Sie sind auf Seite 1von 17

Introduction

Table of Contents
Introduction 1 Dos and Don'ts 9
1
Outline ..........................................................................................................................
The Pillars
1
Balance, What is it? ..........................................................................................................................
Bounded Accuracy and AC
5e Systems
Definitions 1 Saving Throws
1
Action Economy ..........................................................................................................................
Bonuses and Modifiers
1
"Weak" and "Strong" Saving Throws ..........................................................................................................................
Tiers of Play
1 Thematic Narrative
Full/half/thirdcaster ..........................................................................................................................
1 Feats
"Dead" Levels ..........................................................................................................................
2 Damage Reduction
MAD/SAD ..........................................................................................................................
Features at each Class Level
Fundamentals of 5e Design 2 Overall
2
The Three Pillars ..........................................................................................................................
The Good, the Bad... 10
2
Bounded Accuracy and AC ..........................................................................................................................
...and the Critique
2
Advantage/Disadvantage System .......................................................................................................................... 10
The Good .......................................................................................................
3 The Request for
Proficiency Bonus .......................................................................................................................... Clarification .......................................................................
10
The Direct Comparison ..................................................................................
Attacks and Damage ..........................................................................................................................
3 10
The Compensation Comparison ..................................................................
Skill Checks ..........................................................................................................................
3 10
The Synergy, or Lack thereof .......................................................................
Saving Throws ..........................................................................................................................
4 10
4 11
The Bad .............................................................................................................
Small, Temporary, Conditional... ..........................................................................................................................
...Static, Stacking Modifiers Stepping on Toes ..............................................................................................
11
4 The Drive-by Critique ......................................................................................
12
Tiers of Play ..........................................................................................................................
No Other Class Grants X ...............................................................................
12
4 Argument From Tradition ..............................................................................
Strong Thematic Narrative .......................................................................................................................... 12
Awareness and Assumption of Feats .......................................................................................................................... 13
5 The Distant Multiclass ....................................................................................
5
Resistance vs Damage Reduction ..........................................................................................................................
Concluding Statements 14
Not Quite Fundamentals 6 14
Processing ....................................................................................................
6
Number of Features ..........................................................................................................................
14
Class Design 101 ....................................................................................
6
"Dead" Levels Are Not Absolute ..........................................................................................................................
Innovative Class Design 15
6
Understanding Unarmored Defense ..........................................................................................................................
Work in Progress
7
Primary Features ..........................................................................................................................
Credits
7
Bookkeeping ..........................................................................................................................
Changelog
8
Resource Recovery Mechanics ..........................................................................................................................
"Bag of Rats" Problem ..........................................................................................................................
8
Infinite Hit Points and Spellcasting ..........................................................................................................................
8
8
Class "Starter Kits" ..........................................................................................................................

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU
Introduction
Hi, I’m Leuku “Mcclure”. You may remember me from such Understanding balance means understanding what makes
hits like, “Encounter Design Philosophy”, "Goal Oriented each official class tick. What are their strengths, their
Encounters", “Mechanics of the Big Bad”, “Big Boss Solo weaknesses? How do the strengths and weaknesses of their
Inserts”, the “Tinkerer” homebrew class, and my latest features interact? How are they compensated for? How do
“Vanguard” homebrew class (in progress). these compensations compare to the compensations in other
Today I am here to explain and clarify the multiple classes?
processes by which I understand, develop, and judge the If you read WOTC’s article Modifying Classes, you will see
balance of homebrew classes. that when they are doing their class breakdowns they are
essentially answering the above questions. How this essay
will differ from theirs is that instead of merely examining
Outline homebrew subclasses and feature replacement in an existing
In the following, I will: class, it will dive deeper into full class design.
Define what “balance” is and means, as well as provide Definitions
some other definitions
Detail the Fundamentals of 5e Design Philosophy Action Economy
Summarize the Fundamentals of 5e Design Philosopher The number of actions, bonus actions, reactions, movement,
into a Dos and Don'ts List, and lastly and more available to any given creature. Encounters are
Explain what is and isn’t good balancing advice, and in destroyed or are made overwhelming based on the amount of
which scenarios some balancing advice is more action economy made available to each side of the conflict. It
appropriate than others is why Solo Boss fights are difficult to execute.
And so without further ado, “Weak” and “Strong” saving throws
Strong saving throws are Dexterity, Constitution, and
Balance, What Is It? Wisdom. They are called "strong" because they come up
much more frequently in official published material
Put simply, it is ”Relative Comparative Compensation”. compared to the "weak". Weak saving throws are Strength,
What was that? Intelligence, and Charisma. This definition will be repeated
later in the document.
Relative Comparative Compensation
Relative Comparative Compensation can be broken down “Fullcaster”, “halfcaster”, and
into its component words and the question that arises from “thirdcaster/quartercaster”
each: A fullcaster has a spell slot level progression like the Bard,
Wizard, Sorcerer, Druid, and Cleric. The Warlock is an outlier
Relation with its own unique spell slot progression, which at the end
“How does feature A relate to and interact with features B of the day is intended to just about meet the potency of
and C? normal fullcasting.
A halfcaster has a spell slot level progression like the
Comparison Ranger and Paladin, and are called "half" because they have
“How does this feature or group of features at X level half the rate of spellcasting progression as a fullcaster.
compare to a similar feature or group of features of an official A thirdcaster/quartercaster has a spell slot level
class at approximately X level?” and progression like the Eldritch Knight Fighter subclass and the
Arcane Trickster Rogue subclass - thirdcasters typically don’t
Compensation warrant “dead” levels. “Third”-caster is technically more
“What strengths compensate for what weaknesses in my accurate than “Quarter”-caster, as the spell slot progression
class, and how do they compare to the compensations of rate is approximately 1/3rd a Fullcaster’s, but quartercaster
official classes?” sounds better off the tongue.
“Dead” levels
A dead level is a level in which there appears to be no
Mechanical Balance is having your distinctly named feature. Dead levels appear on full and
class’ strengths and weaknesses be halfcasters. They appear whenever a class gains access to a
compensated for in ways that are on higher level spell slot of 3rd or greater. They appear because
comparably even terms with official gaining access to a higher level spell slot is a powerful
classes. “feature” in its own right.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 1
MAD and SAD Ultimately, what really determines how much of these your
MAD is Multiple Ability score Dependent and SAD is class must support depends on exactly what you put into the
Single Ability score Dependent. If a class is MAD, then it class.
relies on at least 3 or more of the 6 available ability scores for Spellcasting can actually provide much of a class’
its core abilities and needs. If a class is SAD, then it relies on exploration/interaction needs as much as it provides its
just 1 ability score to cover the majority of its abilities and combat needs. If you’re making a spellcaster, you have to
needs. The Barbarian, who generally requires minimum carefully handpick what spells go on the spell list. If the spells
investments in STR, CON, and DEX, is MAD. There really are mostly combat, then that likely warrants the base class
isn’t a SAD class in 5e, as casters will often still need DEX for having more Exploration/Interaction features.
AC, STR or DEX for weapon attacks, and CON for health. An
example of a SAD class would be a CON-based spellcasting Bounded Accuracy and AC
class who can use a single score for all of spell Unlike in 4e, DCs do not scale with class level. A DC20 at 1st
attack/damage/save DC and health, especially so if it also level is still a DC 20 at 20th level. DCs will never exceed a
gets a feature that allows using CON for AC. certain point, nor will accuracy bonuses and or, for the most
part, AC. Avoid features that break the expectations of these
Class Level Scaling things.
Class Level Scaling means that some aspect of a feature For much of the game, ACs tend to not exceed 21 and can
scales in power according to class level, as opposed to, say, a be as low as 8 even for high CR monsters. PC Accuracy tends
feature that scales according to total level (cantrips), a feature to reach +11 at 17th level (+13 for Archery Fighting Style),
that scales according to subclass level (Battlemaster but typically no further except in temporary, conditional
maneuvers), or a feature that does not scale at all. The circumstances. More specific cases will be expanded upon in
Rogue’s Sneak Attack scales according to class level. In the Proficiency Bonus section. Also see "Magic Item
contrast, the Hunter Ranger’s Hunter’s Prey feature does not Bonus" green box at the bottom of this page.
scale with class level.
Advantage/Disadvantage system
The Fundamentals of 5e Perhaps the most central defining mechanic of 5e. It
Design Philosophy: streamlines play like no other. Take advantage of
advantage/disadvantage. However, there are some places
This section covers what I believe to be the fundamental where you should avoid it.
aspects of 5e design that inform much of the class design Attacks: Avoid granting too easy a source of advantage on
direction within the PHB. This section is dense and riddled attacks. Either it must be limited or come at some cost. For
with examples, so if you don’t want to read so much, then example, the Barbarian’s Reckless Attack grants advantage
skip past it to the much shorter Dos and Don’ts summary at the significant cost of granting advantage to enemies
section. attacking it
Skills: Avoid granting advantage flatly to skill checks,
The 3 Pillars: Combat, especially at early levels. WOTC tried with an early version of
Exploration, Interaction the elves race where they got advantage on all Perception
checks that proved too powerful. If you are going to grant
The foundation of 5e DnD is supported atop the three advantage to skills, either a) limit the number of uses, or b)
aforementioned pillars. What are these pillars? restrict it to specific uses. For example, having advantage on
Combat is fighting against enemy forces or elements. all Charisma (Intimidation) checks related to haggling the
Exploration is navigating the world around you - any price of an object.
feature that enables and encourages you to better explore the Saving Throws: Similar as above, either limit it or gate it
world (like Champion Fighter’s Remarkable Athlete’s at high levels. For example, the Abjuration Wizard grants
improved jumping ability). advantage on saving throws against spell effects, but at 14th
Interaction is any kind of feature that enables and level.
encourages you to interact with creatures and objects outside
of a combat setting, such as the Battlemaster Fighter’s Know
Your Enemy. It’s the kind of feature that helps reduce
Murder-hoboing. Magic Item Bonuses: Unlike in 4e, bonuses from
While features for combat are the easiest to design for due magic items are not required to maintain PC
to being largely numbers oriented, the two other pillars are no combat competency at higher levels. Thus they
less important. Your class must live in this world as much as could be entirely absent in a campaign. That doesn’t
they fight in it. mean there won’t be magic items; I like to flood my
There is a spectrum of how much Exploration and worlds with +0 magic items. When designing your
Interaction-based features any given class would warrant. class, be aware that magic items and their bonuses
The Fighter has the least. The Monk has the most. There’s a will probably exist in most games, but don’t assume
litany of arguments and explanations for why this is the case, that a player using your class will have access to any
but for now let us just think about ensuring that there are specific magic item or any specific magic item
bonus.
some features, at least 2 in the base class and maybe at least
1 in each subclass, that are relegated to those pillars.

