Over the DM's Shoulder

Sunday, May 16, 2021

List of Custom Classes

Much of the fun of creating a character is choosing the class that's right for you. Your class determines the way that your character exerts their will in the gameworld, so it's a very important choice. The selections for classes in a game like Dungeons & Dragons can be expansive, but experienced players may find themselves wishing for a class experience they haven't had yet. That's where you can look to these custom classes to spice up your game. These classes are set up for use in Dungeons & Dragons 5e, but you can tweak them to make them appropriate for your game with a little work. Read on for the full list of 5 unique custom classes. 

Creating custom classes can enrich your campaign. I developed a custom class for all four of my players in the Eastweald campaign, and you can use that guide to develop custom classes of your own for your players. The classes listed below are meant to fill in spaces that the original classes don't cover, but a custom class can be inspired by practically anything. Just take the nearest class to what you're building, change the details that matter, and you've got the start of something special for your players. Now, onto the classes. 

[A technical side-note: if the tables below are distorted on your screen, try viewing it on a mobile device, which I can confirm fixes the issue.]

1. Spellsword: The nearest that a D&D class comes to combining magic and melee is the Cleric. But Clerics are aligned very much as healers, and there is no class that combines offensive magic with melee ability. The Spellsword, then, bridges that gap. The Spellsword deals considerable damage and must forfeit some of the armor that would protect them in order to keep their spells intact. The Spellsword uses arcane magic in place of the Cleric's divine; I suggest using Wizard spells, but you could also use the Ranger's or Paladin's if this Spellsword is so inclined. The defining ability for their spells is Intelligence. They are proficient with some armors as they progress and begin with proficiency in simple and martial weapons. Spellsword Hit Dice: d8.

The SpellswordSpell Slots per Spell Level
Level  Proficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Arcane Adept (can transform any spell into a levelled version of Magic Missile)32--------
2nd+2Magical Armor (grants +1 to AC when wearing no armor)33--------
3rd+2342-------
4th+2Ability Score Improvement443-------
5th+3Arcane Strike (can cast a touch attack spell on a melee strike)4432------
6th+3Taking Initiative (rolling a combat's highest initiative roll allows this character to cast one spell as a surprise  bonus action)4433------
7th+344331-----
8th+3Ability Score Improvement, Mighty Blow (can burn one spell slot for that many d6s per level of damage on a melee strike)44332-----
9th+4443331----
10th+4Armor Training (gains the ability to wear light armor without spell interference)543332----
11th+4Disempowering Strike (if they roll maximum damage on a melee attack, their next spell DC is raised by 5)5433321---
12th+4Ability Score Improvement5433321---
13th+554333211--
14th+5Artifact Proficiency (a natural 20 Arcana check when using a magic item restores the highest level spell slot)54333211--
15th+5543332111-
16th+5Ability Score Improvement543332111-
17th+6Magic Critical (any critical strike in combat allows the caster to spontaneously cast one spell on their target)5433321111
18th+6Improved Armor Training (gains the ability to wear medium armor without spell interference)5433331111
19th+6Ability Score Improvement5433332111
20th+6Show of Force (casting any spell 3rd-level or higher makes all enemies face a Wisdom saving throw DC 15 or flee)
5433332211
2. Shadowmage: The intersection of stealth and magic in D&D is not very capitalized upon; the nearest class to it would be the Bard, who had the Rogue's abilities in skill checks and some of the magical powers of the spellcasting classes. But for players who want to play a stealthy mage, there is no option. Hence the Shadowmage, a class that uses magic in its sneak attacks. While the idea of the Shadowmage being an arcane magic user makes sense, I am going to rule that their magic comes from the divine; this means that Shadowmages appeal to their gods for the abilities to go unseen and use spells. I've modeled this class off the Bard, but with some goodies from the Rogue class as well. This class should use the Wizard's selection of spells, but the Bard's or Cleric's could also work well if your players want. The Shadowmage's defining ability for spellcasting is Wisdom. They are proficient with no armors and only simple weapons. Shadowmage Hit Dice: d6. 


