Roleplaying

D&D 5E Classes Ranked From Worst to Best

Five D&D adventurers standing together wielding swords, bows, and magic.
As much as I love 5th Edition Dungeons and Dragons, it’s not the most balanced of games. Some mechanics are numerically stronger than others. This doesn’t just hold true for items and spells, but for entire classes as well. I’ve written a lot here on Mythcreants about the various powerful builds and even top subclasses, but I’ve never codified my feelings on how each class as a whole stacks up against the others, so let’s fix that. For this list I rank each class on its own without considering any multiclass options. The addition of multiclassing changes the equation so drastically it deserves its own list.*

Let’s look at 5th Edition D&D’s classes power ranked from worst and best.

13. Artificer

An artificer character wielding a potion and surrounded by magitech.

Although it pains me to give the game’s newest class this dubious distinction, there wasn’t much competition in my mind. The artificer is Wizards of the Coast’s third attempt at a half caster,* and it fails even more spectacularly than the ranger did. This class feels like 10 levels of abilities spread over 20 levels of class. Its damage output is low, it’s not particularly survivable, and its spell list is average. I’ve heard people say it works well as a support, but I don’t agree. Druid, cleric, bard, sorcerer, or wizard all make significantly better support options.

The one thing artificers do well is create a selection of magic items with their Infuse Item feature. This allows them to imbue a selection of non-magic items with certain magical properties, including replicating the effect of some magical items listed in the Dungeon Master’s Guide. As part of a stronger class, this feature would be a great addition, but the artificer is simply too weak. The best use for these infused items is to give them to the effective characters. This is artificer support at its strongest, but compared to other support options that both help the party and work as strong characters in their own right, being an item dispensary isn’t enough.

12. Ranger

Drizzt fighting with two swords alongside is panther companion.

Saved from the bottom slot only by the existence of the artificer, we have the ranger. What puts the ranger so low on this list isn’t strictly its mechanical weaknesses. It is possible to build a competent martial ranger. The problem is everything it does is done better by another class. Fighters make better archers, and any number of martial options make superior melee combatants.

Even the ranger’s most flavorful mechanic, a beast companion, is not only reserved for one subclass, but also it’s terrible. Having a pet should have been the ranger’s core feature, something the entire class was built around to maintain a powerful core ability regardless of subclass. Wizards of the Coast did this with the paladin’s Holy Smite, and it ended up as one of the best classes in the game. Meanwhile, the ranger’s problems have been well known for years, and no significant change has yet been forthcoming. I’m very confused by the obstinate refusal to fix a class so obviously in need of help.

11. Monk

A group of Sohei monks armed with arquebuses.

Rounding out the truly bad classes, we have the monk. Arguably, this class should have its rank switched with the ranger’s, but I award it points for at least having a core class mechanic that’s not simply done better by another class. Is it a particularly good mechanic? No, it’s awful. Monks are squishy, easy to hit, deal low damage, and have a resource pool that is drained so quickly that they soon find themselves unable to use their class or subclass features.

The monk also suffers from a lack of support from official Wizards content. I have found one item that boosts unarmed attacks with a +1 to hit and damage rolls.* Besides that, monks are left with no way to improve their unarmed combat outside of what their class gives them. I was pretty positive in my review of the Astral Self subclass in Unearthed Arcana; here’s hoping it makes its way into official material to give this class some much-needed support.

10. Rogue

Art from the MTG card Stealth mission showing a woman with a glowing sword sneaking up on a humanoid monster.

Moving on to the first decent class on this list, we have the rogue. Its first problem is a one-note combat ability. The class is completely reliant on its Sneak Attack feature for dealing damage, a conditional ability that means missing a single attack results in dealing no damage for an entire round. Rogues are also fragile, pushing them even further behind other martial classes. Without dipping into a class like fighter for increased toughness and a fighting style, the rogue can’t keep up in a fight.

As for noncombat, everything the rogue does is replicated by the much stronger bard. I’d even argue that bards fulfill the skill character role better, as they get more proficiencies and have the Jack of all Trades feature, granting half their proficiency bonus to all skills they aren’t already proficient in. Rogues eventually get Reliable Talent, guaranteeing them at least a ten in anything they’re proficient in, but that doesn’t come online till level 11. This doesn’t mean the rogue is an awful class, but I definitely consider it one of the weaker options.

9. Barbarian

Art from the MTG card Ursine Champion, a blonde woman with a huge axe.