GUIDE TO HOMEBREWING CLASSES |


2 CREATED BY /u/LEUKU
Proficiency Bonus Skill Checks
The proficiency bonus is an elegant mechanic that makes Due to the Rogue’s Expertise feature, there is a great
granting benefits and scaling easy. But like temptation to simply double one’s bonus to skill checks. If
Advantage/Disadvantage, there are certain forms you should that’s something you want to do, then simply grant your class
avoid. the Expertise feature and compensate for it properly.
What you should not do is "grant proficiency in a skill and if
the PC is already proficiency in that skill, double that
Attacks and Damage proficiency". There is precedence for this in UA articles, but I
Do not double proficiency on accuracy rolls and in most am making the argument that this is a bad idea. To me, it’s a
cases do not add proficiency bonus to damage. The former kind of punishment to players who chose the “wrong” skill
breaks Bounded Accuracy/AC dynamic, and the latter does proficiency at character creation. Double proficiency in one
some funky things depending on when the feature is granted. skill is better than proficiency in two skills, because the
At early levels, you get a character-wide scaling mechanic that former ultimately ensures that you will almost always pass
functions independently of leveling your class, thus opening your check, especially if it’s a skill you will use frequently
you up to multiclassing abuse. At later levels, it grants your (Perception, Insight, Stealth, Athletics). What to do instead?
class a massive damage boost seemingly out of nowhere. Either
The only official example of Proficiency bonus to damage is a) grant proficiency in a skill and if they are already
in the PHB Ranger/Revised Ranger’s animal companion. I proficient grant proficiency in another skill from the class
play a beastmaster, so let me tell you that my animal hits like skill list. Or
a truck. The imagined compensation is that the animal’s b) regardless of whether you are proficient in a skill, grant
starting stats aren’t that good, if you lose your animal you lose double proficiency on that skill when used in a specific way.
access to virtually all of your subclass abilities, and your For example, the Dwarf race’s Stonecunning grants
animal has less health than you as well as fewer survival double proficiency on Intelligence (History) checks related to
options. Still, it hits like a truck and can be quite jarring to a the origin of stonework. This helps avoid the abuse of skills
DM. So generally avoid it. that can be used broadly or frequently.

