Basic Guide to Homebrewing 5e ('14) Classes
One of the most engaging things about TTRPGs is the ability to make custom content. Unlike modding a video game, making homebrew content doesn’t have a high skill floor (learning to code, 3d model, etc.) All that is needed is a firm understanding of the rules to make a balanced gameplay option which can be slotted in with everything official, and even then, it’s not always necessary for your table to have fun with it!
I have been playing 5th edition Dungeons & Dragons for ten years as of now, and running it for most of that time. I’ve created numerous pieces of homebrew content for my campaigns, or just for fun. After having my content reviewed by both personal friends and other experienced home-brewers across the internet, I feel I have a good understanding of the fundamentals to make something viable:
The most difficult thing by far is making a full-on class. There are so many things to consider in terms of balance, viability, fulfilled roles, etc., that many creators stick to making subclasses despite the ideas flowing from their head. That is why I wanted to make this little guide to explain my findings analyzing 5e (‘14) classes so other people can have an easy-to-understand foundation to their ambitious creative pursuits.
D6: Damage focused full-casters (Sorcerer, Wizard)
D8: Mixed function classes - Healing full casters (Bard, Cleric, Druid,) dexterous martial classes (Monk, Rogue,) and exceptional spellcasters (Warlock w/ Pact Magic in place of spellcasting.)
D10: Attack based classes (Fighter, Paladin, Ranger)
D12: Tanks (Barbarian only RAW)
Keep these design philosophies in mind when deciding what is an appropriate Hit Dice for your class. Statistically speaking, it’s likely to be a d8, but don’t be afraid to make a bold decision like having a low HP martial class or a high HP caster so long as the class’ design can justify it as being well balanced (and the players have fun playing it!)
Armor: Only two classes in the entire game have proficiency with all armor and shields: Fighters and Paladins. Most classes will have only light and medium armor, maybe shields. Consider what would be appropriate for your vision of the class, as there are feats that can open characters up to new armor proficiencies if they are interested.
Weapons: Pretty much the same as before: If you’re making a martial or attack heavy class, let them be proficient with everything. If you want to specify the playstyle more, consider giving a limited selection of low power weapons to encourage the player to use the class’ other non-weapon based features. They can take feats or multiclass if they really want expanded options beyond that.
Tools: Many classes have no proficient tools, so it’s totally fine to have none for yours as well. Though, you may want to consider the options if your class is skill check based. Rogues are proficient with Thieves Tools because they can get Expertise in Sleight of Hand and get some serious use out of that. Is there a tool set that maybe goes underutilized in the majority of play you’d like to give characters the ability to practically use?
Saving Throws: When choosing Saving Throws, you should pick one, “Weak,” and one, “Strong,” ability score. Typically, classes have weird proficient Saving Throws because the ones that are thematic would make them overpowered. Some Throws are just more common to make than others!
Again, feel free to mix things up a bit if you can justify it as being balanced. Saving Throws are typically only thought of as an extra bonus that a class gives you and not usually a mechanic which a class can focus on and make interesting.
Skills: Classes usually let a character pick 2 or 3 proficient skills out of a thematic list, with Bard being the only exception able to select any 3. Don’t give this too much thought: Skills are granted through backgrounds as well, which can be custom rules-as-written and allow a player to choose any skill they want to gain from it. Just make sure it’s a varied list of about 8 skills that make sense for the class.
Equipment: Classes give 4-ish pieces of equipment, with 3 being options between a.), b.) and sometimes c.). Make sure that the given options are things the class is proficient in. Give more weapon and armor options to attack based/martial classes, and limit weapon and armor options to utility or caster classes. Make sure starting weapons and armor are of a lower tier option so that the character can grow into the new equipment they discover in game. Grant an option of a few thematic packs and make sure if a specific item is required to perform this class’ features, such as Tinkerers or Thieves Tools, that every character of that class is guaranteed to get them.
Examples: 5e classes give three examples of characters using that class, usually to demonstrate the abilities of the different base subclasses or to show off how versatile the class can be. Include characters of different races in different scenarios that can, in a few sentences, clearly communicate what that class or one of it’s subclasses is about. Following the examples, a proper introduction paragraph segues into the class description.
Two Flavor Pillars: After the examples and intro, most 5e classes have two titled sections where they describe what the archetype of the class is. Consider taking one section to describe what the class does, and another for why characters might become that class.
Creating [your class]: Finally, before getting into the mechanics of everything, prompt the player with questions to get their imagination going. The questions should first be about the background of the character becoming the class they embody, and second be asking why someone of that class/background would be out adventuring or be available for the campaign’s plot hook.