The ShadowmageSpell Slots per Spell Level
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Sneak Attack242--------
2nd+2Divine Alignment (can cast spells on melee strike)253--------
3rd+2Magical Stealth (if they rolled a failure on Stealth, they can burn their highest level spell to reroll once)2642-------
4th+2Ability Score Improvement3743-------
5th+3Silent Spell (can cast spells with verbal components silently)38432------
6th+3Deadly Strike (can cast spells to strike on Sneak Attack)39433------
7th+33104331-----
8th+3Ability Score Improvement3114332-----
9th+4Magic Reaction (if they observe an enemy while unseen, they may cast one cantrip for free)31243331----
10th+4Critical Spell (if the player deals maximum damage on a spell, add Sneak Attack damage)41443332----
11th+4415433321---
12th+4Ability Score Improvement415433321---
13th+5Weapon Training (can use simple melee weapons and retain Sneak Attack)4164333211--
14th+5Improved Magical Stealth (if they rolled a failure on Stealth, they can burn their third-highest spell slot or higher to reroll once)4184333211--
15th+5Divine Obscuring (a prayer to their god grants them a +10 to stealth for one hour)41943332111-
16th+5Ability Score Improvement41943332111-
17th+6Leeching Strike (if they deal Sneak Attack damage this turn, roll an Arcana check DC 15: success means regaining their highest spell slot)420433321111
18th+6Magical Silence (can burn a spell of 3rd level or higher to automatically succeed on a Stealth check)422433331111
19th+6Ability Score Improvement422433332111
20th+6Direct Attack (if they successfully strike an enemy with a spell in combat, they can add Sneak Attack damage)422433332211
3. Skirmisher: If you're following along closely, you'll note that we've so far combined magic with stealth and magic with melee; the next obvious combination is melee and stealth. There is no class in D&D which really combines these ideas, so we'll need to make some more major changes. We'll use the fighter for a framework and adjust from there. The Skirmisher is about using strategy to be effective directly and indirectly. The Skirmisher is proficient with light and medium armors and simple and martial weapons. Skirmisher Hit Dice: d8. 
The Skirmisher
LevelProficiency BonusFeatures
1st+2Sneak Attack
2nd+2
Strength of the Fates (may reroll one saving throw per day)
3rd+2Hidden Defense (if attacked while in stealth, can roll a Dexterity saving throw to take only half damage)
4th+2Ability Score Improvement
5th+3Deadly Critical (critical strikes in melee deal Sneak Attack damage)
6th+3Ability Score Improvement
7th+3
Weapon Training (can use simple melee weapons and retain Sneak Attack)
8th+3Ability Score Improvement
9th+4Extra Attack (x1)
10th+4Ready for Action (if they are in stealth at the beginning of combat, they automatically act first)
11th+4Sundering Strike (if they can deal Sneak Attack damage, they may instead choose to destroy the target's armor)
12th+4Ability Score Improvement
13th+5Power of the Fates (may reroll one attack roll per day)
14th+5Ability Score Improvement
15th+5
Overpowering Strike (if they roll 5 or more above the target's AC, they add Sneak Attack damage)
16th+5Ability Score Improvement
17th+6Extra Attack (x2)
18th+6Deep Cut (if they attack while in stealth, they automatically deal a critical hit as well as Sneak Attack damage)
19th+6Ability Score Improvement
20th+6Ascended Power of the Fates (may reroll two attack rolls per day)
4. Commander: Some editions of D&D have special rules for followers: how to gain them, how to keep them, how to use them to accomplish in-game goals. But followers can have other purposes, too. The Commander is themselves not terribly intimidating, but with forces around them, they can accomplish great things. There is no class similar to the Commander in D&D, so we'll be creating this one from scratch. For a template, we'll use the rogue, who is similarly skills-based, and change the rest. Many of the Commander's abilities buff their allies; it is up to you whether their bonuses can stack or cancel each other out. Remember that the Commander's powers are considerable as a trade-off for their relative uselessness in direct conflict. They are proficient in light armor and simple weapons, plus one martial weapon of their choosing. Commander Hit Dice: d6. 
The Commander
LevelProficiency Bonus
Features
1st+2
Charismatic Leader (scaling bonus for Persuasion and Performance when it is related to speaking: +1 levels 1-5, +2 levels 6-9, +3 levels 10-13, +4 levels 14-17, +5 levels 18-20)
2nd+2
Persuasive (a DC 17 Persuasion or Performance check can convince an NPC to join your cause)
3rd+2