Continuing the run of martial characters, we have the barbarian. The class itself is fairly straightforward and so is the reason for its inclusion here: barbarians don’t hold up as a single class across all 20 levels of play. Levels 1 through 5 feel amazing for the class: they pick up Rage, Reckless Attack, Danger Sense, and Bear Totem.*

However, after gaining their extra attack, barbarians enter a realm of disappointment until Primal Champion at 20. Despite 14 levels of bad, the other 6 levels are good enough to earn our angry friend a spot at ninth place.

8. Warlock

Art from the MTG card Shadowstorm Vizier, a woman with green armor wielding purple lighting.

The first full caster we see on this list, and, sadly, I doubt it is a surprise to many. The warlock is a perplexing class to me. It has so much front-loaded on its early levels* that, much like the barbarian, they feel fantastic. It’s like the class was made for multiclassing, as once you get past level 5,* its power falls off a proverbial cliff.

Eldritch Invocations are used to imitate what other arcane casters get for free, and the Mystic Arcanum feature standing in for higher level spells is needlessly restrictive. The class pales in comparison to the higher entries on this list. Eldritch Blast does its best to prop up the class, but a restrictive spell list and a severe shortage of spell slots earn the warlock its eighth place.

7. Fighter

Art from the MTG card Knight of the Reliquary, a woman wearing gold armor.

Often considered the default class of D&D 5E, I was happy that the fighter made it to the middle of this list. A monoclassed fighter is a dependable source of damage that is also good at protecting itself. Heavy armor ensures a high armor class, and options such as Shadow Blade from the Eldritch Knight allow for even a sword-and-board fighter to output a respectable amount of damage per round. On top of this, the class’s 3rd and 4th attacks grant it a level of scaling higher than other pure martial* classes. This reliability and smooth power curve net the fighter seventh place.

6. Sorcerer

Art from the MTG card Chandra, Acolyte of Flame. A woman in red clothes surrounded by fire.

If I had made this list before Xanathar’s Guide to Everything was printed, the sorcerer would have ranked much lower. With a reduced spell list compared to the wizard and a major bottleneck created by how few spells it learns, the original sorcerer had little to recommend it outside of its brief power spikes from Twin Spelling buffs like Polymorph.

The creation of the Divine Soul changed all that. With the ability to turn failed saves into successes with Favored by the Gods at level 1, indefinite flying at 14, and a bonus action to heal half their health at 18, this subclass would already be one of the best options. However, these abilities are mere icing on the cake that is access to the entirety of the cleric spell list, in addition to what sorcerers already get. Unfortunately, a monoclassed sorcerer isn’t able to take full advantage of that second spell list, as it lacks the AC or hit points to be on the front line where spells like Spirit Guardians are at their best.

5. Cleric

Art from Xanathar's Guide: a dark skinned woman with a flowing scroll.

Speaking of taking advantage of the cleric spell list, the cleric sneaks into my top five. With access to heavy armor and spells like Spirit Guardians, clerics deal great area damage and are difficult to hurt. Subclasses like the Life cleric also give the class the rare ability to heal efficiently, although its full effectiveness isn’t unlocked without multiclassing. Though the cleric spell list doesn’t hold up as well as some other classes at higher levels, their ability to up-cast Spirit Guardians means they’ll never be without something useful to do.

Clerics are also quite flexible, with more subclasses than you can shake a scepter at. Forge and Life clerics can operate on the frontline, supporting their party while absorbing damage. If backline casting is what you want, Light and Grave clerics work reasonably well as blaster mages. While I wouldn’t rank all of these subclasses as particularly high tier,* the existence of so many options is useful in its own right.

4. Paladin

Art from Silverblade Paladin, an armored man with a huge scythe.

The strongest martial class in the game, paladins are the best mix of offense and defense 5E has to offer. Large hit dice, heavy armor, and the best saves available, thanks to Aura of Protection, paladins are equipped for any type of danger. Even better, paladins share these awesome features, granting their increased saves and even resistance against spell damage* to allies within 10 feet of them. Since my first 5E character smote an offending villain to my current paladin/warlock hybrid, I’m happy to see this class take fourth place.

3. Bard

A bar brawl from the Yawning Portal tavern, showing a red haired woman punching a purple skinned humanoid.

From the laughingstock of early editions to one of the best classes in the game, bard has come a long way. This class can fit almost any role you want it to play. Bards come with a full spell list that they can augment with upwards of eight spells taken from any other list in the game. This by itself earns the bard a top placement.

