Class Design 101: Fundamentals

by Mightysmallfry

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Introduction.

This guide is for people interested in creating their own 5th edition classes and class archetypes. My goal is to give homebrewers a better understanding of the inner workings of 5e classes. In this guide I will explain what a class is, the fundamentals of a class, and what to avoid when creating a class. Not all of these words are mine but I have compiled them into one file for you to use.

What is a Class?

A class is the primary definition of what your character can do. It grants a character abilities that allow it to excel as an adventurer. Each class has a unique identity which is the culmination of its concept and its mechanics. However, all classes share fundamental traits that represent the foundation of 5th edition's class design.

Class identity

One of the most important things to do when designing a class is to give that class a distinct identity. A class identity is comprised of a conceptual identity and a mechanical identity.

What is a conceptual identity?

This refers to how players imagine a class. Things such as flavor text, imagery and ribbon features all contribute to a class’ conceptual identity. A power source and class origin also help convey a conceptual identity.

Power Source: In D&D there are five power sources: Divine, Arcane, Primal, Martial and Psionic. A class could employ any one of these, a combination of two or more, or a completely new power source of your own creation. Whatever the case, explaining how the class obtained its power source and how they utilize it will strengthen its conceptual identity.

Origin: This is a general explanation of how a character becomes a member of the class, the history of the class, and any conceptual elements that bind the class to certain personality traits, tropes and stereotypes.

Example #1: A paladin's conceptual identity is that of a holy warrior. This is conveyed by the way they use divine power to enhance their martial abilities and the way they are born from strong conviction. Their first level ribbon feature, Divine Sense, also shows that paladins are beings connected to divine forces.

Example #2: A monk's conceptual identity is that of a spiritual/enlightened/technique based martial being. This is conveyed by the usage of ki as a mystical force that you can expend to enhance your martial abilities. Their first level rock/identity feature, Martial Arts, which shows that monks are knowledgeable in hand to hand combat.

What is a mechanical identity?

A mechanical identity is how a class interacts with the game of D&D. It includes game mechanics unique to the class, such as signature spells and class resources. Hit Die Size and Proficiencies also contribute to a class’ mechanical identity. By level 2, A class’ mechanical identity becomes fully realized.

The Importance of level 1 and 2: In the early levels of play, each class only has a handful of features. For this reason, it is important for those features to have a strong identity behind them. This helps the class feel distinct even with only a few abilities at their disposal. In addition, A well designed class will play the way the designer intended from the very beginning. Front loading a class with identity features will not only cement a class’ identity both conceptually and mechanically, but also give the class a greater overall appeal.

Example: A paladin's mechanical identity is that of a melee tank who can heal and has strong nova damage against a single target. A large hit die and proficiency in heavy armor, shields and martial weapons convey the paladin as a tank, while three features gained between levels 1 and 2, Lay on Hands, Fighting Style and Divine Smite, convey their specialities.

What is: Nova

Nova is defined by doing large amount of stuff over a very short amount of time. Typically this will be done within a single turn of combat within D&D.

Nova Damage, Example: The paladin gains has nova damage because of their feature, divine smite. Which allows an instantaneous increase of damage upon hitting a creature.

Class Fundamentals

There are seven fundamentals that every class will have. These are Ability Score Improvements (ASI), Archetypes, Features, A Hit Die, Proficiencies, a Spell Slot Progression Type (SSP) and a primary ability score (PAS). Each of these fundamentals are detailed below.

Primary Ability Score

Every class has a bias towards at least one ability score. A particularly versatile class may have two or more ability scores that compete for the PAS. Spellcasters normally have their spellcasting ability as the PAS, which could be any of the mental ability scores (CHA, WIS, INT).

Classes that make use of weapons will have either Strength or Dexterity as their PAS. Constitution is the only ability score that should not be chosen as a PAS due to its universal benefits. The PAS will determine the multiclassing requirements of the class. In order to multi-class into your class, a character must have a score of at least 13 in your class’ PAS, and possibly another ability score important to your class (also at 13).

Ability Score Improvements

Each class has at least 5 ASIs in its class progression, gained at levels 4, 8, 12, 16 and 19. A class may have more than 5 ASIs, to a maximum of 7. These additional ASIs replace features gained at levels 6, 10 or 14. Due to the nature of spellcasting in 5E, only Non-Casters and Third-Casters have the potential for more than 5 ASIs in their class progression.

Archetypes

Every class has at least two Archetypes, which represent the various forms and specialisations a class can have. Archetypes are important for all classes because they provide options for the player and allow two or more characters with the same class to differ. There is no limit to the number of archetypes a class can have. If a class gains its archetype at level 1 or 2, that means archetypes have a big part in shaping the identity of the class.

