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Universes
Posted Monday, May 6, 2024
1mo
ISFP
Libra
Favorite Classes, most to least with reasons based on experiences. Excluding Wizard, Druid and Artificer - have not played Druid or Artificer and not enough Wizard, so no verdict on those.
(1) Bard - Access to all spell lists with Magical Secrets. Hyper-flexibility. Can Dual Wield as College of Swords or suppliment ranged damage with Crossbow Expert as College of Lore and attack twice. Interesting functionality for Bardic Inspiration depending on subclass. Never a bad choice. (2) Barbarian - The best Melee attack character for stacking multiple damage bonus sources. Can use Medium Armor to improve AC without losing Rage Damage. Constitution Improves AC and is a save proficiency. One Fighter level enhances character with a Fighting Style. Scaling Damage. Largest Hit Die and resistances. Just enough subclass options to diversify playstyle. Path of the Giant is a Throw build. Great choice in point-buy games. Calm Emotions can be unfortunate. (3) Sorcerer - Excellent Spell List. Subclasses are less alignment-based. Proficient in Constitution Saves. Metamagic adds flavor and manipulates spell functionality for fun and interesting plays. Good offensive Caster. Making Touch Spells Ranged is very cool. Few known spells early, unfortunately. (4) Cleric - Some of the Best Subclass Diversity. Great Spells and extras from Domains. Effective Healer. Guiding Bolt is an excellent Missile Spell. Heavy Armor as an option with shields improves defensive options. Bonus Damage to Cantrips fron Certain Domains. Wisdom saves are common and they are proficient. Can go knowledge Domain and fullfill skill checks. Excellent middle ground between combat, utility and support. Tougher to build in point-buy games. Requires clever placement of attribute scores. (5) Ranger - Flexible Attackers. Excellent Multi-Target potential. Excellent Stealth Characters. Good hit die. Hunters with Volley, Sharpshooter and Archery Style are uniquely positioned to deal with clusters of enemies when offensive casters are not present. Interesting mix of support and utility spells. High Ranged Damage Potential. Some poor Baseline class features are unfortunate drawbacks. (6) Fighter - The most flexible and Adaptive combat character. Lots of ASI/Feats. Excellent Subclass and playstyle variety. Action Surge has many tactical uses and can be used to inflict extreme damage. Always a good choice if group needs a frontline person. The best point-buy character. Maneuvres are mechanically interesting. Can be deadly ranged attackers. Not invincible. Requires some situational awareness for proper use of Action Surge. Good resource-effective chsracters. (7) Monk - Less item dependent. Good at avoiding enemies. High mobility. Fun to play. Good resource-management characters. Rewards timing and positioning. Can do decent damage with Flurry of Blows. Can Stun Concentrating enemies. Good projectile defense. Can multi-class as Knowledge Cleric for skills and cantrips. Not much Subclass diversity. Very little party utility. Requires excellent situational awareness. Lacks a wisdom saving throw but relies on Wisdom for core class mechanics. Loses Martial Arts nenefits when wearing armor. Requires clever attribute score placement. Would be higher on list if not for issues. (8) Rogue - excellent skill characters. Interesting subclasses. Great scouting characters. Excellent bonus action economy. Can do impressive damage. Cunning Action is tactically useful. Can know where individual creatures are if able to hear. Only one attack. Must rely on good positioning or party positioning for sneak attacks. Requires situational awareness. Requires light or finesse weapons for sneak attacks. Very feast or famine. (9) Warlock - Excellent Offensive Caster. Eldritch Invocations are powerful and improve customization. They have the most powerful combat cantrip in the game. Good multi-target damage. Pact Features expand customization. Shared level spell slots. Excellent resource management. Pacts can be inconvenient and may effect alignment. Similar issues to Paladins. (10) Paladin - Frontline Powerhouse. Great on-demand damage with smites. Powerful Auras. Great utility with Lay on Hands. Good survivability. Good support spells. Oaths can be inconvenient and effect alignment. Requires excellent positioning to protect allies. Needs to be close to party members to get value from Auras. Cannot smite with ranged attacks. Subclass diversity is hit/miss. Not many options for customization. Requires clever placement of Attribute Scores. Not very great point-buy characters.
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