Oracles pack a fair few utility spells in addition to mere buffs/debuffs.įor those who don’t wish to be a wizard, cleric, or any sort of caster, yet still want to play an intelligent character.Oracles are able to hold multiple concentration spells at once, making buffing and debuffing far more easy.Oracles are particularly good at debuffing enemies while buffing allies.They attempt to see the future, and have a hand in the divine in doing so. Where priests may seem like general wisemen and diviners may seem like voyeurs, oracles have a clearly defined purpose. Overall the class works to make for a less vulnerable caster.Creed of the departed in particular make fairly good use of their undead minions to trigger traps, protect squishy casters, and so on.Necromancers serve as an alternative to the wizard class, as such they serve much the same purpose once they get going.As such, the homebrew necromancer attempts a far more flavorful version of the necromancer. While necromancers may be in the base book, many potential undead lords may find the base wizard subclass lacking. Much like sorcerers, they don’t need to decide how many of each spell the use, they only need to choose from their list of spells for the day.Much like clerics, Shamans know all of their spells for each given level, they merely need to select which ones they will use for the day.Shamans work heavily with nature spirits to work magic of a divine nature. For those that want something in between, shamans are a good way to keep some of that tribal flavor of the druid, the spiritual nature of the cleric, and the intelligent feel of the wizard. Who needs rogues when you have crows? ĭruids can occasionally come off as too martially oriented, clerics can come off as too civilized, and wizards can come off as out of touch nerds. Witches make heavy use of their familiars, and get added buffs to said familiars.Like Warlocks, Witches commonly use easily repeatable class abilities rather than spell slots.Unlike warlocks, however, they use spell slots much like wizards and depend more heavily upon their class abilities. Much like the shaman, but more in the vein of a warlock, witches embrace the older ghostly perceptions of spellcasters. Pirates also excel at keeping up with said enemies via heightened speed on ships and using bonus actions to negate enemies’ disengage actionsīlack cats are optional.Pirates are best at dueling single opponents.However, one cannot deny the flavor of a pirate having sea legs. Much like the ranger they have often circumstantial benefits. More aquatic campaigns inevitably have need of pirates, which often sit somewhere between fighter and rogue in nature. In a game with wargaming origins, Con Artists add an interesting social aspect to the game in focusing purely upon being a party face. In low magic settings, con artists make good substitutes for enchanters, sorcerers, and so on. Much like a rogue, they get expertise, but the difference is that Con Artists focus upon persuading, tricking, and generally spying in place of dealing a fair deal of damage. Where most classes are combat oriented, the Con Artist is heavily social. Pugilists also serve as grapplers, to help teammates deal damage to an opponent. In a pinch, Pugilists may also serve as a tank with their Iron Chin ability. Pugilists are best with throwing out a fair deal of attacks in a round, making them a reliable source of damage. As such, the Pugilist fits in a similar slot with less of an impact upon flavor. ![]() However, this can lead down a very odd path flavor wise, as eastern monks in a world with dwarves and elves can feel a bit strange. When wanting to play a character who punches people’s lights out on the regular, people generally pick monks.
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