Freya_Gandolo |
Five archetypes, huh? Alrighty.
Dervish Dancer (Bard) - There's something really appealing about a fast character swinging their blades through a horde of enemies or simply swinging all their blades onto a single one. Sadly, the current iteration doesn't give too many decent combat options from the get-go.
Scout (Rogue) - Staying mobile is supposed to be a rogue's thing. Fast, precise, and efficient. It's useful as it is, but it'd be nice if the rogue got something more out of it out than flinging themselves at an opponent and hoping they killed them while the rogue is taking negatives to their already subpar AC.
Knife Master (Rogue) - Two rogue entries? Madness! But seriously, you often see rogues with daggers and similar options in novels, movies, and video games. However, in the current iteration, sneak attack is do-or-die and daggers are fairly subpar.
Invulnerable Rager (Barbarian) - Why is this not what the barbarian is in the first place? A tanky big person who runs through and smacks their opponents all in the name of being angry. It gives a lot more than it takes, and I think resistances and damage reduction should be far more inherent to the barbarian than just this.
Skirmisher (Ranger) - Rangers are a fun class, but I've always felt kind of gated by some of the class features. This eliminates spellcasting, something I often groan at in the first place. I like the idea of a more mundane warrior being able to hunt in the wilds while taking down bad guys based off their own heads rather than some magical abilities. Sadly, the class doesn't come into play until later, and it's just subpar since quite a few of the better abilities can be replaced by feats.