But the class doesn’t stop there. Bards also gain access to the most skill proficiencies of any class, with Expertise and Jack of All Trades allowing the bard to both specialize and be a generalist. Bards can also support themselves and their parties with Bardic Inspiration, shoring up critical rolls or turning enemy successes into failure. If I had to name the bard’s greatest weakness, it would be how fragile the class is and the amount of planning needed when considering spells to take from other lists. When a class’s biggest problem is deciding which power spells to steal, it’s earned the number three slot.

2. Druid

Art from the MTG card Devoted Druid, a woman with an antler helmet summoning magic.

More than any other class, the druid earns its high spot thanks to a single subclass: Circle of the Moon. The gulf in power between Circle of the Moon and the other subclasses is one of the widest I’ve ever seen. Moon druids take a full spell list and add on the ability to shape-shift into powerful beasts to protect themselves in combat. All druids can shape-shift, but the Moon subclass jumps the available creatures from CR 1/4 to CR 2, increasing by one every 3 levels.

Just as the first form of Moon’s Wild Shape starts to dwindle in power, it acquires Conjure Animals, or Raptor Swarm as I like to call it.* From there they upgrade their shape-shifting forms and pick up spells like Polymorph for when they want to get serious. This steady power gain is capped off with a massive spike as the number of times the druid can transform increases from 2 per short rest to…unlimited. This capstone is by far the strongest in the game and makes a druid lucky enough to reach that level an unstoppable force as they constantly reset their hit points to a mammoth 126. Any player character who can serve as a multistage boss fight for an entire party deserves its second-place rank.

1. Wizard

A skeletal mage summoning purple magic.

The more D&D changes, the more it stays the same. Despite the powerful abilities brought by every other class, from the bard’s flexibility to the druid’s infinity mammoth, no character class tops the raw power of the wizard. The wizard’s spell list cannot be beat. From level 1 with Find Familiar they receive exclusive* spells that are too good to ignore. On top of this list are subclasses like Evocation and Divination.

Evocation allows the wizard to cast their area of effect spells with no concern for friendly fire, while Divination wizards can manipulate dice rolls in a way no other class can match. The class’s capstone feature is not great, but they make up for it with an amazing 18th level feature that grants them a 1st and 2nd level spell to be cast at will. Though part of me wanted to be contrary and put the wizard in 2nd or 3rd, I would be lying. This wizard is the strongest class in 5E, bar none.


With that we wrap up the power ranking of 5th Edition D&D classes as they stand on their own. Next time, we’ll take a look at multiclassing, where things get a bit more complicated.

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Comments

  1. Aloysius

    Did you take Tasha’s Cauldron of Everything into account when you wrote this? All of the classes received optional class features, and the Ranger in particular got an extensive overhaul.

    • George

      I’m just gonna leave a comment here, for when he answers..

      • Ari Ashkenazi

        This was written before Tasha’s was published, however I don’t think anything it would change my rankings by much. Ranger is better but still bad, as Wizard’s refusal to fully rework the class has left it with features that don’t properly work together because they weren’t designed with each other in mind.

        The one class ranking I might have changed given what was released in Tasha’s would be the cleric. Twilight and Peace are both very strong subclasses, especially Twilight. I’d need to give it more thought, but cleric might be number 2 or 3 with the buffs it received.

  2. Space Dingus

    Artificer isn’t bad just because it doesn’t have high damage output and it’s not a full caster. People don’t have experience with it. And to put bard that high when singing its praises for versatility, but then put artificer, another extremely versatile class dead bottom after judging it for damage output, spell list, and ‘support potential’ is inconsistent.

    It seems that you favor full casters and elevating a class based on the strength of one top-tier subclass it has available. Case in point: druid.

    Rogues and barbarians are powerhouses. I don’t understand a lot of these judgments.

    • Ari Ashkenazi

      The bard is good because it backs up its versatility with power. Artificers don’t do this. The bard can top damage charts while still doing all the traditional bard support stuff, where the artificer is stuck in the roll of “give all my toys to the effective characters” if they want to be fully contributing to the party.

      Full casters have always been the strongest option in 5e and 3.5 before it. I don’t like it, but that’s how it is and my rankings reflect that reality.

      I ranked classes based on their strongest options because there is an almost infinite number of sub-optimal ways to build every class, so I have to use optimal builds as a baseline.

      There are no unplayable classes in 5e, even the monk can outshine the wizard from time to time, that doesn’t mean the monk is a stronger class. Monoclassed barbs and rogues have a hard time staying effective compared to stronger options over the long term. Doesn’t mean they’re bad, just not as good as other options overall.

