The Most Powerful Subclasses in 5th Edition D&D

Classes have been a key part of Dungeons and Dragons since 1st Edition all the way back in 1974, when players could choose between fighter, wizard, and cleric.* Over the intervening 45 years, the class system has been changed a multitude of times, but at its core, it has always played the role of allowing players to easily understand the flavor and mechanics their characters will be employing. 5th Edition takes this idea a step further, breaking each main class into a multitude of subclasses. These subclasses range from slight variations to complete changes in play style, and with that variation comes the unavoidable specter of imbalance.

But which subclasses stand at the top of the pile? Today, we find out. As noncombat abilities are almost impossible to quantify from table to table, I am limiting my examination to the combat viability of each subclass. I also ignore multiclassing in most cases, as I assume no one wants to read a 200-page examination on my descent into incoherence.


A painting of Vikings sailing a longship.

Let’s start with the angriest kid on the playground: barbarians. Grumpy fighters who believe clothes are for chumps, barbarians have six subclasses available to them starting at level three. Players can opt for protecting their allies with the power of their Ancestral Guardians, doing extra damage at the cost of exhaustion with the Berserker, doing far less damage with the Path of the Storm Herald,* or saying no to the god of death with the Zealot.

Unfortunately for players wanting balanced options,* there is one option that stands head and shoulders above the rest: the Path of the Totem Warrior. Specifically, the Path of the Bear Totem.* While this option has several features unique to it, the one that really matters is found at level three, granting the barbarian resistance to all damage types, excluding psychic, while raging. This is a massive improvement over other barbarian’s resistance to only bludgeoning, piercing, and slashing damage. Bearbarians effectively double their hit point total, a feature simply not matched by other options in the class.


An Elf woman with a guitar over her shoulder.

Bards, long the laughingstock of D&D, have finally found their time in the 5th Edition spotlight. Now full casters with a range of delightful abilities, bards rank as one of the best classes in the game. But which of their five subclasses stands atop the rest? Shall we dazzle our enemies with the College of Glamour, cut them with words using the College of Whispers, or cut them with swords using the College of Valor? Alternatively, you can cut your enemies with swords even better using the College of… well, Swords.

Though each of these options has its place,* it is the College of Lore that earns the gold in barding. One of the original subclassing options, the College of Lore’s most important feature is letting the bard steal spells from other classes’ lists. The bard can already do this without any subclass, but Lore bards can do it more often, and that makes all the difference. Spell stealing is both powerful and flexible, allowing for combinations of spells that were never intended to be played together.* While other colleges such as Whispers and Glamour are certainly capable, nothing comes close to Lore’s breadth of options and raw power.


A cleric armored with mace and shield.

Cleric, the first of D&D’s original classes we’re looking at, is a powerhouse in 5th Edition, being one of the only full casters capable of mixing it up on the front lines. Clocking in at a somewhat absurd sixteen subclasses, choosing the strongest was no easy task. However, after reviewing each option, I believe the strongest choice combines effectiveness with a unique power-set, and that would be the Life Domain. Life clerics have a few key features going for them, the first being Heavy Armor Proficiency. Heavy armor is incredibly good in 5th Edition and allows the cleric to function as the party’s healer, tank, and even damage dealer* without suffering in any of those roles.

The other major strengths of Life clerics are their Disciple of Life, Blessed Healer, and Supreme Healing features, found at levels 1, 6, and 17, respectively. Without getting too far into the mechanical weeds, these features remedy a major issue faced by all other healers in 5th Edition: healing damage with spells simply isn’t efficient. By adding flat bonuses to any spells cast by the cleric, healing the cleric whenever they heal others, and eventually maxing any healing dice rolled, the Life cleric is able to efficiently maintain the health of the party, a function not easily found outside of multiclassing. Put this improved healing together with everything else the base cleric gets, and you have one of the best monoclass characters in the game.


