Making additional Class Archetypes is not an easy job, but many seem to want it. You need to be able to identify an iconic niche, a new functional mechanical role, and a simple way of describing it all. I can't speak for all the classes, but I will talk to the one's I've played so far. I am not evaluating them on a power-gaming max damage per round, but instead if they expand the options and flavor of the class in a way that is roughly balanced with the other options the class has. If a player in my game wanted any of these classes, I would not have a problem allowing it.
Bard : College of the Muse : In short, it is a bard that gives a more powerful Bardic Inspiration that can be used on his or herself, multiple allies, and even helps to ensure that the minimum bonus is still useful. The tradeoff is that he does not have the wide applications of the Bardic Inspiration that the other Colleges have. A solid option that can feel slightly underpowered if the players don't make great use of the Bardic Inspiration. His greatness lies in the fact that he prevents bad things from happening.
Ranger : Trapsman : After reading this, it just seems like an obvious role that had been missed by the original PHB. This fits a good role of adding some level of battlefield control and utility to the ranger. The traps are balanced and different, requiring the player to understand the battle and where it might go next. Great work and fun to play. The Needle Barrage feels under powered though due to the low damage and rolling against a Con save.
Sorcerer : Blood Magic. That's a creative subclass. I like the mechanics and the play isn't out of balance. It is a high risk high reward play style that sacrifices future health for present damage. It is a great class for short encounters, but by the end of the day the Blood Mage really shows the costs. Very fun to play in campaigns where you rely on Hit Die to provide a good source of your healing. I would put a limitation on Scarification that the spells must be of 5th level or lower.
Wizard : Chronomancy : Different mechanics that end up letting the Wizard have specific but flavorful spells prepared. It might sound dumb, but it ends up being very thematic and useful without being overpowered. A good addition.
|