Baldur's Gate 3

Baldur's Gate 3

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what subclasses would you like to see added in the future?
i imagine when (given the massive success of the game so not *if*) they add some kind of expansion, they might do something geared towards more subclass options. personally i'd like to see hexblade added, and perhaps kensei monk
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jonnin 29. Dez. 2023 um 22:27 
not sure which of these are still in this edition of D*D, but..
sacred fist (monk/cleric prestige class)
red dragon disciple (melee sorcerer with extra high str)
arcane archer (wizard/archery based fighter combo)
and whatever cleric build gets me extra attacks and deity weapon proficiency. This used to be simply the war domain.

I think a lot of that has been gutted out of the game, which is a shame. Granted the 40+ str dragon disciple cheese needs to be toned down, but the rest of them were largely flavor, tied to a lot of per day limited abilities. And I am still frustrated with clerics being nerfed away from melee capability in favor of weird stuff.
Zuletzt bearbeitet von jonnin; 29. Dez. 2023 um 22:42
Ursprünglich geschrieben von jonnin:
not sure which of these are still in this edition of D*D, but..
sacred fist (monk/cleric prestige class)
red dragon disciple (melee sorcerer with extra high str)
arcane archer (wizard/archery based fighter combo)
and whatever cleric build gets me extra attacks and deity weapon proficiency.

I think a lot of that has been gutted out of the game, which is a shame. Granted the 40+ str dragon disciple cheese needs to be toned down, but the rest of them were largely flavor, tied to a lot of per day limited abilities. And I am still frustrated with clerics being nerfed away from melee capability in favor of weird stuff.
Seems to me like you just skipped multiple editions.

Arcane Archer exists as a Fighter Subclass
I dont know what "Deity Weapons" are but War Clerics get heavy armor/martial weapon proficiency, and can Extra Attack an amount equal to his Wisdom mod
Ursprünglich geschrieben von Aksolotli:
Ursprünglich geschrieben von neogoterra:
Barbarian, Ancestral guardian
Bard, College of eloquence
Cleric, Grave domain
Druid, Circle of the Shepherd
Fighter, Echo Knight
Monk, Kensei
Paladin, Oath of Conquest
Ranger, Drakewarden
Rogue, Mastermind
Sorcerer, (Phoenix sorcery but that's UA) Divine Soul
Warlock, Hexblade (like why isn't it in the game already?)
Wizard,War magic

The list of what sub class for each base class of what I would like to see added into the game.
What did Ancestral Guardian and Mastermind do?
Ancestral Guardian is basicly a party tank first enemy it hits on a turn has disadvantage on all attacks that isn't the barb and all party members have resistance to all damage from that enemy.
Mastermind is basicly is a Bard with infinite bardic inspiration, that is also a bit of a super spy when it comes to gathering info.
Not one, frankly.

I am in fact used to Cleric, Fighter, Magic user, Paladin, Ranger, and Thief.
Ursprünglich geschrieben von RhodosGuard:
Arcane Archer exists as a Fighter Subclass

Yeah, there's a 5E Arcane Archer mod at Nexus. I tried it. Didn't like it that much.

To the other above poster: Dragon Disciple isn't a thing in 5E anymore, though in BG3 you can play Dragonborn, and the Sorcerer has Draconic Bloodlines.
Zuletzt bearbeitet von seeker1; 30. Dez. 2023 um 5:48
New subclasses will need to offer things not done by existing classes. So I don't see the hexblade making the cut, it's simply to similar to Pact of the Blade.

So the following I would consider somewhat likely:
Ancestral Guardian Barbarian
Echo Knight Fighter
Kensei Monk, maybe Sun Soul?
Grave Domain Cleric
Swarmkeeper Ranger
Bladesinger Wizard
Undying Warlock
Ursprünglich geschrieben von jonnin:
not sure which of these are still in this edition of D*D, but..
sacred fist (monk/cleric prestige class)
red dragon disciple (melee sorcerer with extra high str)
arcane archer (wizard/archery based fighter combo)
and whatever cleric build gets me extra attacks and deity weapon proficiency. This used to be simply the war domain.