An Elf druid with a staff. Nissa Revane by Jaime Jones

Speaking of best monoclass, it’s time to talk about the druid. The five subclass options can be divided into those that improve the druid’s spellcasting and those that improve wild shaping. Circle of Dreams pushes the druid toward a full support roll, focusing on healing and utility. Circle of the Land does…something? Theoretically it adds a wider range of spell options, but in practice it only seems to add regret to druids who take it. Circle of the Shepherd adds strength to the druid’s summoned minions and frustration to the GM’s game as 32 velociraptors swarm over every combat encounter. Circle of Spores grants the druid a suite of flavorful abilities that sadly never end up being as cool as they sound.

As the only option I haven’t mentioned yet, it doesn’t take a Divination wizard to guess which druid subclass I’ve selected as the strongest, and that is the Circle of the Moon. Moon druids remain full casters like the class’s other options, being only slightly worse at whatever each other subclass specializes in, but in return, their shape-changing ability increases drastically in strength. Whether that’s delivering literal bear hugs at level 3 or the truly absurd infinity mammoth at level 20, the Moon druid has a consistently strong power curve interspersed with spikes simply not found in the other subclasses.


A fighter armored with sword and shield.

The fighter, another of D&D’s original classes, has had a bit of a rough time in modern D&D. It has a whole host of subclasses, but they all find themselves lagging behind spellcasting characters. The Arcane Archer lets you get your Hawkeye cosplay on, but lacks staying power. The Battle Master trips enemies all day but can’t do much once they’re down. Meanwhile, the Cavalier has subpar mounted abilities,* while the Champion is a pile of modest passive bonuses. The list goes on, but none of them can stand up a competently built spellcaster. But what if I were to tell you there was a solution to this problem, a way to enhance your ability to hit things with some arcane might?

Yes, I am declaring Eldritch Knight (EK) the strongest of the fighter’s many subclassing options. In the early levels, having access to Shield makes the EK almost impossible to hit. Later they get access to spells like Shadow Blade and the class feature War Magic, combining weapon attacks and cantrips for a more powerful extra attack feature. In higher-level play, EKs get access to Haste, one of the best buff spells in the game, a feature that pushes this subclass ahead of the competition. This decision was a close one; Battle Master is often held up as the fighter’s strongest subclass, but while Battle Master is good, I believe the Eldritch Knight’s spellcasting takes the win.


Three monks standing side by side.

The monk is a class with lots of interesting flavor, but it’s never quite had the mechanics to back that flavor up. Drunken Master lets the monk pretend to be Jackie Chan,* while Four Elements turns the monk into an underwhelming arcane caster. Kensei grants the monk subpar martial improvements, or you could get some subpar ways to avoid dying with the Long Death. The Way of Shadow and Sun Soul grant fun darkness and fire abilities, respectively, but neither has much impact on combat.

Out of the seven options, one is clearly the strongest, but sadly not in an interesting way. I am, of course, referring to Way of the Open Hand. Levels 1–16 see this subclass as a below-average damage dealer whose main contribution to fights is annoying the GM with entirely too many constitution and dexterity saving throws to avoid being knocked over or stunned. However, level 17 sees the Open Hand gain a new punch that forces a monster to make a very special save, taking 10d10 damage on a success or simply dying on a failure. As far as I can tell this is the only save or die ability granted to the players* and is so much more powerful than other monk options that they are not even worth considering. If you are willing to pay the monk tax of levels 1–16, Open Hand is the way to go.


