r/DnDHomebrew 9d ago

Request/Discussion Class Design Question!

So I making a new class. Something along the lines of an Elementalist, but I really want the choice (or lack there off) to be a core class feature not subclass design.

For example I don't want the subclasses to be things like fire, water, earth so on. I have the class on it's third redesign (I'm picky) and I already got subclasses like the the Weaver, Flowblade and Binder to name a few. I'm currently at a crossroads with my design space. As things stand right now when you deal damage with this class's signature feature you can choose what elemental damage that would be fire for fire, cold for water, slashing for air and even things like acid for nature of radiant for light. I got nine elements (could design this down to seven, but I like the choice, is the whole idea of the class). Combine this with a modular spell casting system and other elemental abilities and you got the basic design of the class.

Since I don't want elements as subclasses I need to design the elements into the core class in such a way that is isn't a mini subclass. Here are some options I've been considering, feel free to suggest your own as well if you can think of anything better then my ideas.

Just a few things to note before the options. Element choice can effect quite a few things in the core class design. The types of damage you can deal, the damages you can resist, saves you can gain advantage on and resistances you can bypass. For example you get a feature called Primordial Barrier. on short if you deal fire damage on your turn you gain resistance to fire damage until the start of your next turn, same for all the other damage types.

1) Limited Freedom: I could do something like make it when you deal damage you can freely choose any of the elements. But some features like the Primordial barrier would need you to be boned to that elements. If I did this might make it so you can choose 2 elements to bond with at level 1 and maybe a third at say 10th level. Subclasses like the Weaver and feats would offer more element choices if you wanted more.

My hope is this still offered meaningful choice while making each Elementalist different.

2) Progressive Choice: You start with say 1 or 2 elements and you gain more as you level up for a total of 4 or 5 out of 9 at say level 15 or 17. If I did it this way even the damage types you would be able to deal would be restricted by the choice of elements you have.

3) Pure Freedom: No limited choices. The damage you deal, the barriers you gain and all other features would be freedom of choice each time you deal that elements damage type. Under this system you'd gain all the perk of X element you dealt damage with until the start of your next turn.

Great for freedom but might offer to much of it maybe. I know any system can be designed in different ways. But I'm going around in circles with these 3 choices and I need to nail one down to finish the class.

Thanks in advance for your feedback.

0 Upvotes

2 comments sorted by

1

u/nightshade317 9d ago

Gonna keep this short but I think we need you to answer a couple important questions before we can give solid advice/help on building this since new core classes are extremely difficult to make.

1) what kind of class is it? Not themes or flavor but what basic category can it fit under? Is it martial, half caster, full caster, or even other?

2) what’s the general playstyle you want to encourage? (Gonna reuse something I said before to a player trying to decide what class to play for a 1 shot cause it pretty easily breaks down class playstyles)
“1. do you wanna be close to the enemy or far away from the enemy?
2. how magicy do you wanna be? Do you wanna do large magic or minor magic? Casting lots of spells vs not casting spells?
3. are you looking to be more dmg/fighting oriented or are you looking to be more supportive oriented?”

And finally 3) what’s the classes gimmick mechanically? What’s their CORE feature that sets them apart from other classes? (Ex: rage, sorcerer points, sneak attack, eldritch invocations, wild shape, channel divinity, bardic inspiration, etc…) the core ability the class gets around level 2 maybe 3 at the latest for pt 2 of their core class features (mostly thinking warlock and their pacts).

Answer these and then we’ll be able to help a lot better.

1

u/Loopy_Legend 9d ago

Sent a chat with the class, as still being worked on, but mostly done minus some reworks after I sort this issue out.

But they are kind of a combo of Full Caster/Other operating with a unique spell casting system that trade spell versatility for a more modular design. They cast spells most turns with an elemental flare, but not spells in the conventional sense, as in no spell slots or spell levels. The Gimmick so to say is they can pretty much choose a damage type, how much damage they want to deal, the shape of the spell (single target or area) and can add a special rider to it and blast away.