P.S. If you do grant your class the Expertise feature,


absolutely do not say “You have expertise in X
skill”. Expertise is the name of a class feature, not a
mechanic. If you could have advantage on a
Wisdom saving throw once per long rest, you
would not say you have Indomitable in Wisdom
saving throws.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 3
Saving Throws
All official classes are proficient in one “weak” and one Small Temporary Conditional Static
“strong” saving throw. The “weak” are so called because they Stacking Modifiers gone wrong
appear infrequently in published material, making them less
useful to PCs for much of any game. “If you’re wielding a hammer and the target
“Weak”: Strength, Intelligence, Charisma creature is a demon who has taken a dodge action
since the end of your last turn, you gain a +1 bonus
“Strong”: Dexterity, Constitution, and Wisdom to grapple checks against that creature, plus an
Do not grant two strong or two weak saving throws. Do additional bonus equal to the hammer’s magic item
grant one weak and one strong. bonus if it has any and the number of beard hairs
Do not double proficiency bonus on saving throws. Saving you sacrificed at the last dawn up to a maximum of
throw DCs only go as high as 19 for PCs and a few points 3 (5 if you’re a dwarf).”
higher from high CR monsters who have spellcasting ability
scores that exceed 20. Also be wary not to grant proficiency in
a saving throw too soon. The earliest example I think we get
is one at 7th level for a UA Ranger subclass or some other. Tiers of Play: Respect Them!
The tiers of play are 1st through 4th level, 5th through 10th,
Small, Temporary, Conditional, 11th through 16th, and 17th through 20th. In each instance
Static, Stacking Modifiers: Avoid any given class needs a significant bump to its potency.
like the plague! Martials get Extra Attack or similar, spellcasters get cantrip
boosts and 3rd/6th/9th level spells.
Bounded Accuracy/AC, Advantage/Disadvantage, and Respecting the tiers of play means ensuring you fulfill
Proficiency Bonus were all designed to avoid this artifact of minimum average damage expectations, among other
4e. In 4e, you could get +1s and +2s from so many different things.
sources that you’d often forget half of them were even there! Classes that buck this trend have their own means of
ACs and DCs scaled with your level so that the same tasks fulfilling these expectations. The Rogue’s Sneak Attack
always had the same difficulty at 15th level as it did at 1st scales through the entire class rather than at each tier level.
level, which you would use a million +1s and +2s to Barbarian has class scaling Rage damage. Martial Arts
circumvent. bonus action unarmed strike, unarmed strike damage class-
In 5e, such things come in very limited forms. Fighting level-scaling, Flurry of Blows, and class-level-scaling Ki
Styles are probably the closest examples of small, conditional, points ensure that the Monk keeps up, even as it does not
static, stacking modifiers. Fortunately, they are designed to wow you with its damage output. The half-weapons-focused
encompass multiple weapons within a broad category rather Cleric does a strange thing with weapon damage scaling at
than ultra-specific weapons. They don’t change depending on 8th/14th level - it’s complicated and I can give an explanation
circumstances and the conditions of when they apply are easy for it, but that’s a conversation for a later time.
to remember. Ultimately, respecting the tiers of play is a semi-hard rule,
The Barbarian also provides a conditional, class-scaling, in that you can absolutely play with when class-wide average
stacking modifier in the form of Rage bonus damage. damage boosts appear. I did precisely that with my homebrew
Fortunately, the conditions for triggering it are hard to miss Tinkerer class. But what I learned is that balancing such a
and the bonus does not change depending on round-to-round thing can be ridiculously difficult. I had to compare and
circumstances. contrast so many different kinds of damage output mechanics
Lastly, the Great Weapon Master and Sharpshooter feats to help me get the Tinkerer to where it is today. If you can,
provide temporary, conditional, static, stacking modifiers. But avoid that.
unlike in 4e, these modifiers are so large that you cannot
forget them! Similarly, the War Cleric’s Channel Divinity: Strong Thematic Narrative
Guided Strike provides a massive +10 temporary bonus. If
you’re going to provide a temporary flat bonus, make it A strong thematic narrative is an understanding of the
unforgettable. conditions and circumstances by which your class has
A different kind of risk to consider is the nature of emerged into their world. It has nothing to do with
"multistacking modifiers". In 5e, some mechanics stack mechanics, but instead everything to do with the causes and
whereas others do not. Temporary Hit Points do not stack. pressures in the world that give rise to and necessitate the
Proficiency in a single thing from multiple sources do not emergence of your class.
stack. New calculations for AC do not stack. Fighters exist because raw fighting ability is valuable in a
Static modifiers to AC do stack. Static and dice-based violent world like DnD and a rare few will rise above the rest.
modifiers to damage do stack. It is not uncommon for players Wizards exist because magic suffuses the world and careful
to find the most efficient means by which to stack modifiers study can reveal and grant access to its powers. Rangers exist
from multiple sources. Try googling "Highest Achievable AC because there is a line between nature and civilization and
in 5e". Another reason then to avoid inventing these kinds of there is a need for people to straddle it. Clerics exist because
modifiers is to reduce the gaming of multistacking. gods exist, and a select few who worship them are granted
So if you’re planning on providing stacking modifiers, their power. So on and so forth.
consider using Advantage/Disadvantage or additional dice
instead. Reduce the total number of static modifiers from
different sources as much as possible.
GUIDE TO HOMEBREWING CLASSES |
4 CREATED BY /u/LEUKU
Filling in flavor text is not the only point to a strong thematic For example, the -5/+10 from Sharpshooter is clearly its
narrative. Homebrewing an entire class warrants creating primary benefit. Once you determine which bullet point(s) is
new unique features. the most important, don't use them. If you must take
If you have a strong thematic narrative, then coming up something from a feat, take the less significant bullet points,
with ideas for new features, especially at higher levels, such as Sharpshooter’s ignoring of cover. Provide enough
becomes much easier. One of the things that will halt a class’ room where feats you pull bullet points from can still be
development and prevent it from ever being finished is a valuable investments for players.
weak thematic narrative. It will also be one of the first things
criticized in reviews. Resistance vs. Damage Reduction:
Favor Resistance!
Awareness and Assumption of
Feats 5e utilizes the mechanics of Resistance and Immunity, which
instead of reducing damage by a certain value simply lets you
To quote the UA: Feats article halve or reduce to zero damage. Damage Reduction (DR)
“To begin with, since using feats is an optional rule, it’s appears in 1 form (or 2? UA Stone Sorcerer I think?) in the
important to never assume that a particular feat will be a part Heavy Armor Master feat.