A paladin in full armor. Spirit Bonds by Willian Murai

A front-line tank with access to a suite of powerful spells and devastating burst damage, the paladin’s base kit is so good you’ll have an effective character regardless of subclass. However, this doesn’t mean those subclasses are created equal. Conquest focuses on battlefield control through spooking your opponents, whereas Crown lets the paladin protect their allies with taunts and damage redirection. Devotion contains generic good stuff with a situational immunity to charm, and Redemption is all about keeping the peace through diplomacy and damage redirection. Vengeance covers your edgelord paladins by granting them a suite of offensive spells and abilities, and finally there is Oathbreaker, the perfect subclass for your selfish paladin player who wants to do as much damage as possible.*

Despite several good options I’ve already listed, the best paladin subclass falls to the Oath of the Ancients. Thoroughly uninteresting in almost every respect, Ancients paladins have one class feature that alone makes them the strongest option: spell resistance for themselves and anyone standing within their aura. This feature is so incredibly good it’s hard to overstate. Spells, especially high-level ones, can deal damage in the hundreds. Halving that for not just yourself but your party easily places Oath of Ancients atop the paladin pile.


A Drow ranger with a panther animal companion.

While the petty power gamer in me wanted to leave this section blank, I would be doing a disservice to players trying to get the most out of their rangers. I’ll be honest: the ranger is easily the weakest class in 5th Edition, and none of the five available subclasses fix this problem.

Beast Master has the dubious distinction of being the weakest possible option you can take in 5th Edition. It supposedly augments the ranger’s abilities by granting them an animal companion, but these features are so underpowered they are worse than simply using the ranger’s base kit. Gloom Stalker turns the ranger into a weaker assassination rogue. Horizon Walker lets the ranger…detect portals?* Jokes aside, this subclass is also bad, with a paltry damage boost and highly situational extra attack mechanics being the only things to recommend it. Rounding out this list is the Monster Slayer, another weak option that doesn’t even make you good at slaying monsters.

Although none of the ranger’s options are what I’d call good, at least it wasn’t hard to pick out the strongest, specifically the Hunter subclass. Hunter rangers get to choose one of three powers at levels 3, 7, 11, and 15. While none of these choices are particularly exciting, the flexibility found here coupled with the fact that each option is at least as powerful as those found in the other ranger subclasses means that if you want to optimize your ranger, Hunter is the best of several bad options.


A Drow rogue dual wielding knives.

The archetypal sneak, rogues supply consistent damage in the form of Sneak Attacks. The class has seven subclass options, all presenting a different flavor of “stab the thing, but maybe where they can’t see me.” Arcane Trickster supplements the rogue’s mundane abilities with a touch of spellcasting, whereas Inquisitive turns the rogue into a Sherlock Holmes–style character, with an eye for detail aiding them both on and off the battlefield.* Mastermind grants the rogue options to assist their party during a fight and aid in battlefield control, and Scout ensures that the rogue can both find and escape from any trouble they’d like. Finally we have the Swashbuckler, for rouge players who realized halfway through the campaign they wanted to be fighters. Eschewing the traditional restrictions on Sneak Attacks, these rogues prefer to get right up in their enemies’ faces for some strategic stabbings.

Although the rogue is another class that receives the lion’s share of its power from its base kit, it is the Assassin subclass that really brings the most combat power to the table. Assassins get Advantage and an automatic crit when they surprise an enemy, doubling all those wonderful Sneak Attack dice. This is really easy to do with the rogue’s ridiculously high Stealth score. While not combat focused, the subclass’s 9th- and 13th-level abilities grant some utility and roleplay options. Then, if you make it to 17th-level, Death Strike can see you rolling roughly 40d6 of damage. While not the most thematically interesting, Assassin delivers reliable amounts of burst and sustained damage that other options cannot match.


A sorcerer with fire powers.

Ah, sorcerer, the caster that looks at all the other magic users in the game and laughs at all the hard work they put in for their power. Why didn’t they have the good sense to just be born with a font of magic inside them like a reasonable person? But with this innate magic comes the important question: Where did it come from? 5th Edition provides us with six origins for our gifted mageling: the elemental powers and scale-like hide of a Draconic Bloodline, the pure firepower of Pyromancy, the brooding darkness of Shadow Magic, the electric power of the Storm, or the underwhelming randomness of Wild Magic.

