![]() ![]() ![]() Champion is undertuned, Eldritch Knight is okay (improved with supplements) and none of the other class options are really impressive. pretty dull and suffer from the 'level 3 and done' issue for the most part since even Battlemasters will pick the best maneuvers right off the bat. I don't have much experience with these guys in actual play in 5e, but I'm aware of the wacky power curve that Moon druids have.įighter: After 4e, in 5e they're just. There's not much to say about them that's distinct from other classes.ĭruid: See cleric. They're pretty good! They don't really bring much new this edition and they're generally pretty strong. So - they're the closest to 'overpowered' the game has.Ĭleric: Full caster. I find it very hard to justify picking a rogue in a party as a whole over a bard unless the party is somehow severely lacking in overall damage, and all their archetypes are pretty good. Kind of an interesting "adjust by round" deal.īard: Bards are a full caster class that does everything. On a combat level it's interesting in that (depending on archetype) it can handle a couple of scenarios, on a round by round basis it has the interesting choice of when to rage and when to reckless attack (plus other archetype features, especially in Xanathar's). On a character building level it suffers from the 'level 3 and done' problem in that once you've picked your archetype then you're pretty much done as far as making interesting character decisions goes. I also think characters that can handle scenarios where they're not necessarily optimal are better than ones that can 'sit out'.īarbarian: Barbarian is mostly functional as a class other than the Berserker which is overall a bad pick unless you're amazing at predicting how many fights you'll have in a day. To give a bit more insight as to my picks - I like the fun of character building, as well as modifying tactics or options based on a given scenario. 'Balanced, functional and fun' (thread title) isn't necessarily the same as 'rock solid' (thread OP). I think the classes that have the most issues are the Ranger (some wonky issues with the class feature specifics, but moreso just a general problem that the Ranger solves a lot of problems that many DMs don't think to throw at the PCs until a ranger is in the group), and then the cleric and warlock (neither of which are weak, just that they do not necessarily perform the way you would think they would). OTOH, the class and its' spells are hardly weak (perhaps the designers also see this as a huge limitation and compensate with raw power). This actually doesn't fit my definition of 'solid as a rock' - it is entirely dependent on how well you know your DM. ![]() ![]() Not having to select how many knocks or spider climbs (at the expense of combat spells of the same level) you will need in a given day is a huge advantage, but you are still filling your spellbook and memorizing spells based on the upcoming adventure. Exactly how well you have shaped your spell selection to the situation at hand determines how effective you will be. As a class that decidedly benefits from heavy melee combat (or at least can leverage its' advantages most readily there), it is somewhat reliant on the whims of the DM, however.Ī wizard, like every other edition, is basically a missile-based weapons platform or a walking spell list. Other than that decision and the ubiquitous martial question of Dex or Str and what weapon setup to focus on (or to be a generalist) you then have a pretty good idea of what you are dealing with. Paladins come in two varieties (outside of the many multiple multiclass options they have) - those who use their spell slots exclusively as nova-damage, and those who use them for spells. The only issue with them is that as a player you might pick one up thinking you were taking a traditional Gish concept of guy who alternates between swinging swords and slinging fireballs, and the class really doesn't play out like that. The same can be said about the Eldritch Knight Fighter (with the survivability based on surgical shield casting instead of halving damage). However, while it takes some level of expertise to play a rogue (which is unfortunate, since after the Champion Fighter, it is probably the second class you'd intuitively think a beginning player should play), it otherwise functions exactly as you'd expect, fills out a solid party role, and doesn't really require any specific party makeup to succeed (other than the fact that it can't be the party tank).Īs mentioned above, the Barbarian (really all types) is incredibly reliable and predictable - hits hard in straightforward ways and survives well. ![]()
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