of the game. For instance, a class can’t refer to a feat, and In a general sense, the fewer calculations you have to make
feats should never be granted as class features.” the better. Halving is more elegant than subtracting. In a
This means three things: specific sense, the potency of Heavy Armor Master is I argue
understated. The fact that it does not scale with class level is
a) Never include a feat as a class feature, often seen as a detriment, as well as its limitation to non-
b) Never refer to a feat in your class, and magical weapon damage. However, enemy magical attacks
c) Never assume that any given feat will be made available tend to be far and few inbetween, and the overall long term
to any given player. Your class should not rely on feats to benefits of 3 DR are considerable. Whether you’re taking 5
function. damage at lower levels or 21 at higher levels, reducing
However, you should absolutely be aware of how feats incoming damage by 3 over the course of a day can save you
interact with your class’ features and what abuses may arise. as much as half your hit dice expenditure on self-healing.
For example, if there was a feature that gave you unlimited Consider especially that at higher levels monsters tend to
reactions, there’s obvious abuse when combined with the get more attacks as much as they increase their base damage.
Polearm Master feat. So be wary of the understated potency of DR and favor
And there is at least some room for taking a bullet point Resistance as a more elegant solution wherever you can. And
from a feat. For feats with multiple bullet points, determine don’t forget about Temporary Hit Points.
which bullets are the most significant aspect of the feat.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 5
The Wizard has the greatest number of spells knowable in
Not Quite Fundamentals the game, technically capable of learning all of the spells on
The following are things that do not quite fit into the its spell list, which I think numbers 200+? In terms of sheer
"fundamentals" of 5e, due to being even more abstract or volume of options, it is the best, and that is a wizard’s primary
observational. This does not mean they are any less strength. By 20th level, a wizard will have at minimum 44
important. Rather, these are just "softer" "rules" of class spells in its spellbook. Suffice to say, a wizard does not rely
homebrew. on unique class-specific features as much for its potency.
In contrast, a Bard will know at most 22 spells, half the
Number of Features Wizard’s minimum, and their spell list is significantly smaller,
even bearing in mind Magical Secrets. Further, in the PHB,
Be wary not to plug too many features into a single level. You the Bard is limited to a single damaging cantrip: vicious
may want all your goodies as soon as possible, but you must mockery. In terms of the basic spellcasting toolkit, there is a
restrain yourself. Just choose and keep the most essential. lot left to be desired in the Bard’s arsenal as compared to the
Most classes have 1, maybe 2, and at the worst 3 distinct Wizard’s.
features/abilities within a level. For example, Paladin has So the Bard gets more unique features. But note the nature
Spellcasting, Smites, and Fighting Styles at 2nd level, but of these features. Song of Rest and Bardic Inspiration. All
Smites is like an offshoot of spellcasting since it uses the of these “dead” levels filled with slight improvements to core
same resource, so it’s more like 2.5. class features. They are not individually distinct new features
Do not try to pass off a feature with multiple bullet points with potency in their own right. They are mild improvements
as merely being a single feature. Whether that feature counts to already established features. The Bard’s comparative limit
as having the equivalent power of 1 or multiple features is on spells and spells known as compared to the Wizard gives
dependent on what the bullet points contain. For example, the Bard enough room to fit these mild improvements at what
the PHB Ranger’s Natural Explorer features 6 bullet points are traditionally “Dead” levels.
+ double proficiency skill check boost on specific uses, but Use “dead” levels wherever you gain a new spell slot level.
they are all limited to mechanics regarding navigating terrain Then look at how your class compares to the wizard, or the
largely outside of combat. Despite their number, each bard, or the sorcerer, and so on. Whichever comparison(s) is
individual bullet point's power is small, so their combined most appropriate. If you feel like your spell list/spells
effective power is ultimately moderate. known/unique core features aren’t strong enough to
But if you have a stealth feature that says something like compensate for these “dead” levels, then perhaps consider
the following: squeezing in a mild improvement to a core feature
somewhere.
Sneaky Stealth Feature for Stealth
You can take the Hide action in dim light and lightly Understanding Unarmored Defense
obscured areas as if it were heavily obscured A frequent addition to most any homebrew class is the
You can take the Hide action as a bonus action maleable Unarmored Defense feature. Both the Monk and
Whenever you hit a creature you are hidden from with an the Barbarian have it with significant differences, and there
attack, the attack deals an additional 10 damage. are further variants of it elsewhere, such as the Draconic
Those are all clearly three significant, distinct abilities, Sorcerer’s Draconic Resilience. Unarmored Defense is
especially the last one. They may have a common theme, but appealing for both its mechanical flexibility and its cosmetic
each is potent to different degrees in their own right. If I were appearance, as it’s not uncommon for popular media to
to balance this, I’d probably cut off the 3rd bullet point, and portray fantastically evasive and enduring fighters wearing no
even though the 1st bullet point is from the Skulker feat, I’d or practically useless armor.
probably let it slide. Why bring this up? Employing either the Monk’s or the
Barbarian’s Unarmored Defense is not as simple as it looks.
”Dead” Levels are not absolute They differ in significant respects, and it’s important to
understand why they differ. The Monk’s Unarmored Defense
What is a “Dead” level? It’s a level where there aren’t any uses 10 + Dexterity Modifier + Wisdom Modifier and does
distinctly named features. They are found on fullcasters and not allow the use of a shield. The Barbarian’s Unarmored
halfcasters and at levels typically occupied by access to a new Defense uses 10 + Dexterity Modifier + Constitution Modifier
spell slot level, as well as potentially some other class scaling and does allow the use of a shield.
thing, e.g. number of Invocations known. Why does the Barbarian get a shield while the Monk does
“Dead” levels appear wherever spellcasting is core to the not? Earlier we already broke down how the Barbarian’s
class, which means the Barbarian, Fighter, Monk, and Rogue many features compensate for each’s strengths and
are excluded. But not all casters are equal. The Wizard has weaknesses. The Barbarian’s Unarmored Defense is a
the greatest number of “Dead” levels at 8. The Bard has the product of that. By requiring Constitution and Dexterity for
fewest at 2. Why the difference? Well, we have to look at what AC, a Barbarian has to make a choice between improving
the class offers. their attack and damage stat, Strength, versus their AC stat
Dexterity or their AC and Hit Point stat Constitution.
Because of this, the Barbarian class is MAD - Multiple Ability
score Dependent.