Example: Clerics gain their archetype at first level. Their identity is that of someone who has devoted themselves to a certain god. The archetype you choose represents the god you worship and draw your powers from.

Spell Slot Progression

Classes can be divided into five SSP types: Non-casters, Third-casters, Half-casters, Full-casters and Pact-casters. Which type you choose will determine how many spell slots the class has at each level, and guide you on how to correctly balance the class. Full-casters and pact-casters gain their potency through spells, while null-casters and third-casters gain their potency through class features. Half-casters gain potency through both spells and class features, mixing the two together in their class progression.

Non-casters are classes that don't have spell slots. If they can cast any spells at all, it is done through rituals or a class resource. This category includes Barbarians, Fighters, Monks and Rogues.

Third-Casters gain the spellcasting feature at level 3, and can reach up to fourth level spell slots. They have a very limited range of spells to choose from and make use another class' spell list. This category almost always is restricted to class archetypes, examples include the Eldritch Knight (fighter) and Arcane Trickster (rogue) archetypes.

Half-Casters gain the spellcasting feature at level 2, and can reach up to fifth level spell slots. Unlike other SSP types, they typically don't have cantrips. This category includes Paladins and Rangers. Half-Casters do however have their own signature spells unique to the class. There are exceptions, such as the artificer class which still gain cantrips.

Full-Casters start with spellcasting, and have the maximum amount of spell slots possible. Spells are their primary form of offense, defence, and utility. They have a large amount of spells to choose from, including many signature ones. This category includes Bards, Druids, Clerics, Sorcerers and Wizards.

Pact-Casters have a special type of spellcasting called pact magic. They only have a couple of spell slots, which are all the same level, meaning they always cast spells at the maximum level possible. However, they regain spell slots after a short rest. Their spell slots only reach 5th level, but they still gain 6th level and higher spells through special Rock Features, (Mystic Arcanum for Warlocks). Warlocks are the only official pact-casters.

Features

Classes are comprised of features that define the class' identity and provide powerful abilities. There are five types of features: Rocks, Ribbons, Identity Features, Tier Upgrades and Capstones. Rocks offer meaningful improvement to the class in some way, while Ribbons are small benefits that add large amounts of flavor to the class.

Rocks and Ribbons encompass all features, and are in reference to how much weight a feature carries when balancing a class.

Rock Examples: Feral Instinct (Barbarian), Indomitable (Fighter), Stunning Strike (Monk), Aura of Protection (Paladin), Reliable Talent (Rogue).

Ribbon Examples: Timeless Body (Druid and Monk), Student of War (Battlemaster Fighter), Divine Health (Paladin), Spirit Seeker (Totem Warrior Barbarian).

Identity Features include rocks and ribbons that define a class' identity. All identity features are gained in the first two levels of the class.

Identity Feature Examples: Wild Shape (Druid), Action Surge (Fighter), Martial Arts (Monk), Font of Magic (Sorcerer).

Tier Upgrades are immensely powerful rock features that are gained when the class enters a new tier of play. This occurs at levels 5, 11 and 17. Full-casters and Pact-Casters do not gain Tier Upgrades, instead gaining more spell slots and higher level spells.

Tier Upgrade Examples: Extra Attack (Barbarian, Fighter, Monk, Paladin, Ranger), Uncanny Dodge (Rogue), Improved Divine Smite (Paladin).

Capstones are gained at 20th level, and represent a powerful reward for dedicating all 20 levels to a single class. Capstones usually incorporate elements of a class’ identity.

Rock Requirements: A rock is considered any feature that meaningfully contributes to the offensive, defensive or non-combat capabilities of the class. Unlike Ribbons, Rocks are not niche abilities, and have common applicability. Each class should have at least one offensive rock, one defensive rock and one utility rock. For full-casters and pact-casters, the spellcasting/pact magic feature covers all three. You may focus on offense, defense or utility, but all three should be included to some extent. If your class is a Pact-Caster, it will need a Rock feature that gives it access to 6th level and higher spells. Finally, if a class relies on natural weapons, unarmed strikes or some other unconventional weapon, it may want a rock feature that grants its weapon the ability to bypass resistance to non-magical weaponry.

Hit Die

When deciding which hit die to give your class, you must first decide how the class is going to defend itself. A class that relies on high hit points to survive will have 1d10 or 1d12 as their hit die. These classes excel when in the thick of battle, absorbing damage, rather than avoiding it entirely. A class that relies on agility and spells should have a d6 or d8 hit die. These classes operate at a safe distance, and will have plenty of tools to help them escape danger.

Think of the role the class has in a group of others. Barbarians are tanks, wizards and high damage while being in the back and rogues are somewhere in the middle, bridging the gap.