I think a lot of that has been gutted out of the game, which is a shame. Granted the 40+ str dragon disciple cheese needs to be toned down, but the rest of them were largely flavor, tied to a lot of per day limited abilities. And I am still frustrated with clerics being nerfed away from melee capability in favor of weird stuff.
The vast majority of the 5E player handbook is in the game. Sure not all supplemental subclasses are in the game but that's unrealistic. Prestige classes aren't a thing anymore, haven't been for like a decade before the release of the game.

There are no melee based sorcerers at all anymare. Draconic bloodline obviously exist but no special utility of strength. All other casters can though so that's both a little odd but also adds uniqueness. Again nothing about that was changed for the game, just actual DnD things.

Arcane Archer as other's said is in 5E but not in the game. Not a default class anyway and requires a supplement but it exists. Could be neat to add to the game.

War Cleric also already exists, actually part of the player handbook and exists in the game. So you're already fulfilled in that regard. Not sure what the game has gutted compared to the 5th edition ruleset? Deity weapons however are not a thing in DnD anymore so they don't exist.
Lily 30. Dez. 2023 um 10:20 
Above and beyond anything else. I want Undead Warlock! I'm wondering how they'll do Phantom Steed if not just replace it with something like animate dead, but either way I'd be happy. Getting death ward on a warlock is really cool.

More than that I'd like more invocations since the selection is pretty slim and half the invocations are just meh. Grasp of Hadar, Eldritch Mind, Lance of Lethargy, gift of the protector, Tome of Levistus and a few others.

Also more magic items involving necrotic damage. That'd be great for Undead Warlock.

Circle of Stars Druid would also be loved.
seeker1 30. Dez. 2023 um 10:28 
Just to reiterate, most of what a lot of folks want is there at Nexus. Some of it I've tried, most of it works and appears to be bug free.

I looked at the Undead Warlock mod. Since BG3 has no mounts, I think they substituted something else for Phantom Steed.

The Hexblade mod has a separate mod that adds all those additional Eldritch Invocations. Some can only be used by Hexblade or Pact of the Blade. Most that's not the case and are good for all Warlock Patrons.
Zuletzt bearbeitet von seeker1; 30. Dez. 2023 um 10:28
jonnin 30. Dez. 2023 um 10:34 
Ursprünglich geschrieben von Mormacil:
Ursprünglich geschrieben von jonnin:
not sure which of these are still in this edition of D*D, but..
sacred fist (monk/cleric prestige class)
red dragon disciple (melee sorcerer with extra high str)
arcane archer (wizard/archery based fighter combo)
and whatever cleric build gets me extra attacks and deity weapon proficiency. This used to be simply the war domain.

I think a lot of that has been gutted out of the game, which is a shame. Granted the 40+ str dragon disciple cheese needs to be toned down, but the rest of them were largely flavor, tied to a lot of per day limited abilities. And I am still frustrated with clerics being nerfed away from melee capability in favor of weird stuff.
The vast majority of the 5E player handbook is in the game. Sure not all supplemental subclasses are in the game but that's unrealistic. Prestige classes aren't a thing anymore, haven't been for like a decade before the release of the game.

There are no melee based sorcerers at all anymare. Draconic bloodline obviously exist but no special utility of strength. All other casters can though so that's both a little odd but also adds uniqueness. Again nothing about that was changed for the game, just actual DnD things.

Arcane Archer as other's said is in 5E but not in the game. Not a default class anyway and requires a supplement but it exists. Could be neat to add to the game.

War Cleric also already exists, actually part of the player handbook and exists in the game. So you're already fulfilled in that regard. Not sure what the game has gutted compared to the 5th edition ruleset? Deity weapons however are not a thing in DnD anymore so they don't exist.

the war cleric in this game can't get 2nd attack (every fight, every round, not once in a while after sleep).
The basic thing is that clerics used to be able to split the difference between paladin and a more caster/healer/buffer themed cleric. Now they cannot, and the new rules also make it very difficult to multiclass casters without losing so much casting power (this is also why its so hard to make a functional fighter/mage).
I am not comparing it to 5th ed rules. I am comparing it to classic rules, and the 3/4 removal thereof. A lot of that was needed, but for almost all caster heavies (sorc, wiz, cleric) they cut too many options. I don't really expect any of this in BG3, but if I get to wish, I will wish big :)

If I only get to ask for 5th ed baby food, I guess arcane archer is the only one I really would like to see.
Zuletzt bearbeitet von jonnin; 30. Dez. 2023 um 10:36
Mormacil 30. Dez. 2023 um 11:37 
Ursprünglich geschrieben von jonnin:
Ursprünglich geschrieben von Mormacil:
The vast majority of the 5E player handbook is in the game. Sure not all supplemental subclasses are in the game but that's unrealistic. Prestige classes aren't a thing anymore, haven't been for like a decade before the release of the game.