    • Jack

      I agree, rogues can deal disgustingly high damage with sneak attack, barbarians can shrug off almost any hit, and artificers can have up to 26 AC with the right infusions.

      • Ari Ashkenazi

        Monoclassed rogues suffer from a lack of good defensive options that more powerful classes pair with the ability to deal good damage. Barbs fall off very hard post level 5 and HP tanking is weaker than High AC/Save tanking, as even the largest healthpool gets whittled down while AC/Save tanks avoid damage entirely.

        Any defense brought by the artificer isn’t particularly useful as the class does very little damage. A class needs both for me to consider it good.

        • WrabbitW

          I disagree a bit, rogue has two of the better defensive features of the game, namely uncanny dodge and evasion. And I think they are designed to get sneak attack almost each turn putting them on the same level of damage as many other classes.

          On the other hand the character I have seen dealing more damage consistently was an half orc zealot barbarian with great weapon master and a great axe. The crits are just insane and it is REALLY hard to put him unconscious without magic!

          • Ari Ashkenazi

            The problems mono-classed rogues have is that just doing sneak attack damage once per round isn’t enough to keep up, and if they want to achieve the twice per round activation that lets them deal good damage they open themselves up to being attacked. Evasion is a powerful yet narrow ability and Uncanny Dodge is very bad against multiple attacks, the way most monsters deal large amounts of damage. This couple with rogues generally meh AC means that they crumple under sustained attack.

            As for barbs, yeah they’re not bad using Great Weapon Master, especially combined with Polearm Master. Unfortunately the class doesn’t get much past level 5. You’re right that Zealot barbs can be very difficult to take down at high levels without magic, but being weak to magic is a pretty huge weakness.

            I don’t think rogues or barbs are awful, they just aren’t as good as most other options when viewed holistically.

  3. Victor

    Plz, do the multiclasse list!

  4. Backcountry164

    When was this first written?? Tasha’s may not have made massive changes but it certainly should be taken into account. For example the Monk is easily the worst class now. Every other class got better while the Monk just became more irrelevant. Rhe Monk needed the most love and they basically got none. They got more uses for their Ki but running out of Ki was already a major problem. The new Unarmed Fighting style gives unarmed fighters d8 damage at level 1, the Monk can’t match that until level 11! Unarmed fighting is kinda their thing and they aren’t the best option for that. The Monk is practically a ribbon class at this point.

    • Moustache

      I agree about the monks statement. They kinda just fell behind the rest of the group, and they aren’t getting the buffs or changes they need.

    • Ari Ashkenazi

      This was written prior to Tasha’s. I simply don’t have the time to go back and update the articles written prior to its release. Monk, ranger, and artificer all orbit the same very low power level and I don’t think any of them gained much in the new book. I agree that the monk needs help and sadly they nerfed the astral self subclass so it has the exact same problem all the other monk subclasses have.

  5. Chris Britton

    The deadlocked is mentioned as the first caster on the list. The author is evidently unaware that ALL the classes on the list before warlock can have spell ability through innate features or subclasses. Artificer.. Spells, ranger, spells, monk – 2 sub classes can cast with ki points, rogue, arcane stricter hello?, even the barbarian via totem warrior can cast spells.

    Thus the comment that the warlock is the first spell caster on the list is at least, poorly worded.

    • Ari Ashkenazi

      Apologies, should have said full caster, I’ll see if I can fix the wording

  6. Thosar

    Dude, even before Tasha’s, the artificer was a good class, and with Tasha’s it is excellent. Tool expertise with any tool with which you’re proficient, so you’re good at a fair number of things with little effort. Flash of genius to almost guarantee a save when you need it, yours or an ally’s. Int to attack and damage with battlesmith, and with Tasha’s armorer (so good), so you’re not suffering MAD trying to cast and be in combat. Armorer is such a good tank, especially when you haste yourself. Con as a proficient save, so your buffs tend to stick around. At level 10 I’m running a 23 AC, 25 with haste, +10 attack, 1d8+5 thunder damage (ok, not the greatest damage, but I rarely miss, not many things have thunder resistance, and I’m the tank), and imposing disadvantage on two opponents’ attack rolls against my allies (three if I’m hasted). Plus 10 temp hp as a bonus action, 4 times a day, cure spells, and mirror image. I keep my allies safe(ish) and can go toe to toe all night long, doling out consistent damage.

    • Thosar

      Sorry, +11 to attack and 1d8+7 damage.