Sadly, for these subclasses, there is one more option that puts them all to shame: the Divine Soul. Born with the inherent power of the gods, Divine Soul sorcerers have access not only to their normal arcane spell list but to the entire cleric spell list as well. I cannot overstate how good this is. Most classes that dip into another type of magic, such as the Arcana cleric, get a select few spells, but Divine sorcerers have no restrictions outside of the limited number of spells they learn per level.

This could be the entire subclass and it would still be the best, but Divine Soul is kind enough to provide our godly sorcerer with an improved save feature, the ability to empower their healing with Sorcery Points, limitless flight, and the ability to regain half of their hit points when they drop below half health. I’d say out of all the classes, sorcerer has the largest power differential between its most powerful subclass and the other available options. If you ever want to make an optimized build using this class, Divine Soul is the correct choice.


A warlock summoning blue fire.

Warlock is an interesting class in many ways. It has a unique form of casting, it never goes above four spell slots, and it has almost two different sets of subclass options: the Otherworldly Patron at first level and the Pact Boon at third level. For this discussion I will be exclusively judging which patron out of the six available is strongest. The Archfey is an underwhelming patron that gifts the warlock with some rather weak mental trickery. The Celestial lets warlocks stay on Team Good and grants some useful healing abilities that can turn the warlock into a secondary healer. The Great Old One has cool Cthulhu flavor but little to recommend it mechanically. The Hexblade is a patron that seems tailor-made for multiclassing, granting a host of good abilities at level one, including the ability to use charisma as a weapon’s hit/damage stat. Lastly, we have the Undying, a patron whose 10th-level ability means the warlock doesn’t have to eat any more…wooo.

When it came to selecting the best warlock subclass, I found myself at a quandary. As someone naturally drawn to optimized builds, warlock often makes an appearance on my character sheets, but rarely past level three. The class is so front loaded with features that it is prime multiclassing material. That’s especially true for the Hexblade patron, a key tool in my fight to never use strength as a weapon stat. However, this article is focused on monoclassing, and as such, Hexblade’s value is severely curtailed.

That leaves the tried-and-true Fiend patron as the cream of the crop. The main reason for the Fiend’s victory can be summed up in one word: fireball. The Fireball spell on short-rest recharge is extremely good, and the Fiend is the only way for a monoclassed warlock to gain access to that powerful spell. Add on top of that a little bit of survivability and the power to literally put someone through hell, and you have the best warlock subclass.*


A wizard summoning red flames. Arcane Savant by Chris Rallis

Wizard is without a doubt one of the most powerful classes in 5th Edition. Not only do they have access to the best arcane spell list, but they also have a host of powerful subclasses to choose from. To avoid the entirely too long list of ten subclasses, I can sum up eight of them as a focus on one school of magic. These subclasses enhance that school in some way and range from extremely powerful to weak but flavorful. Alongside these school specializations is the Bladesinger, a wizard who got mad and decided to hit people with a sword, and War Magic, a wizard who got mad and decided to hit people with spells. While both martial-focused subclasses can be fun, and in the Bladesinger’s case can be a part of some very interesting specialist builds, their focus is too narrow for me to rank them any higher than middling for the mono-mage.

That leaves us with school-based subclasses, and though it may be considered a bit boring, the school of Evocation is my pick for strongest wizard subclass. What makes this subclass so good is the feature Sculpt Spell. This ability allows the wizard to choose who they want to get hit by the fireball they just tossed out. Did the fighter run headlong into a gaggle of bugbears? Not a problem. Unlike those uneducated sorcerers, the Evocation wizard can simply sculpt their explosion around their overexcited party member, leaving them untouched in the middle of a bugbear roast. On top of this incredible ability, Evocation wizards get improved cantrips, additional flat damage on all their spells, and the eventual ability to max damage on any spell fifth level or below. Add all this up, and Evocation wizards blow away the competition.