GUIDE TO HOMEBREWING CLASSES |


6 CREATED BY /u/LEUKU
The end result is that players who emphasize attack and Because at the end of the day, if you are presenting your
damage will have comparatively low AC and players who homebrew class for public consumption, you must be able to
emphasize AC will have comparatively low attack and convince the general public that your class is worth existing,
damage. and that means being able to justify why it has any given
In comparison, the Monk’s Martial Arts class feature feature. The more you poach from other classes, the more
allows the Monk to use Dexterity for its attack and damage. you must demonstrate that your class stands sufficiently
With Unarmored Defense, this means that a Monk that apart. The more arguments you have to make. And who likes
improves Dexterity is improving all of their Attack, Damage, making arguments besides me?
and AC. The Monk’s secondary score Wisdom improves both
the Monk’s Ki based abilities and AC. Effectively, a Monk PHB Classes and their Primary Features
player does not have to choose between attack/damage and Class Primary Features
AC. The Monk is less MAD. While a Barbarian can achieve an Barbarian Rage, Reckless Attack, Unarmored Defense
extraordinarilty high attack, damage, and AC at 20th level
through its 20th level capstone feature **, the Monk can and Bard Fullcasting, Bardic Inspiration, Song of Rest
will achieve its maximum levels far sooner. Recall that earlier Druid Fullcasting, Wildshape
levels are more important to balance than later levels. Fighter Action Surge, Second Wind
Consequently, we can conclude that as an extra bit of
compensation the Monk is deprived of the use of a shield due Monk Martial Arts, Ki, Unarmored Defense
to it being less MAD (and due to unarmed strikes not Paladin Halfcasting, Divine Smite, Lay On Hands
requiring an empty hand but rather letting you use any part of
your body, such as your head, hip, or legs) while the Ranger Halfcasting, Favored Enemy, Natural Explorer
Barbarian is granted the use of a shield (especially Rogue Sneak Attack, Cunning Action, Expertise
considering that Barbarian features tend to emphasize two- Sorcerer Fullcasting, Font of Magic, Metamagic
handed weaponry, further asserting the compensations made
between attack/damage and AC). Warlock Pact Magic, Eldritch Invocation, Pact Boon
So when planning to grant your class an Unarmored Wizard Fullcasting, Spellbook, Arcane Recovery
Defense-type feature, be aware of the compensations that
need to be made. How MAD is your class? The better your Bookkeeping
Unarmored Defense-type feature is for your class, the more
significant the compensation between attack/damage and AC Bookkeeping refers to resources and numbers you have to
needs to be. keep track of. These include but are not limited to: A) Spell
slots, B) Rest-based abilities, C) Hit Points and Hit Dice, D)
Primary Features Material Components with gold costs, E) Consumables, e.g.
"Primary Features" are the features that define your class ammunition or potions, F) wealth, and G) weight.
mechanically within its first 3 levels. They form the core of People tend to ignore encumbrance because keeping track
your class, upon which many of your subsequent features will of weight tends to take away from being in the moment.
augment or supplement. Nothing wrong with it; just depends on the group. But in
In the PHB, some primary features are more subtle than general, the fewer the amount of resources you have to keep
others. The Fighter has Action Surge and the Wizard has track of, the better. Be aware of the amount and frequency of
Fullcasting + Arcane Recovery + Spellbook, i.e. most bookkeeping features you are employing throughout your
number of spells known. Bear in mind, there is some wiggle class. Abilities that can be used once per short or long rest
room for poaching significant features. For example, the are the easiest to keep track of.
Land Druid poaches the wizard's Arcane Recovery in the Barbarians have to keep track of rage, which has a handful
form of Natural Recovery. One can make the argument that of uses per long rest. Many of the Barbarian's other features
this does not step on the Wizard's toes too deeply due to the activate when rage is activated, so the Barbarian has very
fact that the Druid's spell list is significantly different from little bookkeeping. The Druid has short-rest based wildshape
the Wizard's, and thus no matter how many spells you and long-rest based Fullcasting, so it has significantly more
recovery you still feel and play differently from the wizard. bookkeeping than the Barbarian. Even then, it's still not too
Suffice to say, Arcane Recovery is not entirely what makes much to keep track of.
Wizard a Wizard. Be wary of features that require minute tracking of gold or
What does this mean? It means you can poach features weight of objects. Be aware of how many rest-based unique
from existing classes. This is discussed in more detail under features you are piling into a single class and subclass.
The Good, the Bad, and the Critique, specifically beneath
the This is Stepping on the Toes of X Class section
presented later. However, you have to be careful. Any
homebrew class must stand distinct from existing classes.
Any homebrew class must not be approximately creatable
through multiclassing.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 7
Resource Recovery Mechanics Be especially wary of resource conversions like these.
There are a few solutions. One is to reduce Hit Point
Resource Recovery Mechanics are features that allows a PC Maximum (HPM) in addition to consuming Hit Points. This
to regain limited resources outside of conventional means. means spending Hit Points to cast spells has an absolute cost
The Wizard's Arcane Recovery allows spell slot recovery on your long-term longevity, as you can never have more Hit
outside of long rests. The Fighter's Second Wind enables hit Points than your maximum. Typically you'd have HPM
point recovery outside of short rests, healing spells, and restored after a long rest, but you should be wary of spells
healing potions. There is a high temptation to create new that have durations that last into the next day. For example,
resource recoveyr mechanics because A) there is precedence, imagine you have 51 HPM and you could reduce your HPM
and B) it's an easy way to make something powerful. But you by 5 to cast a 1st level spell. If you have goodberry, then you
must be careful as it is easily abused. The following are can reduce your HPM by 50 to cast goodberry 10 times.
common abuses I have seen. Assuming your DM isn't going to poke you with a stick for 1
damage during your long rest, you'll have a reliable resource
Easy Abuse #1: "The Bag of Rats" Problem for extra spellcasting.
"Whenever you drop a creature to 0 hit points, you regain X Another is to consume Hit Dice instead of Hit Points. This
Hit Points/Spell Slots." tends to be a bit more flexible than MHP, and thus more
Precedence: Fiend Warlock's Dark One's Blessing. powerful. The conversion is also trickier. You have as many hit
If you have a mechanic that rewards dropping creatures to dice as you have class levels, but you do not have as many
0 hit points, then there is a high temptation to acquire access spell slots as you have class levels. Spell slots scale at a
to low HP creatures, e.g. a bag of rats or a cage of chickens. unique staggered rate compared to hit dice. In this way, it
Dark One's Blessing is fine the way it is because it grants make be closer to how Sorcery Points from the Sorcerer
Temporary Hit Points (THP), and THP by definition do not class convert to spell slot levels. The primary limitation that a
stack, so any abuse is limited. hit dice based conversion provides is that hit dice recovers at
But if you grant hit points, or spell slots, or any other half your total per long rest, so expending hit dice to do
resource that is normally difficult to come by, then you're something is sacrificing longevity in the greater long run in
setting up a lot of small creatures up for slaughter. Or, worse, favor of potency in the immediate short term.
civilians. Whatever mechanic you decide to use, be wary of paring
Notice how the Wizard's Arcane Recovery can only be them with traditional spellcasting, as by doing so you may be
used once per day at the end of a short rest. How the doubling or even tripling a class' potential spellcasting output.
Fighter's Second Wind can only be used once between short Always be wary of potential extremes.
rests. How Dark One's Blessing's THP cannot stack.
There are some ways to mitigate the "bag of rats" problem. Class "Starter Kits"
You can set a CR requirement on the killed creature, thus A class' "Starter Kit" contains the class' hit points, hit dice,
disqualifying low CR creatures like rats. But I am of the proficiencies, equipment, and 1st level features. They
opinion that a DM should not be required to tell you what a establish the "pace" at which the class runs at from the
creature's CR is, as that is a bit of a metagame issue. starting line.
You can limit the frequency of uses, e.g. "once per short or The Barbarian, with its largest hit die, moderate AC, action-
long rest". That is in fact a pretty effective solution, but if you oriented skills, encouraged great axe, melee weapon
use that, you might as well drop the "drop a creature to 0 hit dependency, and Rage cocktail, hits the ground running into
points" caveat completely, as then you'd just be mimicking the thick of things, provoking and being provoked.
Arcane Recovery or Second Wind. The Wizard, with its smallest hit die, low AC, lore-oriented
Easy Abuse #2: Infinite Hit Points and skills, lack of armor, weakest set of weaponry, Fullcasting,
Spellcasting
one-of-a-kind spellbook, and the broadest spell list in the
A common homebrew class/subclass is the "Bloodmage". game, hangs back in the rear, slinging the right spell for the
Such a thing generally involves consuming hit points for right occasion. Well, best as it can for 1st level.
spellcasting. If such a thing has the ability to gain access to The Fighter, with its strong hit die, moderate to high AC, a
healing spells, either through multiclassing, the magic initiate bit more flexible skills, any armor and weapon type, Fighting
feat, or its own spell list, then the door to "infinite healing and Style, and short-rest-based self-healing, sets its own pace,
spell slots" is opened. reliably filling any martial role.
Imagine that there is a feature that lets me consume 6 hit The Bard, with its OK hit die, low to moderate AC,
points to cast a 1st level spell. Sounds like a lot of hit points, unmatched skill flexibility, better-than-nothing armor,
especially at 1st level. But what happens if we gain access to servicably ideal weaponry, Fullcasting, and support-oriented
spells like cure wounds or goodberry? Let's look at goodberry Bardic Inspiration, is free to occupy almost any position shy
because it does not depend on your Wisdom modifier. If you of the front line, enabling most any party composition.
spend 6 hit points to cast goodberry at 1st level, you gain 10 Be aware of what pace you intend to set for your class.
berries that grant 1 hit point each. You can eat all 10 Your class' initial loadout will echo throughout your class'
goodberries over a period of 1 minute. By spending 6 hit progression. They'll help dictate what subclass concepts are
points, you can recover 10. Meaning outside of combat, you executable. They can give your class a leg up or hold it down.
can infinitely regain hit points at a rate of 4 hit points per Your class' features do not exist in a vacuum - they stack upon
minute. a foundation of basics. Your "starter kit" can make your class
too strong or too weak even before you get to the good stuff.

