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Blackbando

homebrew subclass tierlist

Apr 27th, 2020
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  1. anyways, to explain my ratings;
  2. Paladin: it's paladin
  3. Barbarian: i find that due to barbarian being a pretty basic class makes it not too difficult to make subs for. Rage is a fun mechanic to work with, and the 3rd level has just enough structure ("Must be something that is active when you rage") to make it fairly simple, and usually after the 3rd level, you just have some easier passive things
  4. Warlock: warlock actually has a fairly rigid structure, but not everyone follows it (you should); 1st level is an ability that either is at-will or has many uses, and is sort of designed to "carry" the subclass. 6th level is a 1/rest ability that gives some utility. 10th level is an always-on defensive. 14th level is sort of like an "exclusive spell" of like 6th-7th level.
  5. Cleric: cleric's structure is fairly simple as well, and while i could've put it as easier than warlock, i think that 6th level and 17th level not having *any* true structure to them makes them a bit more difficult.
  6. Bard: bard can be difficult to do, but for the most part you really just need the 3rd level to be good, then build off that.
  7. Ranger: ranger is actually one of my absolute favorites, because it rewards creativity a lot through its subclasses having a *fairly* freeform structure. 11th usually does have SOME structure, in how you're expected to make the feature a high-power feature. i think mearls once said "it should be equal in power to another extra attack, without actually BEING extra attack"
  8. Rogue: rogue needs a good 3rd and a good 17th. 9th and 13th aren't meant to be combat-y at all, so most of the difficulty is 3rd and 17th.
  9. Sorcerer: honestly sorc points being at 2nd is the main reason i don't call these guys fairly easy. 1st level can be hard, rest is usually easy.
  10. Monk: monk's 3rd has a decent structure; "Give Them A Reason To Not Use Stunning Strike". that's like the official reasoning behind why the 3rd level almost always uses ki according to mearls, and i mean that's kind of hilarious (and really goes to show how little the DESIGNERS THEMSELVES like stunning strike), but it's not a bad guide either: make something that will come up often, costs ki, and makes you feel cool.
  11. Wizard: wizard subclasses interact with spells. that's like, all we got for a guide. "Does something with a spell school, maybe?" but even then a good amount of official ones... don't. they're hard, imo.
  12. Druid: druid is kind of difficult just because if you don't include shit for wild shape, then it's hard to give the sub anything that doesn't feel like it'd fit better on a diff class, and if you do include shit for wild shape, you have to make it interesting or you're just Spores: 2
  13. Artificer: i don't understand artificer well enough to know what to do for its subs, but the fact its 5th level has to compete with extra attack makes it brutal to design, at times. focusing on tool kits also gives it a level of restriction - a fun one, imo, but a difficult one
  14. Fighter: fighter requires the most creativity to make a subclass that is actually worth someone's time compared to battlemaster, and BM makes the easiest route to handling resources and mechanics inaccessible. it's probably my favorite to design for.
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