These guys are amazing and they love reviewing homebrew classes by playing them in actual DnD settings!Ī special thanks to MTNrhyno for creating and playing the super-fast speedster “XLR8” using this homebrew class (v2.0 was used).īelow are the titles of the 5 episodes featuring my homebrew class, but there are so many episodes they make that feature all sorts of fun homebrew creations. I look forward to seeing what everyone has to say!Īlso please check out DM Bob and “The Adventuring Guild” website for his “Homebrew Review Podcast”.
![thrown object 5e homebrew classes thrown object 5e homebrew classes](https://i.pinimg.com/736x/db/7a/96/db7a96c2ddc686376d3b3027f82e7305.jpg)
Thank you for your feedback! I have revised parts of my character class to hopefully make more sense. Again, constructive criticism is very much appreciate and I hope you can share your thoughts. I haven't really play tested it at all, so maybe you guys can give me some insight. I tried my best to calculate average damages and relative power throughout the various levels and hopefully did a well enough job for everyone here to enjoy. But you can sort of think of this character as a like a medieval superhero, except you wouldn't be wearing a spandex suit like modern superheros.Īnyway, the idea is that you get to choose between 3 "super powers", you can fire elemental blasts out of your hands, you can have super strength, or super speed.
![thrown object 5e homebrew classes thrown object 5e homebrew classes](https://i.pinimg.com/originals/3e/fc/ee/3efceecaeed80611f2d4262d7726ea4a.png)
Now I am not a very good writer, I focused more on the mechanics of the class and trying to balance the features it as much as possible, rather than writing an elaborate and descriptive narrative on how cool or awesome this class can be. It sounds messy, but I managed to put something together, and that something is my Homebrew class called the Exemplar! The goal was to have a majority of the features be fairly basic and straightforward for newer players, but still offer some interesting and different options as they level up. And I thought about the idea of creating a class where a new player could either be a spell slot-less spell-caster, a different kind of martial weapons fighter, or a different kind of ranger. But they also don't like being a Champion Fighter because it's too simple, and Battlemaster is apparently too complicated as well, so I don't really know.Īnyway, all of that has led to a discussion with my DM about how DnD 5E has so many classes with access to the spell-casting feature, even Fighters and Rogues have spell-casting archetypes. 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.
![thrown object 5e homebrew classes thrown object 5e homebrew classes](https://i.pinimg.com/736x/b8/80/ed/b880ed8ee13d5766e8f70533dd89b08b.jpg)
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.
![thrown object 5e homebrew classes thrown object 5e homebrew classes](https://i.pinimg.com/originals/6f/54/6d/6f546ded110e2a2063cbe1c95cddc660.jpg)
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. 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.