      • Ari Ashkenazi

        I’m glad that build is working for you, and nothing I say here is trying to prove the artificer is unplayable, just that numerically speaking it is weaker overall than other options.

        I didn’t have time to discuss it in this article, but the artificer also loses points for having benefited from years of designer experience and feedback and still come out very weak.

      • Oren Ashkenazi

        Editor’s note: I’ve removed a comment for breaking our rules on personal attacks. Disagreeing with our content is fine, claiming that our writers simply haven’t done their research is not.

  7. Gwen

    I think this list is mostly based on having less than the recommended number of encounters per long rest. I’ve found, when wizards cannot pile all their spells at once, they become a much weaker class as a whole. All spell-casters do. Melee classes keep putting out consistent medium damage and the spell casters always eventually run out of spells but have a few big ones they can throw around. That is how the game is designed, easier fights with less of a marathon emphasis aren’t a fair comparison because the natural flaws built into a class are suddenly absent.

    When dnd is about resource management, much like how the game was designed, the classes are much more overall even with each other. But if there are only a few fights between rests than of course the spellcasters are coming out ahead and the whole thing gets unbalanced.

    Monks are still pretty bad though.

    • Ari Ashkenazi

      You’re right that casters benefit from fewer encounters. However even expanding encounters per day to 8 4-round encounters with 1 short rest casters still win. You just need to be efficient and choose spells that grant benefits over multiple rounds if 32 rounds of combat per day is the type of game your playing.

      • Gwen

        I would argue 4 rounds of combat is rarely the norm for anything but the easiest fights. But regardless, it definitely changes everything about how they are played and their utility, even the need to ration them out changes how useful they are and brings them much closer to the martial classes/half casters and warlocks.

        • Ari Ashkenazi

          Fewer, longer fights actually favor casters more, as some of the best spells are 1-10 minute concentration. Regardless my research has turned up almost no groups that actually conduct the recommended number of encounters, because few have the time or the want to slog through 12 hour dnd sessions. This is a major issue with 5e’s design as its assumption on session content doesn’t line up with how players are interacting with it.

          If you are in a campaign that loves 32-50 rounds of combat per long rest, full casters still come out on top, you just need to understand the pace of play and build yourself accordingly. Fewer fireballs and more polymorphs will stretch a caster’s resources much further than most people think.

          • Gwen

            I mean long, and fairly common fights. I agree that many don’t play that way, but many also do and that’s why they enjoy the game. It’s for the players who desire a razor edge balance for a hard and meaty fight the rules were designed. You need a better balance when playing that way and particular concepts aren’t as necessary when players choose to make a game easier by making it more fun.

            I also prefer to play video games on easy mode, but I recognize I am unbalancing the game mechanics in my favor and also understand certain character choices might benefit from the unbalancing more than others. There is not a “wrong” way to play DnD and I’ve met too many players who are all about the combat to dismiss that they need more rules and better balancing for what they desire to play than I do. I can assure you, they exist.

            As far as spellcasters, you are correct, but only if you count the higher levels. Like most previous editions, Spellcasters are less effective at early levels and Melee are less effective at later levels. That’s been true of most editions where the achievement of getting a weaker character to a high level pays off better. If you are leveling in order, surviving 30 rounds of combat with 7 spells, most of them 1st level is part of the achievement of being a powerhouse later. Overall, they are fairly balanced…except the monk, which is terrible.

          • Ari Ashkenazi

            There are theoretical combinations of encounter type and length that more heavily favor martial builds, but I can come up with encounters that favor any type of build, regardless of its general strength. The best I can do is account for a best fit encounter spread, and casters always come out on top.

            This isn’t just at early levels either. The moon druid demolishes any martial class at levels 2-4 with its bear form and early levels are where normal martial attacks are closest to d10 cantrips, meaning even when they’re out of spells casters aren’t far behind in round-to-round damage.

            agree that levels 1-5 are where martial builds are most likely to contribute more to fights than casters, but that’s a small portion of the game and I can’t just rank class strengths based on that small range of levels.

  8. Kit

    Have you looked at the Zealot Barbarian subclass? I’d argue it’s worth as much consideration as the Circle of Moon subclass for Druids. Some of its abilities include being able to give the party a full round of advantage – very clutch if you’ve got a rogue in the party, extra radiant or necrotic damage that scales as it levels, it can reroll saving throws similar to the Fighter’s ability, it’s incredibly cheap to revive, making it hard to permanently kill AND on top of that, at only level 14, whilst raging it’s basically unkillable. Take one extra level as a barbarian up to 15, where your rages don’t stop, and you have 10 rounds where you can be knocked down to 0 hp, fail all 3 death saving throws, and still keep fighting until the enemy is downed, and then if there’s a healer in the party, they can just expend a spell slot to revive you and you’re back up again. Not to mention the Barbarian’s ability with Relentless Rage to bounce back from death with saves they’re proficient in, their general inability to be surprised and increased movement, allowing for more tactical maneuvering on the battlefield. All this allows them to take incredible levels of damage and protect the weaker members of the party, whilst steal dealing incredible levels of damage and becoming VERY hard to kill past level 10.