The first feature a class grants is extremely important. It has to be thematic to the class a character is leveling into, strong enough to incentivize players to choose it, versatile for multiclass dips, and balanced enough to keep it from being a no-brainer choice over all other level options.
What further complicates this is that staying on topic sometimes requires a Subclass feature at 1st level: Clerics, Sorcerers and Warlocks do not engage in fields of magic, they acquire them instantly from a definite source. Meanwhile Bards, Druids and Wizards can specify what they pursue after getting baseline training/education. In addition, the first level (and occasionally 2nd and 3rd) have up to two features, with Rogue being the only exception at 3 starting features.
One of these can be an ability which scales with class levels. Some examples include:
Sneak Attack (amount increases by Rogue level)
Lay on Hands (pool determined by Paladin level)
Marital Arts (dice class increase at certain Monk levels)
Second Wind (healing based on Fighter level)
Bardic Inspiration (dice class increase at certain Bard levels)
Favored Foe (dice class increase at certain Ranger levels)
Arcane Recovery (spell slot recovery determined by total Wizard level)
Many classes have an additional feature that doesn’t scale by level, necessarily. These include features which incorporate an ability score or gain a flat bonus, like:
Spellcasters are an exception as their spellcasting is considered one of these two starting features. So the other one is usually either their subclass feature or belongs to one of the above categories.
Usually, the 2nd level feature rewards a player with stronger abilities for dedicating further to this class. If a scaling ability was not introduced level 1, it will be here. Examples of 2nd level scaling abilities include:
Channel Divinities (new options and additional charges at higher Cleric levels)
Spellcasting (for half casters.)
Think about what all characters of this class will have the baseline abilities to do and think about how it will grow with levels or define a play-style. Consider if there are dice involved and whether or not they increase in class or amount for later levels. Maybe it’s a pool that increases in set amounts per milestone in this class or which is determined by the actual number of levels. In addition, some subclasses are granted at 2nd level, mainly for full casters that don’t get it 1st.
If not a subclass feature, consider another that gives players more creative control over their character:
These give players options to get closer to the vision of the character they have in their mind. Many of these features are able to be changed at a level up, and can make a number of other features at higher levels where this base feature is enhanced (like unique Invocations or Infusions locked behind prerequisite levels.) By all means, minimize your work by making sequel features instead of completely new ones each time!
The only exception (again) is Rogue which gains an unscaling ability at 2nd level in Cunning Action which defines their play-style. Consider waiting until 2nd level if the flat ability you want to define your class’ play-style would be a bit much for 1st level characters.
This is the latest that classes gain subclasses, usually reserved for martial or half-casters classes. Taking three levels in a class is usually the furthest multiclass builds go, as you begin to lock characters out of their strongest class abilities if they can no longer achieve 17th level in either class. Plenty of subclasses utilize pre-exisiting scaling abilities as the base of their features, including modified Wildshapes and new Channel Divinity options.
Sorcerers gain Metamagic at this level, allowing player’s to further define their unique playstyles like the other 2nd level features mentioned previously.
In addition, full casters do not get features this level because it is the first one they gain a new level of spell slot for, which acts as their feature for this and every odd numbered level until 17th.
4, 8, 12, 16 and 19th level Feature
Ability score increase. These are the set levels every class gains an ASI. Martial classes typically receive more at different levels, so consider adding more when you’re hitting writer’s block with class features. In addition, consider features that aren’t exactly ASI’s but increase relevant ability scores like Barbarians’ level 20 feature Primal Champion.
Characters are typically considered to have raised a tier at this level, gaining features which jump in power much greater than the previous four. As such, there are some optimal choices many classes already get at this level:
3rd level spells for full casters
Extra attack for martial classes/half-casters
If it ain’t broke, don’t fix it: Feel free to pass up on making a unique class feature this level if another one of these features is relevant.
6, 7, 9 and 10th level Feature
After 5th level is when the leveling structure becomes more unique for each class. The first five levels are streamlined towards making a strong foundation, and after this point, it’s more about solidifying a playstyle or deep diving into a character’s flavor. As such, many classes grant subclass features here. Classes have anywhere between 3-5 subclass features: Add more if the subclass is very important, less if there are ways to express individuality in other base features.
It is also important to keep in mind that full casters should be gaining subclass features on even numbered levels until they reach 17th level to avoid scaling too harshly against other classes with both a new level of spell slot AND a yummy feature gained on a level up.
If you haven’t already, consider granting Expertise as a feature. Rogues gain it at 6th level, and Bards much earlier. It can be a simple solution to making a class which has a heavy emphasis on skill checks become stronger without needing to waste so much brain power on a complicated feature.