There are no melee based sorcerers at all anymare. Draconic bloodline obviously exist but no special utility of strength. All other casters can though so that's both a little odd but also adds uniqueness. Again nothing about that was changed for the game, just actual DnD things.

Arcane Archer as other's said is in 5E but not in the game. Not a default class anyway and requires a supplement but it exists. Could be neat to add to the game.

War Cleric also already exists, actually part of the player handbook and exists in the game. So you're already fulfilled in that regard. Not sure what the game has gutted compared to the 5th edition ruleset? Deity weapons however are not a thing in DnD anymore so they don't exist.

the war cleric in this game can't get 2nd attack (every fight, every round, not once in a while after sleep).
The basic thing is that clerics used to be able to split the difference between paladin and a more caster/healer/buffer themed cleric. Now they cannot, and the new rules also make it very difficult to multiclass casters without losing so much casting power (this is also why its so hard to make a functional fighter/mage).
I am not comparing it to 5th ed rules. I am comparing it to classic rules, and the 3/4 removal thereof. A lot of that was needed, but for almost all caster heavies (sorc, wiz, cleric) they cut too many options. I don't really expect any of this in BG3, but if I get to wish, I will wish big :)

If I only get to ask for 5th ed baby food, I guess arcane archer is the only one I really would like to see.
3rd and 4th edition aren't classic. Classic is DnD1 which is much closer to 5E than 3E ever was. You're essentially holding up the anomaly as the default, which is just weird. And yeah asking for non 5E stuff in a 5E game is indeed useless. Arcane Archer I can get behind but I doubt it's fun enough.
Dr4given 30. Dez. 2023 um 12:09 
Ursprünglich geschrieben von seeker1:
Just to reiterate, most of what a lot of folks want is there at Nexus. Some of it I've tried, most of it works and appears to be bug free.

I looked at the Undead Warlock mod. Since BG3 has no mounts, I think they substituted something else for Phantom Steed.

The Hexblade mod has a separate mod that adds all those additional Eldritch Invocations. Some can only be used by Hexblade or Pact of the Blade. Most that's not the case and are good for all Warlock Patrons.
biggest problem with modding now is you can't turn it off and on easly. so if u play with different groups either a. u have to use the same mod or b. you have to work to turn it off and on every time.
Maybe that 5.5 edition WotC is working one will change things, but right now it’s kind of hard to get excited for 5e subclasses; there’s just not that much going on with them.
seeker1 30. Dez. 2023 um 13:02 
Ursprünglich geschrieben von Dr4given:
biggest problem with modding now is you can't turn it off and on easly. so if u play with different groups either a. u have to use the same mod or b. you have to work to turn it off and on every time.

Concur it's a mild PITA that if you want to play multiplayer, all players must have the same mods enabled. It makes sense why, (might be hard to hand another player an object that doesn't exist in their game), but I can also see why it's a PITA, too.
Dr4given 30. Dez. 2023 um 13:48 
Ursprünglich geschrieben von seeker1:
Ursprünglich geschrieben von Dr4given:
biggest problem with modding now is you can't turn it off and on easly. so if u play with different groups either a. u have to use the same mod or b. you have to work to turn it off and on every time.

Concur it's a mild PITA that if you want to play multiplayer, all players must have the same mods enabled. It makes sense why, (might be hard to hand another player an object that doesn't exist in their game), but I can also see why it's a PITA, too.
ya and that why i don't mod. i have different group and a few perfer to play base game... so ya. turning them on and off. is a PITA. so i would love them to add more subclass and maybe even races. :) or b make modding easyer.
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