GUIDE TO HOMEBREWING CLASSES |


8 CREATED BY /u/LEUKU
Thematic Narrative
Dos and Don’ts Do develop a strong thematic narrative that answers the
Summarizing the Fundamentals “why” your class has emerged and is demanded in the
world. What wordly or otherworldly pressure or
If you’ve read through the Fundamentals of 5e Design inspiration necessitates the emergence of your class?
Philosophy section, then feel free to skip this section or use Don’t leave your class with a weak thematic narrative that
it as a reminder. For those of you who skipped the above only merely describes how it intends to function
section, enjoy, but do take the time at some point to go back. mechanically.
The Pillars Feats
Do have a healthy mix of Combat, Exploration, and Do be aware of feats and how they may interact with your
Interaction features. Spellcasting can cover for class’ features. Watch out for potential excessive
Exploration/Interaction depending on the spell list. synergies/abuses.
Don’t make your class only capable in combat. Even the Don't grant your class a feat as a class feature, the most
Fighter gets at least one Exploration/Interaction feature important aspect of a feat as a class feature, or refer to any
from each subclass. feats in your class description. Don't assume that any
specific feat or even feats in general will be made available
Bounded Accuracy and AC to any given player. Your class must function without feats
Do adhere to Bounded Accuracy and AC. and yet also not be made abusable with them.
Don’t create features that rely on extreme compensations
Do be aware that magic items and their bonuses will exist Damage Reduction
in any campaign, and that their bonuses are not important Do use Resistance, Temporary Hit Points, and dice rolls
for ensuring that the PCs remain competent in combat. (e.g. Battlemaster’s Parry maneuver).
Don’t assume any specific magic item and its bonus will Don’t use (or avoid using) Damage Reduction.
be made available to a PC.
Features at Each Class Level
5e Systems Do grant around 1 or 2 features at most at any given level.
Do use the Advantage/Disadvantage system. For skill Significant improvements to lower level class features at
checks, do grant advantage for specific uses of a skill higher levels often warrant being counted as distinct
check rather than all broad uses of that skill check. features in the class table.
Don’t flatly grant advantage to attack rolls without limited Don’t grant 3 or more features at any given level, unless
uses or drawbacks, to broad uses of a skill check, and to each feature is weak enough to warrant such. Don’t try to
saving throws except at high levels. cheat this by putting multiple individually potent abilities
Do use the Proficiency system. under a single feature title.
Don’t double proficiency bonus on attack rolls and saving Do put “dead” levels wherever a half or fullcaster gains a
throws, or add proficiency bonus to damage or AC (unless new spell slot level. Do make sure that a class gets
it’s an animal companion). something at every level.
Don’t ignore the need for “dead” levels where warranted.
Saving Throws Don’t leave levels empty when it isn’t warranted.
Do grant at 1st level saving throw proficiencies in one Do be aware that your class may allow for some unique
“Strong” (DEX, CON, WIS) and one “Weak” (STR, INT, features at “dead” levels. Fill such levels with slight
CHA) saving throw. improvements to low level core class features.
Don’t grant at 1st level saving throw proficiencies in two Don’t randomly stick “dead” levels whenever, wherever.
“Strong” or two “Weak” saving throws. Every “dead” level exists intentionally and purposefully.
Bonuses and Modifiers Overall
Do use the proficiency bonus system, or Do have fun as you go along and seek critique and advice
advantage/disadvantage system, or additional dice for from others.
temporary boosts to attacks/damage/skill checks/saving Don’t not have fun and ignore critiques because they
throws. challenge you.
Don’t use small, conditional, temporary, static, stacking Do give yourself adequate comfort and rest, especially
modifiers. when you're receiving demoralizing critiques.
Tiers of Play Don't let people on the internet rile you up and upset you.
Do respect the Tiers of Play (1st-4th level, 5th-10th, 11th- Do study the PHB classes and seek to understand their
16th, 17th-20th) and their average damage output needs. justifications and quirks.
Martials get Extra Attack or something comparable, Don’t ignore the PHB classes and the homework to study
Spellcasters get cantrip boosts and 3rd/6th/9th level them.
spells and spell slots or something comparable. Do try to review other people’s works as a way of studying
Don’t ignore the Tiers of Play and each class’ average class design and innovation.
damage output needs. Whether your class is offense Don’t give drive-by critiques.
focused, support focused, or something else entirely, all
classes need to meet bare minimum competency in battle.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 9
Third, the Barbarian’s Unarmored Defense forces the
The Good, the Bad, and Barbarian to be dependent on at least three ability scores,
STR, CON, and DEX, so it is Multiple Ability Score
the Critique Dependent (MAD). Unlike the Monk who can use their
Firstly, yes, there is such a thing as bad balancing critique. primary attack stat, DEX, as part of their AC, the Barbarian
And I don’t just mean critique that recommends making a must split their scores in between their attack stat STR, and
feature too strong. I mean critique that sounds good on its their AC stats CON and DEX.
face, but is in fact inappropriate, has actually nothing to do This ultimately results in the Barbarian having lower
with mechanical balance, and/or is unconvincing or starting AC than comparable martials, having a poor attack
unhelpful. stat, or having abysmal mental stats if you choose to pointbuy
Let’s start with the Good. 15/15/15/8/8/8. While an endgame Barbarian can break the
typical Bounded AC cap, the beginning game Barbarian is
The Good more important to focus on, as that is where the majority of
players will play. Further, an endgame maxed Barbarian
Good critiques move along the following lines: requires spending all of one’s ability score improvement
The Request for Clarification levels on STR, CON, and DEX, meaning no feats, or
The Direct Comparison sacrificing its attack stat in favor of AC.
The Compensation Comparison, and As a bit of a bonus, the Barbarian can wield a shield and
The Synergy, or lack thereof still gain the benefit of their Unarmored AC, unlike the Monk,
but that comes with its own small counterplay with the fact
The Request for Clarification that Barbarian features typically encourage large-damage-die
When judging any class feature or combination of features, two-handed weapons, so choosing to wield a shield runs
especially when the class is in an early iteration, it is counter to the effective play of the Barbarian.
supremely valuable to ask for clarification on intent rather All of these compensations serve to restrict the potency of
than slamming a potential abuse or misstep for imbalance. a 1d12 hit die and Rage, as well as to encourage a specific
How to word 5e terminology takes some getting used to, so style of play. Reckless Attack further plays on this style of
asking for the intended direction the homebrewer was going compensation by giving you greater offensive potency in
for can help you understand the class better and provide exchange for more vulnerability. The combination of
much more useful advice. Barbarian features are thus very synergistic, which leads me
to:
The Direct Comparison
The basics of homebrew review involve directly comparing The Synergy or lack thereof
homebrew features with comparable official features. This Just as how any class should have strong thematic narrative
kind of comparison tends to consider the features in a to fuel both one’s imaginations of the class and the
vacuum, separate from the class combination as a whole, and development of its features, the class’ mechanics should also
so while easy to base a critique on can often miss greater to some degree support one another. It’s easy to see how the
balancing methods and concerns. The balance of any given Barbarian’s combination of features creates a multi-level-deep
feature does not exist in a vacuum, but in a continuum of all synergy among its various features, feeding into a particular
of the features combined. narrative of how the Barbarian functions both on and off the
Though do not let this deter you from making direct battlefield. Bard subclasses are almost invariably granted an
comparisons. Direct comparisons are the foundation of alternative or expanded use of their core class feature,
proper review, and overlooked mistakes, strengths or Bardic Inspiration. Monk subclasses often augment what
weaknesses can often be caught by direct comparisons. their base Martial Arts feature can do. Class features, when
grouped into a whole, should build a foundation that drives a
The Compensation Comparison strong mechanical narrative of play as well as make up for
Deeper than the Direct Comparison is the Compensation their strengths and weaknesses.
Comparison. Compensation comparisons ask for what I have reviewed classes that have had no synergy between
strengths you are receiving in exchange for what weaknesses, their features, or even had features that were in direct
and how this compare to the strength/weakness exchanges of conflict. One particularly egregious recent example of
official classes. conflicting features was with regard to a protective feature
For example, let’s look at the Barbarian. The Barbarian has and a damage boosting feature. The protective feature
the largest PC hit die in the game at 1d12, and they get Rage required your Action to use, and the damage boosting feature
to further boost their survivability. What is it losing in granted additional damage dice to any weapon attack you
exchange? make using a reaction. Doesn’t sound like they conflict at all
First, Rage is limited to STR-based attacks, so that means at first. But in 5e, unless your DM is well-versed in monster
no bow-Barbarians. psychology or your party has a regular source of Fear effects,
Second, maintaining Rage requires you to attack or be getting monsters to trigger opportunity attacks from you
attacked, forcing you to always stay in harm's way. tends to occur infrequently. Infrequently enough that it won’t
be a reliable source of damage for you. Unless you have the
Polearm Master feat.