This is when characters upgrade into their next tier, with a similar jump in power to their 5th level feature. Sometimes, it’s as simple as enhancing that 5th level feature, like granting another attack in Extra Attack for Fighters, but usually it’s a unique feature that builds upon the now strong foundation of this class.
A character this dedicated has officially chosen this as their main class all the way until the endgame (rules as written, anyway,) given that 11 out of 20 of their total levels are dedicated here. Give them something special as a reward for choosing a main, something that will trivialize the challenges of the last few levels while leaving room to grow against higher CR foes.
13, 14 and 15th level Feature
Much like 6, 7, 9 and 10, classes go their own unique ways here. Subclass features, class features, spell slots, whatever is relevant should be added. At this point, start adding those features that were too ridiculous for low level characters, because the enemies that are scaling with them at this point will be getting exponentially more difficult to defeat without death defying and high damage abilities.
This is the final time characters upgrade into a new tier. Full casting classes gain 9th level spell slots (That’s Wish: they don’t need anything else, trust me,) upgrades to scaling features, and a few powerful subclass features. This is basically the finishing line, the strongest feature the class can receive. Treat this like the main event: every level a character invested in this class built up to this moment, the mastery of their craft.
18 and 20th level Feature
Everything beyond 17th level should be looked at as a bonus. These characters are already beyond busted, there is no reason to hold back on things that were considered too powerful before. Some subclasses will have features here, but it should be reserved for classes which completely change playstyle based on subclass.
Also, consider thematic options that might not have an effect on gameplay but will make that character ascend beyond the typical mortal. Timeless Body is a good example, as it literally just extends the life of Druids at 18th level and Monks at 15th level: No mechanical difference, but a fantastical reward that makes higher level characters of these classes feel they've earned something.
Martial: Martial classes are classes which do not have access to spellcasting without a feat or special subclass that grants it. The martial classes in 5e are Barbarian, Fighter, Monk and Rogue (and furthermore Blood Hunter and Gunslinger for non-official examples.) These classes are much simpler to play, with significantly less resources and options to keep a track of. Simply having access to no spells greatly reduces the amount of decisions to make each round, level or long rest.
Martial classes all gain their subclass feature at 3rd level, with the first two levels being dedicated to the fundamental abilities each member of that class would have and the scaling abilities which improve as levels are invested into the martial class. The signature moves of each martial class (Rage, Action Surge, Ki Points, Sneak Attack/Cunning Action) are all gained before a character specifies into a subclass. Typically, this is because martial classes are trades which characters either train or improve in throughout a campaign. The first two levels are mastery of the fundamentals while 3rd level demonstrates a unique understanding or skill-set that emerges from that work.
Martial classes can implement magic, but circumvent traditional spellcasting. This can be prominent in the base class, like Monk’s Ki, or gained through a subclass that grants magical capabilities. Some martial subclasses act as, “third casters,” which are spellcasters with access to weaker spell slots than half-casters. These third casters also don’t have their own spell list, instead being flavored as a hybrid with another existing spellcasting class (Eldritch Knight as a Wizardy Fighter, or Profane Soul as a Warlocky Blood Hunter.)
Spellcasting: Two of the archetypes, as well as some subclasses for martial classes, utilize spellcasting. These rules are universal so it’s good to understand them fundamentally before diving into the classes which utilize them. Spells are divided into two categories: Cantrips and leveled spells.
Leveled spells are powerful tools which utilize a finite daily resource, the spell slot, when cast. Certain spells are more powerful, requiring higher levels of spell slots which a caster will have less access to. Many spells have a guaranteed damage effect even if the attack roll misses or the save it imposed was succeeded, an extra benefit to spending a spell slot. Spell slots all regain on a long rest.
If a caster has no more spell slots left to cast spells, they will have to rely on other abilities to survive combat. If they have no other abilities through their class or effective weapon/armor proficiencies for martial fights, they often rely on Cantrips. These are weak, “Level 0,” spells which have no guarantee of effecting a target. They can be cast infinitely in a day as they have a similar success rate to weapon attacks.
Half-Caster: Half-casting classes gain their spell slots at second level and gain access to about half as powerful spell slots as full casters would. The two base half casters in the game, Paladin and Ranger, have a combat focus where their limited spell slots are instead mostly used to cast class specific spells that enhance their attacks. Think Smites, Hunter’s Mark, Zephyr Strike, those kinds of things that other spell lists don’t have access to.