    If you’re basing the Druid mostly on one sub class being strong enough to make it 2nd place, I’d argue the Zealot subclass for Barbarians does the exact same.

    • Ari Ashkenazi

      Zealot barbarian is a very cool subclass that is awesome if you start the game at level 14, but is pretty meh before that. If I could combine Bear Totem’s early features with Zealot’s late game abilities I think I would rank barbarian higher. Unfortunately, zealots damage is not nearly as good as bear totem’s survivability, I’d rather never need a rez than be rezzed for free.

      Druid is a good caster at all levels made great by moon’s features filling in the cracks, barb just doesn’t have that.

  9. Oren Ashkenazi

    Editor’s note: accusing someone of not actually playing D&D is against our comments policy. Any comments that do it will be removed.

  10. Nowan

    This falls a bit out of the scope of the post, but the big weakness I see in Monks is that they absolutely CANNOT be multiclassed.
    Most other classes can take a multiclass dip for covering some of their obvious weaknesses, such as armor proficiencies for more ac, a fighting style for more dpr or even some spells for variety.
    The Monk, whoever, is hardwired to not be able to benefit from any of that. Their core feature (Martial Arts) NEEDS you to play according a very strict set of rules:
    – You cannot wear any armor, ever
    – You need to use your bonus action every turn
    – You need to attack with mediocre weapons (1d8 damage die, maximum)
    – A lot of things rely on your Unarmed Strikes, which are not Melee Weapons* and therefore cannot trigger abilities like Sneak Attack, smites or Dueling Fighting Style, all of which would up your dpr considerably.
    (*An Unarmed Strike attack is a “melee weapon attack”, but not “an attack with a melee weapon”. This sort of wording is one more reason why playing Monk sucks)

    On top of that, Monk is probably the MADdest class in the game, requiring good scores in Dex, Wis and Con to be minimally effective, has very few magical items useful for them (Insignia of Claws, as mentioned in the post, and Eldritch Claw Tattoo now in Tasha’s).

    Which is not, of course, to say Monks and multiclassed Monks are a bad idea. I play a terrible Monk/Bard multiclass and I love her dearly, despite having to deal with terrible Bonus Action clutter from time to time.

    • Ari Ashkenazi

      You are 100% correct that monk suffers from a ton of issues that limit its options. 5e has a design issue where classes that have a unique type of weapon (martial arts) aren’t supported properly so they’re left massively behind the options everyone else is taking.

      Monks also shouldn’t have 2 stat requirements for multiclassing, it’s very silly that 2 of the weakest classes (ranger/monk) have more restrictive multiclassing than the best classes in the game.

  11. Bob Bobberson

    This list is so completely wrong in my opinion. Yes, wizards are very good, but putting DRUIDS at second of all classes? i would swap sorcerer with druid, move ranger to at least 5th, fighter and rouge up, and warlock down. (Warlocks can only truly cast up to 5th level spells and are not very strong with weapons) and move barbarian up now that they have come out with path of wild magic.

    • Ari Ashkenazi

      Druids, specifically moon druids, are great at all levels of play. Sorcerers, while still good, are too narrow in their abilities to compete with the very best classes in the game.

      Ranger is still one of the worst classes in the game. It got better with Tasha’s but so did most other classes, meaning their relative strength stays similar.

      Monoclass fighters are solid enough they beat out monoclassed rogue, warlock, and barbarians. Path of Wild Magic is worse than Zealot and Bear Totem so that does nothing to change the classes’ power.

  12. BriKar

    Warlock’s Hexblade subclass easily moves Warlock up a few notches. Medium armor proficiency, and the thirsty blade evocation combined with pact of the blade puts them on the front lines of combat. Add eldritch smite, and they are almost like a paladin with better spells.

    • Ari Ashkenazi

      While I agree that Hexblade’s early features are quite good, as with the warlock class in general its late game abilities are sub-par. There’s a reason warlock is so often a dip but almost never a main class pick in optimized builds.

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