Obviously, this list has been somewhat light on the mechanical discussion and examines each class through the narrow lens of combat, but I hope reading it has sparked some interesting discussions. Whether it’s about how to eke out the most damage from one of the subclasses I highlighted here, or how you’re going to prove that Beast Master ranger really puts all other classes to shame, I hope to read about how wrong I am in the comments. The 5th Edition class system certainly has its flaws, and I would never dream of calling it balanced, but the fact that I can spend pages discussing just 12 of the available options speak to the varied gameplay it can supply to players.

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  1. Adam

    “Theoretically it [Circle of Land druids] adds a wider range of spell options, but in practice it only seems to add regret to druids who take it.” LOL

  2. Felix

    I enjoyed the article, and it definitely got me thinking about some builds that I want to try out. I do want to point out a minor correction for the warlock. Warlocks actually get access to up to four spell slots. Three at level 11 and four at level 17.

    • Ari Ashkenazi

      You are right that the warlock’s mystic arcanum feature is very similar to spell slots. However, they aren’t exactly the same and the higher level view this post had to take meant I couldn’t get into them. Thanks for pointing it out

      • András

        Felix was not talking about mystic arcanum. Take another look at the table on page 106 in the PHB, column “Spell Slots”.

        When someone suggests you made a mistake, you should double check before being condescending.

        • Ari Ashkenazi

          Apologies, I spend so little time with warlocks above level 5 that I forgot they do gain additional slots, thanks for point it out =).

  3. Innocent Bystander

    I’m an evocation wizard in my group’s d&d game and can testify that sculpt spell is the best. Also our barbarian used the bear totem until he was exiled from his clan and became a fighter.

    • Ari Ashkenazi

      I’ve determined that party wizards who fireball their friends a lot don’t tend to last long

  4. Adrien

    something important that didn’t get mentioned is the rangers spellcasting past level 2, and its plethora of bonus actions that make for fantastic set-ups for consistent damage dealing. My monster slayer ranger consistently deals the highest damage and has the highest kill-count in our party of a samurai fighter, conjuration wizard, glamour bard, and inquisitive rogue, thanks to careful use of class features, hunters mark, and hail of thorns. combine that with the sharpshooter feat, and a magic bow and im consistently rolling at least 3d10 damage on a hit after two or three turns.

    • Ari Ashkenazi

      The higher level view of each class meant I couldn’t mention every festure of the ranger. Yes their spell casting does add some value, but they’re still in the bottom of the barrel when it comes to power level. This doesn’t mean a ranger can’t be a valuable member of a party or top the damage charts, just that their potential is lower than other options.

    • Rodney Hall

      How are you using hail of thorns and Hunter’s mark? They are both concentration spells, so my understanding is that they would not stack.

      • Fargol

        I don’t think that Adrien’s list was cumulative. He starts with Hail of Thorns and take a shot into the crowd of enemies, afterwards he casts Hunter’s Mark for the following rounds.

  5. Russell

    A few disagreements.
    1) illusionist is the best wizard hands down. After a certain point the illusions become real. A wily player can pull off some incredible shenanigans with that one
    2) assuming you have a party and it’s not just you and the dm champion is the best fighter, leave the magic to the mages
    3) assuming you power game it correctly beast master is the best ranger , make yourself a halfling or gnome and give yourself a pteranodon animal companion and ride it OR give yourself a giant poisonous snake companion and milk it for its venom during long rest to be able to add poison to your own weapons you can also still ride the snake if you are a halfling (ranger isn’t weak at all, a player just has to know the rules VERY well to get the most out of it, which makes it harder to play effectively than most classes)

    • Innocent Bystander

      Divination isn’t anything to sneeze at either. Portents have gotta be the biggest wild card. Roll well? You can use those rolls to successfully complete actions. Roll poorly? You can sabotage your enemies with those rolls.

      • Ari Ashkenazi

        Divination was a close contender for my top spot, but I put more stock in the reliability of the evocation school. I can totally see the argument for divination being the best.

    • Ari Ashkenazi

      Illusionist is one of those magic types that is heavily reliant on what the play can convince the GM is allowed. Given that type of variance I couldn’t put it on top of any power listings.