Proficiencies

Armor, Weapons and Shields: Refer to the mechanical identity of the class to determine which armor and weapon proficiencies the class needs. Only include proficiencies that are absolutely necessary in order for the class to function correctly. If a class doesn’t require a certain proficiency to function, but it could be desirable for the class, it is better to include it as an archetype feature. More armor and weapon proficiencies mean more choice for the class, and will be taken into consideration when balancing the class for gameplay. In regards to armor, proficiency is sequential, so that classes that have proficiency in medium armor also have proficiency in light armor, and those with heavy armor have proficiency with all armor.

Saving Throws: All classes gain proficiency in one common save (DEX, CON, WIS) and one uncommon save (STR, INT, CHA). One of these saving throw proficiencies will be the class’ PAS.

Tools and Skills: A class may have up to six skill or tool proficiencies, but no more than three tool proficiencies and no more than four skill proficiencies. Given their exceptional applicability, Thieve’s Tools count as two tool proficiencies. Refer to the class’ mechanical identity to determine the number of skill or tool proficiencies, and the class’ conceptual identity to determine which skills and tools the class can choose from. As with weapons and armor, unnecessary but desirable skills and tools are gained through an archetype feature and since they provide more options, they are taken into account during class balance. Tool proficiencies have niche application, so features that grant them are counted as ribbons.

What should my class avoid?

Similarities

Whether conceptual or mechanical, A class should avoid overlapping with other existing classes. Look over the power sources of other classes and how they obtain and utilize that power. If you spot major similarities between your class and one or more existing classes, it is time to revise your concept. Avoid poaching signature features from other classes if possible. Features common among many classes are acceptable. Above all, make sure your class does not have major similiarities with another class in terms of playstyle. If your class’ specialty is already largely covered by another class, it is time to revise the class’ mechanics.

Dead levels

At every level, the class should gain something significant. This means you should avoid ribbons unless the class gains something else as well. This could be a new rock, an improvement to an existing rock, an ASI or access to higher level spell slots.

Complexity and Complicated

5th edition’s design focus is simplicity. There is nothing that makes a class more unplayable than being complicated. This can be avoided by following these guidelines:

Stick with the established core mechanics when applicable. This includes using the advantage/disadvantage system in place of static modifiers, labelling d20 rolls as either attack rolls, ability checks or saving throws and keeping with established duration times.

Use simple math. Mechanics that use multiplication and division contribute heavily to how complicated the class is.

Primarily use either short rests or long rests as the class’ way of regaining expended resources.

Newly invented mechanics should be possible to explain in just a few paragraphs.

A complex system is better than a complicated system. A very complex system is spell casting, which has a core system that controls how the others components of itself act. All spells have common components such as cast times etc. Complicated systems are those that carry too many details and over explain themselves.

Bad Formatting

Use the PHB as a reference for formatting the class description. From top to bottom, a class description is ordered as: flavor text, class table, starting hit points and proficiencies, features, archetypes. Features are ordered by the level they are gained, starting at level 1.

Bad Wording

Wording is very important in D&D and thus all features should be clear and concise, using the PHB as a reference. Ensure there is nothing vague or nonsensical in your class description, and avoid wording that could be misinterpreted.

Bad Example: You may attack with a shield as a bonus action. It deals 1d4 + STR. You can knock the target prone instead of dealing damage.

Good Example: If you take the attack action on your turn, you can use a bonus action to make a melee attack with a shield you are holding against a creature within 5 feet of you. On a hit, the target takes 1d4 + your Strength Modifier bludgeoning damage, or the target is knocked prone (your choice).

Although one is better than the other, when you start out, focus on getting your ideas down and then going back to refine it.

Imbalance

This is probably the hardest thing to avoid. The only way to know for certain that your class is balanced is to playtest the class. However, there are a couple of steps you can follow to find any hidden imbalances before playtesting begins.

  • Is your class the best at something? If so, what does your class sacrifice to reach this pinnacle?

  • Is your class the worst at something? If so, what does your class have to make up for it?

  • Why should a player choose another class over your class?

  • Why should a player choose your class over another class?

  • What do other classes have that your class does not?

  • Whats does your class have that other classes do not?

  • How do the capabilities of your class compare to other classes between levels 1-4, 5-10, 11-16 and 17-20?

  • What is the multi-classing potential of your class?

  • If you are satisfied with your answers, move on.

Class Checklist

  • 5-5+ ASIs.
  • PAS.
  • 2-2+ archetypes.
  • SSP type.
  • Features.
  • A Hit Die.
  • Proficiencies.
  • Conceptual identity.
  • Mechanical identity.
  • Avoids similiarities, dead levels, complexity, bad formatting, bad wording and imbalance.
 

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