Half-casters make great use of bonus actions and resource management. Though they won’t gain the same fighting prowess that makes them consistently useful like martial classes, they can explode onto the scene with, “secret weapon,” -esque attacks held just for such an occasion. Though they won’t gain access to versatile utility spells like full casters, they will gain other magical base class abilities that serve useful functions (Divine Sense & Lay on Hands, or Favored Enemy/Foe & Natural/Deft Explorer.)
Another unique feature is that half casters do not have access to cantrips. Cantrips are meant to be reliable tools that expend no resources in case a spellcaster runs out of spell slots. Half casters have no use for these as they have weapon and armor proficiencies and d10 hit dice that fulfill that purpose.
An Exception - Artificer Analyzed: One unique class which breaks the mold of traditional archetypes is the Artificer. It counts as a half caster when determining multiclass spell slots, though it gains spellcasting at first level before other half casters. This indicates that the level which spell slots are gained, whether it is 1st or 2nd, is not key to defining a half caster, and neither is the presence of Cantrips. Being capped at 5th level spell slots is all that defines a half caster, and even then, I’m sure there is more customization which can be justified if it is balanced properly and denoted how it effects multiclassing.
Full Caster: The final archetype is the full-caster, classes which are completely based around casting spells. Full casters gain their spell slots the 1st level they gain in this class, choosing Cantrips and spells from a curated list specific to the class. Full casters are the most plentiful and the most varied in 5e, including Bard, Cleric, Druid, Sorcerer and Wizard.
Cleric and Sorcerer gain their subclass at 1st level given that they are granted their magic from a specific source. Wizards and Druids gain subclasses at 2nd level, indicating a fundamental knowledge/wisdom they must achieve before they gain specified magic. Bard is the only full caster to gain it’s subclass at 3rd level, gaining other fundamental support features for the first two levels.
Subclasses are gained at later and later levels depending on the utility function of the class. Clerics gain access to powerful healing, being useful in 100% of parties, while Sorcerers subclasses give them powerful innate abilities that eclipse the power scale of other early game characters. Wizards have more utility based spellcasting that won’t become exceptionally useful until they get to 2nd, 3rd or higher level spells, and both Bards and Druids have other innate class abilities that define their playstyle moreso than the spellcasting itself (Bardic Inspiration and Wildshape,) hence their later subclasses.
In addition, full casters gain the least features out of all classes. This is because their spell slot improvement is strong enough to be considered a feature. They gain more uses of their current spells, as well as access to stronger base level spells and the ability to upcast certain lower level spells using higher level spell slots. All of these gains equates to a feature, especially when you consider the jump in power a full caster goes through gaining access to things like Fireball or Wish.
Some full casters, “Know,” spells while others, “Prepare,” spells. The difference between the two is that Knowing a spell means it can only be changed on a level up, while Preparing a spell means it can be changed on a long rest. Bards and Sorcerers Know spells, interesting as they are the only Charisma full casters in the game. I personally believe this is because having a high Charisma is a powerful tool in an RPG, making it possible to influence the behavior of NPCs and thus affect the story/encounters of a campaign, and taking away the utility of spell flexibility as an act of balancing.
Clerics, Druids and Wizards Prepare spells, and from different sources too: Clerics and Druids gain powers from the source of their magic (a god or nature,) while Wizards carry a spellbook they can add a list of spells to and swap between. This means Clerics and Druids can pick from their entire spell list when swapping, while a Wizard must find their spell somewhere during the campaign or gain one on a level up to add to their spellbook before being able to use it.
An Exception - Warlock Analyzed: Warlock is an interesting class because it’s spellcasting operates seperately from the other casting classes. The Pact Magic feature grants them a few spell slots which recharge on short rest, with improvements to spell level and more casting options coming with more Warlock levels invested. Their Invocations often grant them a spell able to be cast without a spell slot that becomes central to their playstyle, like False Life or Disguise Self, and Mystic Arcanum grants them access to 6th level and higher spells once per long rest.
In addition to these changes, multiclassing into Warlock does not contribute to a multiclass spell slot scale. Instead, those extra spell slots gained from Pact Magic can simply be used for other prepared spells, still regaining on a short rest. It effectively operates as another feature on top of spellcasting rather than integrating into spellcasting like other caster classes would. In addition, Warlocks Know spells like the other Charisma full casters.
There are some definite patterns that can be identified when analyzing trends across classes. It's also interesting to see where those classes break the rules to warrant the necessity of a new class existing.
Also: This is just for the nerds out there who are really into balance like me. Remember that you can make whatever you want and put it into your campaigns, rules be damned! So long as everyone at the table is having fun with what you bring, it doesn't matter if any of these rules are followed. These are just here for those engineer brained game designers who want to make a vision come to reality potentially beyond their own table.