, or disappointingly narrow.
Digging through the mountain of fan-inserts and poorly-balanced jacks-of-all-trades to find the well-crafted Homebrews out there can be a real challenge. Many DMs may already have had a bad experience with an over-powered Homebrew class, perhaps souring them to the concept altogether. To help out, and to make it clear that these well-done Homebrew classes really do exist, here's our list of four of the best.
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Matt Mercer's Blood Hunter
Created by Matt Mercer, DM of the popular Critical Role Dungeons and Dragons podcast, the Blood Hunter is actually a semi-official class. While it appears in a special category on the official DnD website, it is still classified by most as Homebrew content.
The Blood Hunter is a damage-dealing melee class inspired by the Witcher series. Filling a niche between the Ranger and Warlock, the Blood Hunter combines dark magic, alchemical concoctions and martial prowess to become the ultimate monster-hunter.
The three core Features of the Blood Hunter are the Hunter's Bane, the Crimson Rite and the Blood Maledict. The first comes at level one, giving the Blood Hunter Advantage while tracking Fey, Fiend and Undead creatures. It also prevents the Hunter from being surprised by creatures of those types.
The Crimson Rite, also gained at 1st level, allows the Blood Hunter to sacrifice Hit-Points to imbue their weaponry with extra damage of a chosen type. Finally, the Blood Maledict gives a 2nd level Hunter access to a variety of Curses. These can initially be cast only once per short-rest, but help to widen the Hunter's tactical options.
There are currently four sub-classes available for the Blood Hunter, each focusing on a different aspect of the class. The Order of the Mutant leans heavily into alchemy, providing Mutagens that give various buffs when consumed. Conversely, the Order of the Ghostslayer specializes the Blood Hunter in defeating ethereal creatures and the Undead.
Players keen to embrace the beast within should pick the Order of the Lycan, which gives the ability to transform into a powerful were-creature. Finally, the Order of the Profane Soul is for those who've made a pact with a powerful Patron, granting them spell-casting to augment their sword-work.
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Kibbles' Alternate Artificer
Kibbles' Alternate Artificer v2.0.2 - Forge armor, wield cannons, enchant swords, infuse potions... the power to innovate is in your hands! A new dark path lies ahead in the Expanded Toolbox... (PDF in comments) from UnearthedArcana
Created by Reddit user /u/KibblesTasty, the Alternate Artificer is one of the most popular Homebrew classes out there. The Artificer is a Steampunk-inspired spell-casting engineer, best suited for the Eberron campaign. Having seen many iterations over the past three years, the class has been extensively play-tested and balanced.
Although it now completes with the official Artificer class from Wizards of the Coast, many players still prefer Kibbles' work. At first glance the class document may put many DMs off allowing it in their game, as an over-abundance of choice is a common failing of Homebrew classes. In the case of the Alternate Artificer however, this level of choice is essential to the theme of the class.
Above all else, an Artificer is an inventor, which means no two Artificers should have identical abilities at their command. While Clerics of different gods may cast the same spells, an Artificer's tools are both unique and deeply personal. To allow this variety, Kibbles has created a whopping seven subclasses, each with dozens of unique inventions at their command.
The closest to a pure Artificer is the Gadgetsmith, which plays a little like fantasy-Batman, zipping around with a grappling-gun and pulling out a gadget for every situation. The Golemsmith is on the opposite end of the Artificer spectrum, focusing all their creativity into a single, sentient construct. This Golem comes in a variety of forms, and eventually can be upgraded to specialize in almost any role.
Taking a more back-to-basics approach to enchantment, the Infusionsmith focuses on the power of magical items. Whether commanding a flying sword or wielding an over-charged wand, the Infusionsmith can always be trusted to have a few subtle spells woven into their possessions. The Potionsmith on the other hand focuses on alchemical concoctions, brewing potions and crafting magical bombs.
Another subclass with a super-hero vibe is the Warsmith, which plays like fantasy-Ironman. Focusing their inventiveness into a suit of magical armor, the Warsmith is the Artificer most at home in close-combat. For those who prefer to play at range though, the Thundersmith is a master of magical fire-arms, forging the closest thing that Dungeons and Dragons has to a gun.
Finally there's the Fleshsmith, who is less magical-engineer and more Dr Frankenstein. Whether sewing on extra arms, or stitching two animals into a hybrid-familiar, the Fleshsmith isn't an Artificer that any party should sleep soundly around.
Created by Reddit user /u/IIEarlGreyII, the Doctor is a class that addresses the absence of a non-magical healer in 5E. Although some players may question how bandages and salves can heal anywhere near as quickly as spells, it's worth remembering that Hit-Points aren't actually representative of literal injuries. Instead, they represent grit, luck, fatigue, and everything else that helps stave off unconsciousness.
