Over time, we told players that they couldn't pick certain classes, but even Rangers have spells, and that has proven to be too much for them. Or, I would essentially "advise/tell" what they could do instead of Fire-bolt on their turn, then I basically am playing everyone's characters for them, which I don't want. So the super cool Wizard concept they wanted to play was basically just a human Fire-bolt factory in actual practice. What would happen in game, is that the new players would not know or understand their spells, and they did not understand how casting a spell worked. But, when these people would agree to be ready by the time campaign is supposed to start, then it became frustrating after a while. Normally this isn't a problem if there was a character creation session. I would be the one to help them put their character together, which led to hours of putting their characters together onto character sheets. In most cases, they always seemed to pick between Druid, Sorcerer, Wizard, or Ranger. Obviously, when it came to creating characters for these players, at first, we would let them pick whatever they wanted to play. This actually worked out pretty well for the most part, except that there were not many regulars and most players were brand new to DnD and never even opened a Players Handbook. Each session was it's own episode with a beginning and a conclusion, and therefor players and their characters could jump in and out whenever to "help out with the current mission" or "have other matters to attend to" when they couldn't make a session. One of the "campaigns" that I was a part of was set up to be episodic, where the players would change in and out constantly due to busy schedules and significant gaps between sessions. Just a bit of backstory as to why I created this class, you can read it if you want or just scroll down and click on the link below, it doesn't really matter. If your game needs a little more magic and a lot of camp and you’re looking to have more fun at the table, give this college a try.I don't usually sign up for forums and whatnot, but I really like DnD and thought that I would share a homebrew class that I created. Is your bard brimming with charisma and looking to specialize in fierce and fabulous in a way that just isn’t available to you in the standard bard colleges? Well, I may have just the homebrew subclass for you. Your character could have a magical animal companion and guide, a sparkly transformation sequence (that gives you armor boosts), thirteen bespoke spells, and the themed wands of your dreams. I’ve seen a few options for making your average magical girl within D&D, and there is no wrong way to enjoy your TTRPGs, but the Magic Moon Sorcerer is my personal favorite. What if instead you could actually dig up dinosaur bones… and resurrect them?! This homebrew class lets you pick from the Plunderer, Lore Master, or “dead raising Paleontologist” specializations for a combination of scholar, explorer, fighter, and maybe a touch of necromancy. ArchaeologistĪrchaeologist is a background that you can pick for your character currently in 5E, but it hasn’t added much to my character personally besides a half-decent argument for advantage on a few rolls. Princess varieties include Fairy Tale, Warrior, and Noble and, honestly, all make me wish I’d known about this homebrew before I’d made any of my last three D&D characters. Combining the musically powered, animal befriending charm you would expect of a Disney princess, and the diplomacy and leadership of Leia (also technically a Disney princess), this class allows for you to make a character with poise and elegance and who definitely doesn’t need to be rescued. PrincessĬreated by Reddit user impersonater, the Princess class is a little different from any I’ve seen before. If you’re looking to bring a little something special to your campaign, these classes and subclasses might just hit the bulls-eye. Sure, the book’s guidelines are wonderful and they’re there for a reason, but house rules and specialty characters, weapons, and locations always make the game feel more fleshed out and unique. I love a well-implemented homebrew element in my tabletop games. But don’t you sometimes wish you could play something a little more out there? The standard D&D classes are fine I’d even call them great.
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