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DnD: How to Balanced Your Homebrew Class

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Homebrew classes are fun to create for a Dungeons & Dragons campaign, but it’s important to make sure they don’t leave players over or underpowered.

While Dungeons & Dragons offers a variety of class and subclass options for players to use to create their own unique characters, there are still plenty of character ideas that don’t really fit into Fifth Edition‘s rules. Fortunately, D&D is a flexible game in which anyone can create their own content so long as they have the creativity and an understanding of the rules necessary to do so.

Creating homebrew classes is a popular pastime for many players. Unfortunately, many homebrew creations either end up being hideously overpowered or incredibly boring. It’s difficult to strike a balance between a homebrew class that’s fun to play and also balanced with the rest of the game. That’s where things like playtesting and balancing come in, allowing players to ensure their custom content is high-quality and enjoyable for everyone involved.


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Think Sidegrade, Not Upgrade

Mordenkainens casts a spell.

The point of a homebrew class should be to create a unique experience that isn’t already found in the base game. Therefore, Dungeons Masters and players who are creating new classes and subclasses should think of their new content as a sidegrade, not an upgrade to the existing game. An upgrade is when a character or item is improved with no drawback. For example, gaining more attack points or health with no detriment is an upgrade. This is what players want to avoid when creating homebrew classes.

A sidegrade, on the other hand, is when one thing improves at the expense of another. For example, a class that is significantly faster than average may also be vulnerable when hit or unable to do much damage. Adding weaknesses alongside strengths keeps a class from becoming too overpowered. Limitations can be far more interesting than strengths, and just because a class has weaknesses doesn’t automatically mean it will be less fun to play.


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Don’t Make Your Class the Optimal Choice

It’s a testament to Dungeons & Dragons that there are so many classes already, each of which has its merits for those willing to take the time to learn how they operate. What isn’t fun is when a class is so overpowered that players realize they’ll be at a disadvantage if they play as anything else. This robs players of their freedom of choice and takes D&D from a game that values self-expression to one that has an intended method of play.

A homebrew class needs a mix of good and bad qualities. It can be better at some things and worse at others, but it should fit nicely into the current roster of classes already in the game. If a homebrew class is viewed as the optimal way to play D&D, then other players might feel annoyed or cheated by the fact that this original class has an inherent advantage over theirs.


Make Sure Your Class Fits Into the World

Not only does a homebrew class need to be balanced and fun to play, but it should also feel like a natural extension of the world. D&D typically takes place within fantastical settings, but there are still themes and styles to follow, which can vary from game to game. For example, if the party is playing through a campaign inspired by Medieval Europe, it wouldn’t make sense to have a class centered around the use of futuristic technology. Likewise, if the game takes place in a world where magic doesn’t exist, then there’s no point in creating a homebrew spellcasting class.

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How to Test Your Homebrew D&D Class

No matter how much time someone spends designing a homebrew class, there are going to be details that slip their notice. The class’ special ability might sound good on paper but end up being too powerful in practice, or a certain buff may end up trivializing boss encounters. Even worse, the players might realize that the class simply isn’t fun to play.

To avoid such situations arising during a longer campaign, it’s important to playtest homebrew creations like classes to ensure they work as intended. The best way to do that is to run short one-shots with friends or asking for input from experienced Dungeon Masters. The more testing that’s done, the more improvements can be made.


Homebrew classes have the potential to elevate a typical D&D experience and make it more fun for everyone involved. However, unless these kinds of steps are taken to ensure the class strikes a balance between being fun to play and fun for the rest of the party to interact with, creating new content may end up causing more frustration than anything else.

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