Inspiring Presence (a DC 16 Persuasion or Performance check adds +1 to all ally's rolls for three rounds)
4th+2Ability Score Improvement
5th+3
Commanding Presence (NPCs who disagree with them can be convinced to leave them alone with a DC 16 Persuasion or Performance check)
6th+3
Nerves of Steel (even being outnumbered does not dissuade their allies--all allies are granted a +3 to rolls to stay resolute in combat)
7th+3
No Nonsense (+3 bonus to all Insight checks)
8th+3Ability Score Improvement
9th+4
Wall of Allies (when within 15 feet of three or more allies, they are granted a +2 bonus to Armor Class)
10th+4Ability Score Improvement
11th+4
Inspiring Strike (a successful strike against an enemy grants all allies a +1 to all rolls until your next turn)
12th+4Ability Score Improvement
13th+5
Rallying Cry (after unleashing this cry, all allies roll a Wisdom saving throw; a success grants them +2 to all allies' rolls for the next five rounds)
14th+5
Improved Commanding Presence (NPCs and monsters opposed to them can be convinced to join them with a DC 17 Persuasion or Performance check) 
15th+5Lead By Example (a successful strike in combat inspires their allies, granting a +2 to hit and +2 to damage to all allies within 50 feet for five rounds)
16th+5Ability Score Improvement
17th+6
War Machine (when an ally dies, all other allies within 15 feet gain a +3 to their next attack and damage rolls)
18th+6Strategic Organization (spend two rounds organizing your allies in formation and all allies in formation will be granted a +2 to Armor Class until the end of combat or they disband)
19th+6
Ability Score Improvement
20th+6Battlecry (their shout echoes across the battlefield, granting all allies +2 on all rolls until the end of combat)
5. Defender: Most of the classes in D&D are built to be either damage dealers or support classes. The first three classes in this list (Spellsword, Shadowmage, Skirmisher) are damage dealers; the Commander is more of a support class. This final class, the Defender, is also a support class, but in a way that doesn't really exist in D&D. The Defender uses their abilities to keep the rest of their party safe and act as a tank and distraction. To that end, the fighter is our basis for the Defender, but only loosely. The Defender is proficient in all armors and in simple and martial weapons. Defender Hit Dice: d12. 
The Defender
LevelProficiency BonusFeatures
1st+2Heavy Defense (grants a permanent +1 to Armor Class and access to heavy armor)
2nd+2Defensive Stance (can forfeit one round of combat to gain a +1 to Armor Class until they move)
3rd+2Quick Defense (grants a +1 bonus to Initiative)
4th+2Ability Score Improvement
5th+3Bear the Brunt (if within 5 feet of an ally, can succeed on a DC 14 Dexterity saving throw to take half the ally's damage)
6th+3Ability Score Improvement
7th+3Call-Out (with a DC 15 Performance, Intimidation, or Persuasion check, can force one targeted enemy to only attack them for 2d3 rounds)
8th+3Ability Score Improvement
9th+4Shrug It Off (if they take damage less than the last damage dealt to them, they can take only half damage once per day)
10th+4
Shield Wielder (gains the ability to dual-wield shields)
11th+4Heavier Defense (grants an additional +1 to Armor Class)
12th+4Ability Score Improvement
13th+5Improved Bear the Brunt (if within 5 feet of an ally, can succeed on a DC 16 Dexterity saving throw to take all the ally's damage)
14th+5Ability Score Improvement
15th+5Quicker Defense (grants an additional +1 bonus to Initiative, automatically wins all tied initiative scores)
16th+5Ability Score Improvement
17th+6Protect the Team (if an ally falls unconscious, earns an additional round of action immediately)
18th+6Heaviest Defense (grants an additional +1 to Armor Class) 
19th+6Ability Score Improvement
20th+6Mastered Bear the Brunt (if within 5 feet of an ally, can succeed on a DC 18 Dexterity saving throw to take half the ally's damage and negate the other half)
Those are five unique classes you can use in D&D 5e or other TRPGs (with a bit of adjustment). Each of these ideas will mix up the game and create new opportunities for strategy, roleplaying, and storytelling. Feel free to tweak anything that seems off here, but don't be afraid to shake things up either. Players are more likely to enjoy a slightly untethered game that gives them freedom than they are to enjoy a perfectly balanced game with less options. Refer to the sourcebooks for any other information that is missing here, and remember to always grant your players the final word in their choices for character designs. 


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