GMforPowergamers
Legend
So people disliked 4e every class using AEDU but now people are worried about casters (again) reigning supreme on both power and options. So I have said for sometime a new 4e with less HP (but still front loaded) using the warlock Chaise would be my dream edition... but then again I run into people that can't let flavor dictate difference there has to be a mechanical difference.
So I present the Warlock, the Artificer and the Paladin.
first take all the flavor out of all of them...
warlocks start with a bonus skill, a subclass choice (1 of 2) 2 known abilities from a list of 12 1st level abilities that most scale BUT can only use 1 per short rest (at level 2-10 this increase to 2 and 11+ it is 3) and 2 at wills from a list of 20 all of these scale at 5,11,and 17. at level 2 you get 1 more 1st level ability and 2 mini feats that can give you at wills, encounters, perm buffs or even daily abilities. at level 3 you get your 2nd of 2 subclasses (and they can all mix and match) 1 more of that list of abilities but now it has opened up new options with 2nd level abilities there are currently 15 2nd level to choose from. all of the ones that scale from 1st level scale here. (and so on)
Artificers start with some skills/tools and 2 a list of known abilities that you can prep int mod number of but only use 2 per day. 2 at will abilities, a always on minor ability. At level 2 they can prep 1 more from that list they gain a new way to do things, and they gain knowledge of 4 long term buffs... but they still have to prep the buffs right now 2 can be active. at level 3 they get a 3rd slot per day and a new class feature built in. they also get to pick there subclass here.
Paladins. You start at 1st level with 2 skills, a pool that will increase you can spend daily to do something helpful, and an extra sensory ability. at level 2 you unlock daily abilities like the artificer you get a whole list but can only prep 1/2 level + casting stat and use 2 per day, however you get a class feature to use those slots for things other then the abilities, and an always on buff chosen from a list. At level 3 you get your subclass, another daily resource you can spend for 1 of 2 little buffs or to recharage 1 of your daily others. a perm buff, and a 3rd daily use of those preped abilities.
now these all come with some save profs and prof in weapons and armor that fit there styles... but they can be used to make pretty good classes with some refluff.
caster: the artificer can make a great wizard, the warlock can make... a warlock, and the paladin can make a sorcerer.
skill: the artificer can make a... artificer, but also a good rogue* the warlock can make a good bard and the paladin a ranger
healers: artificers make good druids, warlocks make good clerics, and paladins....wait for it...make a paladin.
martial (cue teh outrage*): artificer would make a good rogue, warlock a good fighter, and paladin a good barbarian
*yes i listed rogue twice
** i am not against keeping a super simple champion class
now for those first 3 levels have a basic build for each class were all the choices at creation/level up are made for you, BUT list all the options if you want to build your own.
So I present the Warlock, the Artificer and the Paladin.
first take all the flavor out of all of them...
warlocks start with a bonus skill, a subclass choice (1 of 2) 2 known abilities from a list of 12 1st level abilities that most scale BUT can only use 1 per short rest (at level 2-10 this increase to 2 and 11+ it is 3) and 2 at wills from a list of 20 all of these scale at 5,11,and 17. at level 2 you get 1 more 1st level ability and 2 mini feats that can give you at wills, encounters, perm buffs or even daily abilities. at level 3 you get your 2nd of 2 subclasses (and they can all mix and match) 1 more of that list of abilities but now it has opened up new options with 2nd level abilities there are currently 15 2nd level to choose from. all of the ones that scale from 1st level scale here. (and so on)
Artificers start with some skills/tools and 2 a list of known abilities that you can prep int mod number of but only use 2 per day. 2 at will abilities, a always on minor ability. At level 2 they can prep 1 more from that list they gain a new way to do things, and they gain knowledge of 4 long term buffs... but they still have to prep the buffs right now 2 can be active. at level 3 they get a 3rd slot per day and a new class feature built in. they also get to pick there subclass here.
Paladins. You start at 1st level with 2 skills, a pool that will increase you can spend daily to do something helpful, and an extra sensory ability. at level 2 you unlock daily abilities like the artificer you get a whole list but can only prep 1/2 level + casting stat and use 2 per day, however you get a class feature to use those slots for things other then the abilities, and an always on buff chosen from a list. At level 3 you get your subclass, another daily resource you can spend for 1 of 2 little buffs or to recharage 1 of your daily others. a perm buff, and a 3rd daily use of those preped abilities.
now these all come with some save profs and prof in weapons and armor that fit there styles... but they can be used to make pretty good classes with some refluff.
caster: the artificer can make a great wizard, the warlock can make... a warlock, and the paladin can make a sorcerer.
skill: the artificer can make a... artificer, but also a good rogue* the warlock can make a good bard and the paladin a ranger
healers: artificers make good druids, warlocks make good clerics, and paladins....wait for it...make a paladin.
martial (cue teh outrage*): artificer would make a good rogue, warlock a good fighter, and paladin a good barbarian
*yes i listed rogue twice
** i am not against keeping a super simple champion class
now for those first 3 levels have a basic build for each class were all the choices at creation/level up are made for you, BUT list all the options if you want to build your own.