GUIDE TO HOMEBREWING CLASSES |


10 CREATED BY /u/LEUKU
To make the damage boost feature consistently productive, As an example, let’s take a look at /u/coolgamertagbro’s Pay-
the Polearm Master provides an easily abusable combination What-You-Want homebrew Pugilist class and how it
(bearing in mind that this homebrew class had these two compares to the Monk. (I much more prefer the original
features appear by as early as 5th level). But worse was that version of Pugilist, btw, rather than v2. Also, I’m playing my
utilizing the Polearm Master rendered the protective ability Luchador Pugilist right now. Just reached level 4. Working out
mutually exclusive with the damage boosting feature! good so far. Bonus damage from jumping/falling does not yet
Polearm Master requires your Attack Action, so if you want to go to crazy lengths. Fall damage is a good deterrent. Seems I
utilize your primary damage boost regularly, you had to not spend most of my time using Brace Up. Good combination
use your primary protective ability. Are you a protector, or are play having my allies prone targets so I can drop onto them.
you a damage dealer? Designing synergy requires being The Durable feat is quite ridiculous on a Pugilist xD. Will
aware of much of the interactions between mechanics of report more as things progress).
various sources as well as what real gameplay can and will At first glance, the Pugilist is just merely a variant Monk.
often consist of. Bonus Action unarmed strike, Moxie is Ki, The Ol One Two
Now that we’ve covered the Good, let’s have a look at the is Flurry of Blows, Stick and Move is a variant Step of the
Bad. Wind, and Brace Up is a different interpretation of Patient
Defense. It’d be easy to pin this class as just a Monk that
The Bad happens to use STR, but both on paper and in gameplay it
Bad critiques move along the following lines: feels and plays incredibly differently. If the Monk is a
disabling skirmisher, the Pugilist is an enduring bruiser, more
Stepping on Toes like a glass cannon that barely manages to stay upright round
The Drive-by Critique to round utilizing its all-important Brace Up and Haymakers
No Other Class Does X to stave off and bring the pain. The Pugilist will tend to have
Argument From Tradition, and slightly lower starting AC, so there is a greater expectation to
The Distant Multiclass being hit, and, at least with regard to v1, being hit is good for
you. It may copy and twist a bunch of features from the Monk,
“This is stepping on the toes of X class” but it plays different. It feels different. And that, besides
Yes, this is in fact bad advice. But it does have its place. mechanical balance, is what counts.
Before I get to that, let’s discuss why it is bad. Its Place:
Beyond the fundamentals, there is nothing sacred in Now that that’s settled, let’s tidy up by describing when this is
balanced DnD homebrew design. More accurately, there is good advice. It is good advice when the feel of the class in
not a single feature that can’t be poached in some form. gameplay feels too similar to another class. When it makes
However, doing so demands a difficult task: someone go, “I feel like I’m playing a Fighter, except
You have to justify it. worse/better/the same.” So if someone comes along with a
Juggernaut class with a d12 hit die and Damage Reduction up
You have to justify every single feature you take from another the wazoo and you start to think to yourself, “I feel like I’m
class. How does it interact with other features in your class? just a Barbarian except better”, that’s when toes are being
What strengths and weaknesses emerge? What stepped on. But if you have a d12 hit die class that turns into
compensations are made? How do these compensations a magical octopus and can do everything an octopus can,
compare to compensations made by official classes? that’s different. It has the Barbarian’s d12 hit die, but it feels
different. It plays different. Its suckers aren’t anywhere near
the Barbarian’s toes.
The class needs to be taken in large parts. The more you
focus in on a single feature, the less this critique is useful. So
if you are homebrewing and you decide to poach the Fighter’s
Action Surge, you as a homebrewer have to come up with an
argument for how on earth your class warrants, nay, deserves
the glory of Action Surge. And as a homebrew reviewer, you
have to look at how the poached feature interacts with
everything else in the class and ask yourself, “To what degree
does this feel and play like a Fighter? What compensations
are being made to make room for Action Surge? Why am I
thinking and working so hard on some stranger’s imaginary
play thing?”
This critique is the kind that doesn’t really have much to do
with mechanical balance. It has much more to do with the
feel of the class, the execution of the class as a whole. If you
are homebrewing a full class, you have to make it distinct
from all the other classes. Otherwise you’re probably better of
just homebrewing a subclass, reflavoring, or multiclassing.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 11
“This is OP broken nonsense. Stop trying Homebrewers who are having difficulty getting anybody to
and don’t quit your day job.” End quote. give your work a substantial review, try private messaging one
of these kinds of reviewers. We don’t get paid for these
This is otherwise known as the unsubstantiated asshole reviews, which means we genuinely enjoy doing them. If time
drive-by critique. Not only is it a quick no-effort critique that permits, I am probably more likely to review something a
easily deters the less confident potential reviewers from even person explicitly asks me to than if I were to just come across
looking at your class, it is devoid of substance. it on my subreddit feed. But don’t take it the wrong way if
If you look way back in my comment history, you’ll see that someone says no. For much of everyone, this is ultimately a
I’ve made Gordon Ramsay-level critiques, and I apologize for hobby. We do it when time permits. We do it when we feel
that. I’ve long since toned down my rhetoric in favor of like it. Just the same, we don’t do it when we don’t feel like it.
mechanical preciseness over caustic meanness. But
something I have never done is not substantiate my critique. “No other class in the game grants X”
If I said something was shit, I explained why, how, what color, This is yet another critique I have used in the past and will
how smelly, and how it compares to the neighbor’s. Now for continue to use. The issue lies with how it is being used and
many of you potential reviewers, I understand that you don’t in what context. The poor use of this critique covers when it’s
have the kind of time or confidence to do comprehensive just stated that no official class offers X feature, and so
reviews like I do. There’s absolutely no need to go that far. But somehow it must be unbalanced. But the very nature of
if you are going to pick at something, please substantiate. homebrew demands innovation. Otherwise you risk stepping
Back up your argument, even if it’s just a short paragraph. on the toes of an official class by not differentiating enough.
Reference a feature, make a quick comparison, do some So when is this appropriately used? When it refers to a
napkin math if time permits. Just don’t do the TMZ equivalent position. “No other class in the game grants X feature at/until
of a drive-by critique. Y level.” When we say “No other class...”, we need a point of
For example, a recent critique I received was the following: reference.
For example, imagine a homebrew class that grants True
Sight to 10 feet at 2nd level. No other class in the game
“I don’t even know where to start. This is like taking grants at-will True Sight. But there are similar things at
[X] and [Y] and smashing them together, removing higher levels. For example, the high level spell true seeing.
their weaknesses, and then making it even better. This Also, the PHB Ranger’s 18th level Feral Senses is an
is A+ broken.” End quote. approximate equivalence to True Sight. So the closest thing
any class gets to at-will True Sight is the PHB Ranger at 18th
level. That’s when you can put your foot down and say, “Hey,
Not only was this critique unhelpful, it was completely wrong. no other class gets something like at-will True Sight until
Yet at least 8 people supported this critique before even a 18th level. You can not justify it being at 2nd.”
single person had actually given the homebrew a serious
review. The quick soundbite sways and deters reviews. “No other class uses this progression, so
Diamonds are lost in the rough and shite is raised up on you can’t use it” or The Argument from
pedestals due largely to these kinds of quick, unsubstantiated Tradition
critiques. This is related to #3 above, but important enough to point out
Everyone, from homebrewers to reviewers to lurkers, if you separately. This is again a critique I have used in the past and
are looking for good homebrew, do not trust any of the quick will continue to use. The problem is with which aspect of
critiques except from reviewers who are known to give class design you are applying this critique to.
substantial reviews. Tag users who give such reviews, so that Generally, the progressions you do not touch are:
when their comments appear, you can see to what depth they Proficiency Bonus, Spellcasting, and Ability Score
usually go. If someone like me makes a quick review saying, Improvements.
“Well done. This subclass is fully functional”, that is me However, remember the true golden rule of homebrew
saying I cannot find any mechanical flaws in it whatsoever, balance: Justify, Justify, Justify! No matter what you do, you
damn good job. The last time I said that was for a must justify it. If you can justify it, then you can do almost
Chronomancer wizard subclass from awhile back, I think. anything.
Also consider that good reviewers genuinely want a WOTC certainly pushes the envelope. Check out their
homebrew to succeed. Good reviewers will tell you where Artificer, which while far from being mechanically satisfying
there are flaws. Great reviewers will give you challenges our presumptions of what is sacred. They made
recommendations on how to fix those flaws. And again, for the class a quartercaster (or thirdcaster if you like being
those reviewers who are not yet confident in their balancing accurate but not rhythmically alliterative) which for them
chops but also don’t want to give drive-by critiques, just justifies moving the last Ability Score Improvement Level
substantiate whatever two-cents you want to provide. Don’t from 19th level to 18th! Now this does not mean this was a
think your two-cents aren’t worth it. They inspire good move to make. The Artificer being shortchanged on
conversation! The more talking, the better! Every haystack casting like this feels pretty painful, and I’d probably prefer to
needs to be searched for needles - you may find one. see the Artificer be a halfcaster or fullcaster. But it shows that
WOTC is willing to experiment beyond our unwritten
assumptions about what is and what is not sacred.

