

Updated Apby John Higgs: Dungeons and Dragons Fifth Edition has grown steadily over the past few years, with a stream of new adventures, rulebooks, and class options for players to dive into. To help out, and to make it clear that these well-done homebrew classes really do exist, here's our list of the best and most popular. Many DMs may already have had a bad experience with an over-powered homebrew class, perhaps souring them to the concept altogether. A good homebrew class must fill a gap that exists in the system, allowing players to follow an archetype that was either previously unavailable or disappointingly narrow.ĭigging through the mountain of fan-inserts and poorly-balanced jacks-of-all-trades to find the well-crafted homebrews out there can be a real challenge. While the great majority of these player-designed classes are often poorly balanced or try to do too much, there are some gems hidden among them. RELATED: Dungeons & Dragons: Tips For First-Time Dungeon Mastersįortunately, just like its predecessors, Fifth Edition boasts an active and enthusiastic homebrew community. However, some players moving onto Dungeons and Dragons' Fifth Edition from older systems may find the lack of options a little stifling.

Despite this though, the game is yet to reach the scale of its direct predecessor, Fourth Edition, but this isn't necessarily a bad thing, as a more focused game is easier for new players to pick up. Over the last five years, a steady stream of new books and updates have added depth to its character options. If you leave it blank, it may cause issues.įor classes that do have innate spellcasting (all the other ones) - make sure to set this to NO or leave it blank, as you aren't adding spellcasting.Dungeons and Dragons Fifth Edition, the most recent incarnation of the genre-defining tabletop RPG, was first released back in 2014. Any Fighter subclass designed will need to have features at these levels to be valid for publishing, further if the subclass has features outside of these levels, that will also disallow it from publishing.įor classes with no innate spellcasting (Fighter/Monk/Rogue) - make sure to set this to NO unless you are adding spellcasting through the subclass, at which point you should set this to YES.

The table below shows what levels each class has gaps in the features, where you should place features for your subclass: Core classģ, 7, 15, 20 (aura range increase at 18 doesn't count)Īs an example, let's take a look at the Fighter class table, where you can see I have marked the entries for Martial Archetype and Martial Archetype Feature. You may, of course, add whatever features you like to your subclasses for personal play and sharing privately via a campaign - this rule is for published homebrew. What this means is that each core class has gaps in their features - these gaps are where the subclasses for that class provide their features.ĭ&D Beyond adheres to this philosophy, so it is important that you do when you're designing your subclasses, if you want to be able to publish the homebrew for public use! The core design of D&D 5th edition ensures that there is a balance of features at each level for a player.
