![]() ![]() And while we don't always need mechanics for our fluff, being able to take an auxiliary level in "Sellsword" is fire. The amount of these and how they're designed means that any class, valda's or vanilla, will benefit from introducing these ideas. These are basically what Backgrounds wish they were. ![]() They come with 1-3 simple features, proficiencies, and their own hit die. Essentially, there are one-level classes like "Sellsword" or "Beast Tamer" that you can multiclass into. This is an idea I spent years working on only to realize Mage Hand Press beat me to it. Generally, these subcasses are more for expanding the mechanical fun of a vanilla 5E class, and not all of them hit the "thematic" element so hard. Standouts, oddly enough, is a spider-man Rogue with webslinging that I really want to play, and a Fighter that does battle with two giant mage hands. These are a mixture of sily and serious, but all of them are fun. In addition to the new classes and subclasses, the book comes with hundreds of new subclasses for your typical 5E classes. And, of course, classes isn't all this book has. They can run with typical 5E parties, they are a mixture of simple and advanced, and they have a lot of customizable features OR you can go for the "standard" path if you don't want to character build. ![]() I cannot oversell how well designed these classes are. Witch (curses, hexes, jinxes, and lots of other fun things, and easy to bend to different flavors of witch less-focused on curses).Warmage ( this is a "Martial Cantrip Caster" with cantrip fighting styles and tricks, SSSS-tier fun design on this one).Necromancer (advanced class due to keeping up with minions but fantastic work done on this).Martyr (what the Paladin wishes it was, a saint destined to die for something great that uses blood magic to fuel miracles, second fave class ever).Investigator (my absolute favorite class, less an investigator and more an occultist and exorcist, godlike flavor, just amazing, casts primarily rituals).Warden (ye olde tanke and control martial).Gunslinger (surprisingly fire and able to fit into other worlds by using magic finger guns if you don't want to use real firearms).Craftsman (what the Artificer desperately wishes it was).Captain (warlord with a secondary character you play).The classes introduced are split between Martial and Casters, though the casters are unique in many ways and not usually fullcasters. The design of each class brings the FICTION of the class to life in a way many other classes, even those by WotC, sometimes don't.They provide mechanically FUN classes, not just "simple" or "complex" but straight up you have fun using the mechanics.They provide a character archetype not adequately covered by WotC (or even covered at all).Despite some of their names being unfortunate, the classes overall do three key things: We can't say much without talking about the classes first. They have sharpened their skills and created an assortment of amazing classes, subclasses, magic items, and spells that I personally think is some of the BEST expansion material for 5E. When this book hit KS 2~ years ago, I wrote it off because of this. For those of you who don't know, Mage Hand Press got started like a decade ago and put out wild, but usually unbalanced or undercooked, homebrew. My absolute favorite book, and one that I believe everyone here that runs 5E should own, is Valda's Spire of Secrets, by Mage Hand Press. I am in no way affiliated with Mage Hand Press. ![]()
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