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Magic items in Dungeons and Dragons are meant as magical rewards for adventuring and exploring your campaign. Stalwart: Stolen from a guy who was trying to convert it from an existing 13th Age homebrew class, I looked at this but while I thought some of the flavour was cool, couldn't really be sure it was totally balanced or actually fun as a 'big bruiser' character.Welcome to the Barbarian Series! If you're looking for other articles about Barbarians, check out the links below, otherwise, keep on reading! If you want to have a cool 'transformation sequence', that doesn't need to be a class ability - it's just fluff.ĭragonMaster: This was an interesting take on a warlock sort of deal that swapped eldritch blast for a burning-hands equivalent, but didn't really look as effective or fun to play.įactotum: I submitted one version of this class to the GM as a test of his reviewing ability - he correctly identified it as hilariously overpowered in terms of versatility. Magical Girl: Was 90% just a warlock, and I couldn't tell why you wouldn't just reskin a warlock.
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Power Ranger (as in, sentai): Basically, with an average amount of rests, a better Champion Fighter that got to summon a robot. It seemed neat, but the list of gadgets seemed both overwhelming and poorly-scaling - I couldn't tell. Has anyone seen anything genuinely good-looking out there? Some examples of things I've seen:Īrtificer: I think I saw this on ENWorld. well, in the end, it was hard to see what the Luchador did well that wasn't improved on by an Open Hand monk.
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In the end, though, all but one player picked a standard DnD class, and it was just the races that were homebrew in any way for the players.Īnd the one player that did go homebrew with a 'Luchador'. A while back, I was going to play in a campaign that allowed homebrew material as long as the GM looked it over, and it seemed like a fun experiment for all involved.
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