One of the first steps in creating a Dungeons & Dragons character is picking a class. There are currently 13 official classes that make up the fifth edition selection, and the majority have been in place over many different editions of D&D. For fans who have played a number of these classes already or who simply want to create a character that doesn't fit the current class selection, having more options would be an asset. Dungeons & Dragons publisher Wizards of the Coast should consider adding a few new classes, including the fake ones listed below.
Classes that don't rely on combat are one of the biggest features D&D is currently lacking. While D&D combat is a primary part of gameplay for many campaigns, some players might enjoy a character who helps their party with different skills. This could include a character who uses their worldly knowledge to navigate sticky situations or who focuses on healing party instead of being a heavy hitter in combat. While such players could choose to roll a Cleric or Druid, there should be more options for those who want a less violent role.
It's possible to homebrew D&D content to create new classes for specific campaigns, but this can be a lengthy, tedious process, especially if the class is crafted from scratch. Homebrewers need to balance abilities and skills by using another class as a template, and Dungeon Masters often have to step in to edit various details to make sure the class isn't too powerful. If it added new, official classes to 5e, Wizards of the Coast would provide playtested materials for players to more easily utilize.
Fake D&D Classes Wizards Of The Coast Should Add - Scholar
For those wanting to play a professor, historian, or librarian, a Scholar could be the perfect fit. The Scholar's primary abilities would be Intelligence and Wisdom. This would give boosts to ability checks like Perception, History, and Investigation. The Scholar would be a non-magical being with no combat experience. Instead, they'd have thorough knowledge in three chosen areas of study - for example, Language, Arts, and Battle Tactics, or Food, Archeology, and Geology. Whatever they chose to focus on, they could roll advantage on an Intelligence check if it applied to a related situation in the campaign. They could perhaps also gain the ability to do quick research on new topics, asking the DM for information they might otherwise not give away.
Adding a Scholar into a campaign could offer potentially comedic situations as well. Perhaps they dedicated their life to solitude and study, only to be pulled into a party's antics, or they were bribed into the adventure because the other party believe their vast knowledge could be useful.
Fake D&D Classes Wizards Of The Coast Should Add - Archer
While there are many official Dungeons & Dragons classes that can use a bow, there isn't a class specifically geared towards characters who prefer ranged weapons in combat. The Archer is a popular homebrew build, and many different pre-built versions (like the one available on the D&D Wiki) already exist for those who would like to try running an Archer in a campaign. This class could have Dexterity as its primary ability, giving it boosts on Acrobatics and Stealth checks.
They could also specialize in different types of bows, with a Lightweight Bow, Mid-Weight Bow, Longbow, and Crossbow all being different weapon proficiency options. Each option would have its own benefits. For example, the Lightweight Bow could be better for Stealth, but the Crossbow could deal a greater amount of damage per hit. Archers at level 5 or higher could also gain an ability that boosts Perception, thanks to the keen eye they use to hit their targets.
Fake D&D Classes Wizards Of The Coast Should Add - Merchant
While enchanting a tavern filled with patrons as a Dungeons & Dragons can be exciting, players sometimes want to take that Charisma bonus and invest it into a different set of skills. A Merchant class would have a primary ability in Charisma, with boosts in Performance and Persuasion checks critical to striking good deals. The Merchant would have the ability to convince NPCs to sell or buy certain items on a succeeded Persuasion check, and they could have a boosted ability in haggling, where any Persuasion check done while attempting to buy an item gets advantage.
While a Merchant might not be handy with a sword, they could score the D&D party discounted rates for inn rooms, food, age on land or sea, and mission-important items. This could be a particularly fun class to play with an Evil alignment, as the Merchant could regularly sell bogus items at an inflated price to unsuspecting customers.
Fake D&D Classes Wizards Of The Coast Should Add - Alchemist
Fans of potions and dangerous concoctions might want to try playing a Dungeons & Dragons class focused on turning leaves and roots into healing items or liquid weapons. An Alchemist class would receive its primary ability in Intelligence and Constitution. The Alchemist's feats would revolve around creating potions for damage or party . While not innately magical, the Alchemist could use magic items to infuse potions they make with magical properties. With boosts in History and Investigation, they could constantly be on the lookout during their travels for new ingredients to try out.
To manage the number of potions an Alchemist has per long rest, Spell Slots could be converted to Potions Slots. Much like the traditional Wizard class in Dungeons & Dragons, potions would be limited by the components the player has on hand to craft them, and they would need to have a brewing station to prepare them. This could be a cup over a fire or a fantastical pocket cauldron with a heating spell attached. An Alchemist could be useful both in combat and as a healer, especially if the campaign is already full of warrior classes.