The Doctor is a class for players who want to dedicate themselves to the support role, aiding their party both in and out of combat. They are also the only Intelligence-based class after the Wizard, allowing them to bring some useful skills to the table. The Doctor is defined by two key Features. The first is their Oath, which defines their approach to medicine, and the second is First Aid, which allows them to restore a small amount of Hit-Points as a Bonus Action.
The three subclasses available to the Doctor are the Surgeon, Combat Medic, and Pharmacist. The Surgeon doubles-down on Hit-Point restoration, gaining abilities that can boost healing and cure diseases. The Combat Medic moves away from the pure-support role, gaining martial tricks and an extra attack at 7th level. Finally, the Pharmacist focuses on the use of healing potions, gaining new abilities in both brewing and application.
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Kibbles' Warlord v1.3.1 - Change the odds as a Tactician, defy them as a Paragon, or ignore them all together with the new cunning wilderness presence of an evasive Packleader as it joins the line up. from UnearthedArcana
The second of Reddit user /u/KibblesTasty's Homebrews to make this list, the Warlord is a martial support class focused on bolstering their allies in combat. A recreation of Dungeons and Dragons' Fourth Edition's class of the same name, the Warlord fills a unique position.
Although there have been some attempts to recreate 4E's Warlord in Fifth Edition, none have really hit the mark. The Banneret Fighter subclass falls a little flat, while the Battlemaster subclass allows only a token number of support options. Kibbles' Warlord gives players the opportunity to truly fill the role of a martial leader, buffing allies and hindering foes with cunning leadership and tactical insight.
The Warlord comes with five distinct subclasses, each focusing on a different style of leadership. The first is the Chieftain, a Warlord that leads through the strength of their conviction, leading the charge with a fearsome Warcry.
For those players who like to play the grizzled veteran there is the Commander subclass. The Commander is a Warlord whose cool head and soldier's discipline can hold a party together through the toughest fight. Preferring to lead from further back is the Noble, a Warlord who uses their charismatic presence to inspire their allies.
The Paragon takes a different route to leadership, preferring to inspire through deeds rather than words. Sharing Features with the Fighter class, the Paragon doesn't ask anything of his party that he won't do himself. Very much the opposite of this style, the Tactician is a leader who prefers to keep her hands clean. With a focus on Intelligence and strategy, the Tactician needs only seconds to size up an enemy and formulate a plan to overcome it in Dungeons and Dragons.
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D&D: Best Homebrew Classes & Subclasses Explained
D&D fans are able to make custom, homebrew classes and subclasses. Of all the options, these two stand out as interesting and worth playing.
Dungeons & Dragons provides a number of preconstructed classes and subclasses for players to use when constructing characters, but it also allows them the freedom to create content not found in the 5e handbook - and homebrew classes can be some of the best. Homebrew content can range from small creations, such as new in-game items, to massive undertakings, such as writing a campaign from scratch or implementing brand new character builds. On occasion, homebrew content is so well done it gets shared for the rest of the Dungeons & Dragons community to use, and some incredible classes and subclasses have come from these creations.
The idea of player creation has been a staple since the original Dungeons & Dragons campaigns; much of the classic Mystara world is officially "incomplete" so players could have the opportunity to customize the setting for their party. As technology evolved, forums sharing homebrew creations began to emerge, culminating in present-day D&D Beyond, an official, comprehensive online toolset and website guide to Dungeons & Dragons with a specific page dedicated to homebrew content. Homebrew classes and subclasses typically arise when a player has a specific character they want to play, but official Dungeons & Dragons materials don't quite have the build elements needed for the idea to be fully realized.
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A great Dungeons & Dragons homebrew class or subclass will be well-developed, clearly identifying how its abilities fit into a character build. It will also be interesting, giving players a reason to choose it over official Dungeons & Dragons options. However, while expanding the Dungeons & Dragons universe, a great homebrew creation will still make sense within it. Since anyone can make homebrew content, there is always a risk that such a class or subclass won't be fully developed or fun and versatile to play. Fortunately, there are a few standout homebrew classes and subclasses for Dungeons & Dragons players to explore.
Dungeons & Dragons' Best 5e Homebrew Builds
Arguably the best homebrew class for Dungeons & Dragons 5e is the Blood Hunter. Created by Critical Role's Matt Mercer in 2015, it was so well-crafted and popular that D&D Beyond added it to its class page - albeit with the caveat the Blood Hunter is not official D&D material. Blood Hunters are essentially dark Paladins, choosing to serve the evil forces they hunt. They also practice Hemocraft, a largely forbidden magic, offering their blood to buff weapons and items with blood magic. However, this action will cost a player hit points, a dangerous loss in a heated battle. This homebrew build was also created with four subclasses - the Order of the Ghostslayer, Order of the Lycan, Order of the Mutant, and Order of the Profane Soul - each which provide interesting twists, from using lesser apparitions for their own ends to taking own Witcher-like mutations that enhance their attributes.