      Champion is numerically a middle of the road fighter with nothing particularly good or bad, both battlemaster and eldritch knight outclass it if the player makes any use of their sub-class abilities.

      You are right that you can get yourself a flying mount as the beast master, but you still trail behind pretty much every other ranged martial option for damage. Your mount is also very vulnerable to ranged attacks, meaning you probably need to use an ASI picking up mounted combatant.

      As for acquiring venom from your pet there are no rules for that so I could not consider that in this post. Many abilities are stronger if you can convince your GM that they can do things not found in the normal rules. Going just off what is in the base rules the beast master is by far the worst ranger sub-class, doesn’t mean it can’t be fun, just that it’s not particularly strong.

    • Ari Ashkenazi

      Foiled by my inability to remember all the dmg rules, you are right that you can harvest the dc 11 con save 3d6 poison from your beast master’s snake pet. However, this process is time consuming, it’s unlikely most rangers will reliably hit the DC 20 nature check at the lower levels where the poison will be most iseful, and con saves are usually the worst type of save against monsters. On top of all this there is nothing to stop any other ranger from capturing a giant poisonous snake and doing the same thing, beast master rangers don’t conjure their companion so if there is a snake around for taming there should be one around for capturing.

      At the end even if only the beast master got poison the rest of the sub-class is so bad I wouldn’t rate it highly.

  6. Colin

    Fighters in 5e are highly dependant on group composition. If you have a good warlock or rogue (ideally both), damage dealing becomes substantially less important. In which case battle master is the best hands down. Your job becomes taking heat and being basically invincible.

    DMs – do not do what my DM did and allow your battle master fighter to get admantine armor! Being immune to crits, with ridiculous AC, HP, the heavy armor mastery feat, and the parry battle master ability is a fun broken combo that basically means you never go down. Ever. It’s disgustingly good. In our games, the minimum encounter difficulty we faced was double deadly (highest was 20x deadly – but that was a staggered encounter), never once did I go below 1/3 HP, even then only against extremely caster heavy opponent groups. When you do get low, the second wind class ability keeps you in the fight. To increase the utility – shield mastery and sentinel feats – granting you: limited evasion, pushing, and free attacks when the enemy attacks the rogue.

    • Ari Ashkenazi

      Battle Masters certainly are quite good, easily 2nd best IMO.

    • Adam S.

      if you all some UA…the Shield Master subclass from the Fighter Folio is a beast of a tank class. For fighter it does depend on your role within the party. In my group, we needed a meat shield. So, I got heavy srmor, the heavy armor prof., shield master feat, and armor mastery all to Max out AC, damage resistance, and spell/aoe survivability.

      If you have a meat shield, then arcane archer is probably the best because they can get up to 4 attacks a round and deal heavy damage from afar like a heavy artillery gun.

      I think all the best subclasses require a measure of group dynamic to be most effective, but in the case of the fighter, it is essential to know your role to be the best you can be, maybe more than any other subclass.

      • Ari Ashkenazi

        Fighters definitely do make good front line tanks. I’m not convinced the arcane archer is ever the right choice for maximum damage, given how limited their resources are. If you’re going for maximum attacks then Eldritch Knight with haste nets you 6 hand crossbow attacks per round without action surge at 20.

  7. Richard

    You are, of course, familiar with YouTuber JoCat’s “Crap Guide to D&D [5th Edition] videos….

  8. Vazak

    Cool stuff, also loved the art!

  9. Adriano Tenório

    It seems to me really boring that every single character is now about to cast magic. I feel like it’s gonna be the battle of Hogwarts in every encounter.

    • Ari Ashkenazi

      I think Wizards realized that spell casting is really powerful and to help buff some of the weaker martial options they added spell casting. If that’s not your jam there are solid pure martial options to pick from =).