GUIDE TO HOMEBREWING CLASSES |


12 CREATED BY /u/LEUKU
Let’s give an example. Imagine you are making an arcane The Distant Multiclass
halfcaster martial class similar to the Ranger and Paladin.
You plug in all the hits: halfcasting, “dead” levels at 9th, 13th,
and 17th level, weapon focused mechanics. Then you look at
the subclass levels for each of the Ranger and Paladin. “This class is broken because at homebrew class level
Ranger has 3, 7, 11, and 15. Paladin has 3, 7, 15, and 20. The 14, I can multiclass with official class level 5 to create
two classes share 3, 7, and 15 together. this crazy level 19 combo.”
Unfortunately, one of your core base class features has a
significant upgrade at 11th, so you wouldn’t want to follow
the Ranger class’ progression. And you feel like the distance
between the Paladin’s 7th level feature and 15th level feature When we talk about multiclassing abuse, we have to keep in
is too far - you want people to have another subclass feature mind how soon the abuse can occur as much as we consider
sooner. But you also want to have an awesome 20th level just how much potency the multiclass grants. The higher the
feature for each of subclasses. So you come up with a new level you go, the more allowance there is for power, because
progression: 3, 7, 10, and 20. the scale of conflicts you may deal with increase at an
Are you somehow violating a mechanical balance rule accelerated pace. 1 goblin at 1st level is 10 goblins at 5th
when diverging from the Ranger and Paladin’s progressions? level and 100 goblins at 11th level, kinda.
Is there some kind of imbalance in switching the subclass Multiclass abuse is a real thing and should be guarded
level from 15th to 10th? Only if the numbers don’t work out. against. But be wary of going gungho on it, as doing so is an
No matter how traditional or experimental your class is, easy trap to fall into.
your math needs to work out at the end of the day. You need Likewise, to homebrewers, study the PHB classes as much
to respect basic average damage minimums. You need to as possible. Always keep in mind potential multiclass abuses.
sufficiently supply the tiers of play with their needs. You need A class that grants the finesse to two-handed weapons is ripe
to have a healthy mix of combat, exploration, and interaction for any Rogue or Fighter. A class that grants a STR bonus
features. that scales with proficiency bonus rather than class level is
Ultimately, traditions do not matter so long as the numbers ripe for a Barbarian. A class that allows one to make weapon
come out alright. That doesn’t mean do not follow traditional attacks with Wisdom will be snatched up by a Ranger or
progressions. The only inherent consequence of abandoning Cleric in no time. If there is a feature you absolutely want to
traditional progressions is that it makes your job of balancing retain, but the multiclass abuse remains evident, then you
the class harder. It’s more math you have to calculate. UA must either gate it by pushing it to a higher level and/or take
Artificer is a good example - they switched things up, and available 5e mechanics and terminology to cut the abuse off
unfortunately the math comes out iffy. Alchemist comes out a at its core.
bit weak. Gunsmith is fine in terms of damage numbers, but For example, at 5th level, instead of Extra Attack I had a
it ends up boringly repetitive. And the spellcasting is too weak feature that let a class make a weapon attack as a Reaction
for my taste. Doesn’t mean they have to abandon their unique when a certain common trigger was met. Unfortunately, that
progression. They just need to do more work with it. allows a multiclass with Rogue to guarantee Sneak Attack at
So when do you use this critique? When it’s wrecking the least two times per round, once on their turn with their Attack
mechanical balance of the class, or making it too difficult to Action and once more on another creature’s turn with their
determine the balance of the class. Reaction. A damage comparison revealed that at least at 10th
A little while back I reviewed a caster class that level, such a multiclass would easily out-damage a pure
experimented with its spellcasting progression. Instead of Rogue. While the feature being gated at 5th level rather than
halfcasting or fullcasting, its spell slot levels went up to 7th. It 1st or 2nd reduces the overall appeal of the multiclass abuse,
was a 7/9th caster? There were also many other experimental it is still near enough to make one uncomfortable.
mechanics, namely 1d4 hit die and CON-based casting. The solution? Change the Reaction Weapon Attack into a
Anyways, nothing was inherently wrong with attempting any Special Melee Spell Attack that uses your weapon’s statistics.
of these experiments. The only problem was that doing the There is precedence for “special” attacks in 5e that by their
math for all of these experimental interactions was damn nature disallow things like gaining the benefits of the Extra
hard. Too hard. So ultimately I concluded by saying that while Attack feature. By removing the “weapon” keyword from the
CON-based casting is achievable, and that he did a good job ability, the ability to attach Sneak Attack to it is eliminated.
moving in that direction, the number of experimental And since this only applies to the Reaction attack, Sneak
mechanics at play made it a helluva job to balance. If you’re Attacking using your Attack Action on your turn is preserved.
going to experiment to that degree, probably best to just do 1 This all has the unfortunate consequence of also excluding
or 2 at a time. things like Fighting Styles. Fortunately the base class doesn’t
have Fighting Styles to begin with and is more defensive than
offensive in nature, so it’s not a huge loss.
This is why both a working knowledge of the litany of
mechanics and wording in the game and input from
reviewers are invaluable. I would not have seen this abuse
nor be able to deal with it in an elegant manner without them.

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 13
Concluding Statements
Processing Class Design 201
Thank you for reading this far. This document was both a If you've read /u/messy6's Class Design 101, you should
labor of love and of frustration. It embodies approximately notice that this guide is absent a point system for determining
85% to 90% of my knowledge on homebrew balancing. The balance. First hear me state what messy6's point system is
missing remainder may end up being covered in the next not. It is not a means by which to determine the balance of
essay, Discussion on Innovative Class Design. any innovative mechanics in your homebrew class. What is it,
I wrote this guide with the hope that in the long run it will then? It is a depiction of how the quantity of features of
make my life a bit easier. I deeply enjoy reviewing homebrew, official classes relates to spellcasting, proficiencies, etc. It is a
but doing so is frequently, and seemingly increasingly, tool that sheds light on a particular frame of PHB class
exhausting. So much so that I lately ignore homebrew classes design. It is useful gaining insight into how the official classes
that have interesting new mechanics yet make obvious are structured. It will not however teach you how to balance a
mistakes like using two "strong" saving throws instead of homebrew class, nor will it help you determine whether a
one "strong" and one "weak". I hope that this might raise the homebrew mechanic is balanced against official material. It is
base level of quality in all homebrew classes, and thus make not intended to do these things.
review discussions about the construction of new unique I am of the belief that due to the complexity of class design,
mechanics rather than about the flaws in the class' any point grading system intended to determine balance for
foundation. classes will ultimately hurt you rather than help you. This is
I may have also wrote this guide because I feel I have because that even as we strive to achieve parity between our
something to prove. In recent months, I have felt a creeping homebrew and official content, we also endeavor to
doubt that has made me question the quality of my experiment, to create truly unique mechanics that can find a
homebrews and the efforts I put into them. If there is home only within a homebrew class. How do you put a
anything further you might learn about my personality, it may number to a mechanic that no one has ever seen? If
be that I am sincere to a fault. Fullcasting were arbitrarily granted a point value of 10, and
I should not forget that I also wrote this because I the Battlemaster's Maneuver feature were granted a point
genuinely want to help people make their homebrews work. I value of 3, then how would we grade a feature that uses short
remember starting my reviews because I was not receiving rest-regenerated dice to cast spells of levels between 1st and
any. It hurt to feel alone in my efforts, desirous of a living, 5th level? Or if the Paladin's Divine Smite is graded a 6, then
functioning class to call my own and yet free to share. My how do we judge a feature that lets you expend hit dice and
early criteria for determing which homebrew to review was add their result to a single weapon damage roll? And what if
whether the homebrew was receiving any attention or not. If that feature is paired with another feature that lets you regain
it wasn't, I would change that. Unbeknownst to me, for nearly one hit die at the end of a short rest? Or if you have to roll the
a year the Discord of Many Things has long succeeded in hit die and take that much damage yourself to add the result
this regard. to your weapon damage roll?
As a reviewer, a frequent thought stumbles its way into my To judge balance, we require precedence. We compare
head. homebrew mechanics to official mechanics. Arbitrary point
values assigned to existing mechanics does not take into
account the potency of combinations of features, and cannot
"Why am I working so hard on another account for truly innovative mechanics. Instead, the only
person's imaginary play thing?" thing we can rely on is our analyses and understanding of
what any class can do at a given level, which changes on a
moment to moment basis as a homebrew class develops.
Fortunately, the answer is always easy. And it's the same Messy6's Class Design 101 is an excellent primer to official
answer for why I play DnD: Because it's a shared experience. class design basics. If their work is 101, then consider this
Because it's challenging. Because it's fun. document Class Design 201.
For better, for worse, full class homebrew design is a
marathon. It is a test of stamina, openness and resilience to
criticism, and creativity. Whatever you've got brewing up in
your mind, I am eager to see. Happy Brewing.

GUIDE TO HOMEBREWING CLASSES |


14 CREATED BY /u/LEUKU
Discussion on Innovative Class Design
Work in Progress Changelog
Please look forward to the next essay. Will likely cover v1.1: Added Class "Starter Kits" to Not Quite
innovative class design as well as a step-by-step example of Fundamentals, added links to my previous essays in the
what reviewing a class for balance may look like. Intro, cosmetic changes
Credits v1.2: Dec15. New Table of Contents, added Concluding
Statements page
Author: /u/Leuku
Art Formatting: /u/Rain-Junkie v1.3: Dec17. Moved Table of Contents to a second page. New
/r/UnearthedArcana, for all my years on the sub Cover Page. Expanded Credits. Added Processing and Class
/r/DnDBehindtheScreen, For loving my essays and in so Design 201 to Concluding Statements page.
doing uplifting my spirits
/u/layhnet, for your indefatiguable tenacity and
camaraderie
Discord of Many Things, for accomplishing together what
I attempted alone, and your friendship

Artwork Credit:
The cover art by Matteo Bassini. It can be found
here
The first and last images were done by
Alexander Nanitchkov. They can be found here
and here.
The second image was done by Piotr Uzdowski.
It can be found here.
Cover font by /u/Solbera

GUIDE TO HOMEBREWING CLASSES |


CREATED BY /u/LEUKU 15

Das könnte Ihnen auch gefallen