FragSauce's Soul Binder isn't as well known as the Blood Hunter, but it's no less an intriguing homebrew class to play. These characters have rent their souls apart, giving a piece away and merging permanently with the soul of a companion, usually a Dungeons & Dragons creature. The bound companion functions as an extension of the player; while it has its own hit points and stats, only one of the pair can take an action during initiative. The Soul Binder's subclasses come from which soul bond and corresponding companion a player chooses at the first level. Bonds include the Wild, Unknown, Dragonkin, Elements, Dirge, Divine, Playful Fey and Stitcher, among many others. The Soul Binder is sure to spice up any Dungeons & Dragons campaign that allows homebrew content.
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Brittany Spurlin is Senior Writer for Screen Rant's Game Features. Previously, she was a news editor on VENN's editorial team. With a screenwriting degree from Boston University, she loves engaging narratives - especially the nerdy ones. More often than not, she can be found playing The Elder Scrolls, Wild Rift, The Legend of Zelda and Stardew Valley. Follow Brittany on Twitter @bsinitials
Classes 5e homebrew
DnD Best Homebrew Classes (Top 10)
10. Legionnaire Fighter
A legionnaire in action. [Art by Liclillac]
It’s quite surprising that given the role of fighters within a party that there aren’t more tankish subclasses. The Legionnaire is just that subclass, specializing in the use of a shield and protecting their teammates.
- As the name might suggest, Legionnaires are particularly good at taking hits and staying alive.
- Legionnaires are also good at keeping allies alive by turning their second wind into a group effect.
Legionnaire Details: https://www.gmbinder.com/share/-L3_ybZzsHBW2Eg7dBP5
Another day at the Colosseum. [Art by Mazertyoung]
Gladiators may sound like another fighter variant, but really this particular homebrew class emphasizes the more bard-like aspects of the historic gladiators. It presents an interesting strength and charisma oriented character type that isn't generally represented in D&D. What would place the class higher on this list would be a bit of constitution based AC bonus in place of the heavy armor proficiency, since historically Gladiators went bare chested to show how bloody they were.
- Very specialized fighting styles. They focus on less used fighting styles that use nets and whips.
- Gladiators present a rare sports star archetype that isn't often seen amongst fighters.
Gladiator Details: https://www.dandwiki.com/wiki/Gladiator_(5e_Class)
An Orc Pugilist. [Art by Broutefoin]
When wanting to play a character who punches people’s lights out on the regular, people generally pick monks. However, this can lead down a very odd path flavor wise, as eastern monks in a world with dwarves and elves can feel a bit strange. As such, the Pugilist fits in a similar slot with less of an impact upon flavor.
Pugilists are best with throwing out a fair deal of attacks in a round, making them a reliable source of damage.
In a pinch, Pugilists may also serve as a tank with their Iron Chin ability.
Pugilists also serve as grapplers, to help teammates deal damage to an opponent.
Pugilist Details: https://drive.google.com/file/d/1u3rRLGLJe94TFAZA-aobxsh4fWNssD_1/view
7. Con Artist
No you're the con artist [Art by Alon Chou]
Where most classes are combat oriented, the Con Artist is heavily social. Much like a rogue, they get expertise, but the difference is that Con Artists focus upon persuading, tricking, and generally spying in place of dealing a fair deal of damage.
Con Artist Strengths:
In low magic settings, con artists make good substitutes for enchanters, sorcerers, and so on.
In a game with wargaming origins, Con Artists add an interesting social aspect to the game in focusing purely upon being a party face.
Con Artist Details: https://www.dandwiki.com/wiki/Con_Artist_(5e_Class)
The cunning archetype only goes so far. [Art by Sharandula]
More aquatic campaigns inevitably have need of pirates, which often sit somewhere between fighter and rogue in nature. Much like the ranger they have often circumstantial benefits. However, one cannot deny the flavor of a pirate having sea legs.
- Pirates are best at dueling single opponents.
- Pirates also excel at keeping up with said enemies via heightened speed on ships and using bonus actions to negate enemies’ disengage actions
Pirate Details: https://www.dandwiki.com/wiki/Pirate_(5e_Class)
Black cats are optional. [Art by Jordan Jardine]
Much like the shaman, but more in the vein of a warlock, witches embrace the older ghostly perceptions of spellcasters. Unlike warlocks, however, they use spell slots much like wizards and depend more heavily upon their class abilities.
- Like Warlocks, Witches commonly use easily repeatable class abilities rather than spell slots.
- Witches make heavy use of their familiars, and get added buffs to said familiars. Making a good thing even better.
Witch Details: https://www.dandwiki.com/wiki/Witch_(5e_Class)
Who needs rogues when you have crows? [Art by Castanon]
Druids can occasionally come off as too martially oriented, clerics can come off as too civilized, and wizards can come off as out of touch nerds. For those that want something in between, shamans are a good way to keep some of that tribal flavor of the druid, the spiritual nature of the cleric, and the intelligent feel of the wizard. Shamans work heavily with nature spirits to work magic of a divine nature.
- Much like clerics, Shamans know all of their spells for each given level, they merely need to select which ones they will use for the day.
- Much like sorcerers, they don’t need to decide how many of each spell the use, they only need to choose from their list of spells for the day.
Shaman Details: https://homebrewery.naturalcrit.com/share/HyjbBsa
Raising a family has never been so easy. [Art by Travis Bagwell]
While necromancers may be in the base book, many potential undead lords may find the base wizard subclass lacking. As such, the homebrew necromancer attempts a far more flavorful version of the necromancer.
- Necromancers serve as an alternative to the wizard class, as such they serve much the same purpose once they get going.
- Creed of the departed in particular make fairly good use of their undead minions to trigger traps, protect squishy casters, and so on.
- Overall the class works to make for a less vulnerable caster.
Necromancer Details: https://homebrewery.naturalcrit.com/share/rJIR5hpVl
Look into the Crystal Ball [Art by Thomas Weivegg.]
Where priests may seem like general wisemen and diviners may seem like voyeurs, oracles have a clearly defined purpose. They attempt to see the future, and have a hand in the divine in doing so.
- Oracles are particularly good at debuffing enemies while buffing allies.
- Oracles are able to hold multiple concentration spells at once, making buffing and debuffing far more easy.
- Oracles pack a fair few utility spells in addition to mere buffs/debuffs.
Oracle Details: https://www.dandwiki.com/wiki/Oracle_(5e_Class)
Scholar in His Study [Art by Rembrandt]
For those who don’t wish to be a wizard, cleric, or any sort of caster, yet still want to play an intelligent character. Scholars serve as a nonmagical form of support which can help both in and out of combat. Their main strengths involve their knowledge skills.
- Scholars are incredibly versatile, serving as anything from faces to tacticians to healers.
- As a support class, the majority of their maneuvers assist or help other characters.
- Scholars help reign in low magic campaigns and prevent them from becoming too centered on the arcane.
Scholar Details: https://drive.google.com/file/d/0Bx5_a09e6mLlakIzNU94cHlBX2c/view
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- For Player Characters
Along with being intended to be used by player characters, dungeon masters are encouraged to use this section to design and run playing sessions and to take improving, reviewing, or removing templates into consideration in their campaigns.
Aberrations, beasts, humanoids, oozes, undead, and many others. (2406 items)
By swords, sorcerery or something else entirely! Your choices have never been greater. (1975 items)
Your history has so many choices! (440 items)
Need to buy anything? The sales are a wide selection of armor, weapons, adventuring gear, magic items, tools, mounts and vehicles among others. (5033 items)
Spells for all levels of gameplay. (2723 items)
Subraces, subclasses, feats, and variants for both races and class features alike. (4077 items)
Anything you can do, I can do better. (105 items)
- For Dungeon Masters
Along with being intended to be used by dungeon masters, player characters are encouraged to use this section to discover possibilities in their campaign by asking your dungeon master about implementing pages from this section into the campaign.
New worlds and their associated options. (124 items)
Monsters, non-player characters, and templates. (3690 items)
Details on the planes of existence and terrains. (46 items)
Charms, blessings, epics boons, spells of legend, hidden skills, and more. (11 items)
Traps and other artificial stumbling blocks. (85 items)
Natural impediments to an adventurer. (56 items)
Afflictions to make the PCs sick, or to rot or turn into goo. (80 items)
Towns, dungeons, empires and more. (189 items)
Stories and dungeons to challenge your players. (50 items)
Combat actions, supplemental, transformational, and radical variant rules. (332 items)
Dungeons & Dragons related stories. (13 items)
Phenomenal cosmic power. (355 items)
General discussions and answers to various topics. (555 items)
Contribute in the featured article process! (39 items)
Helpful guidelines for creating pages and formatting. (18 items)
Contact the administration and learn about some of the contributing guidelines.
Player's Handbook Errata at WotC.
Leftovers, anyone? (121 items)
Wiki-style D&D books. (16 items)
Relevant indexes.(1 items)
Pick up the dry cleaning. Walk the taxes. File the dog.
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Hi, come in, sit down. a little surprised looking at me. - And what kind of look you have, you like to walk naked, then why didn't you take off your shirt. I started asking provocative questions right away, probably checking my psyche.