  10. Keith

    I have to disagree about Wizard. I haven’t played an Evocation wizard, and I see what you mean in the comments about consistency, but I HAVE played a Divination wizard up to Level 20, and Portents just give you so much player power. You literally at any time in the game can determine the outcome of any roll. The only thing the DM has as protection is legendary resistances. Portent replaces advantage and disadvantage as well, and that can be absolutely lifesaving for you or a party mate. There is nothing else like it in the game. It also comes with the responsibility to pay attention all the time to the whole table and be quick on calling it out, because it HAS to be called before a roll.

    Low Portents are amazing for higher level wizards, because most useful higher level spells are based around saves rather than spell attack rolls. Saving a low Portent to make your DM’s beautifully OP enemy auto-fail a save is not only extremely satisfying, but it can be a TPK-saver as I’ve experienced MANY times. Low Portents remove the significant downside of the hardest hitting single target damage spell Wizards get: Disintegrate. Since it’s all-or-nothing based on a Dex save, I’m not sure it’s even worth it for other wizards, but a Divination wizard says all at once “I cast Disintegrate, and he rolls a 2 on his Dex save.” Or “I cast Forcecage around him…oh, he’s trying to teleport out? He rolls a 3 on his Charisma save. He’s stuck for an hour.” The. End. Making enemies fail saves against high level spells is enormous (look at the Indigo and Violet layers of your Prismatic Wall). Medium Portents are great for making concentration saves for those many, many concentration spells Wizards have or for helping your partymates make saves, and high portents are great for your teammates who hit things hard. High portents actually are the least interesting, I’d say, unless you get a 20. Then you wink at your Paladin or Rogue to start getting out their extra dice.

    Now, Evocation seems like a great lower level option (Tiers 1 and 2) when you actually are relying heavily on attack spells and you need to sculpt fireballs. If you know you’re only going to play in that range, yeah, I’d heavily consider Evocation. But at high levels and even at any level, the raw game-controlling power of the Divination wizard can’t be beat. Throw in the Lucky feat and Resilient (Con saves) (I did both) and maybe even War Caster, and you’ll basically be a god that controls destiny itself, much to the chagrin of your DM.

    Also, anyone, go find and check out Treantmonk’s guides for Wizards and his thoughts on XGtE. Brilliant stuff.

    • Ari Ashkenazi

      Divination was my runner-up for the Wizard. While I like portents, being able to ignore friendly fire is huge even at higher level.

    • Arktykk

      Hi. Hello. I want to inform you of something very important.


      • Ari Ashkenazi

        I am aware it can be used at any time. As I said it’s a good ability, just not as good as what evocation gets.

  11. Chris

    While it may not be *top tier* as you put it, I really love my Hexblade Pact of the Blade Half-Orc Warlock….

    He’s not well rounded, and is a bit sub-par in mass melees. But he is the very definition of a boss-breaker.

    Blink. Hex or Blur depending. Curse. Plus the armor that he can wear…. means that he can wail on a single target and very consistently avoid taking any damage in return.

    Expanded crit + Half-orc’s vicious crit + the multi-attack of this flavor of warlock, means that on a given turn, I see him turning out loads of damage. I’ve had more than one DM very visibly gnashing teeth at how often this character takes down a big bad in turn two.

    Now, I haven’t played this character past about level 7/8, yet. But I always feel myself perk up when I see what looks like a “big bad”.

    • Chris

      … or if I don’t take down the boss, how hard it is for the boss to neutralize me.

    • Ari Ashkenazi

      Hexblade “crit fishers” are a solid build. I think I’ll include one in my next build article.

  12. DukeCityCowboy

    No love for the artificer?

    • Ari Ashkenazi

      The artificer wasn’t released when I wrote this, although even if it were I find the classes’ power level on the low side. I am considering writing about a build using a very well made homebrew artificer that I like a lot.

      • DukeCityCowboy

        Moo Moo, my bad. I agree it is definitely underpowered. My fix is to leave the spell list as is but to change the spell slot progression as follows:
        Cantrips Spell Slots per Spell Level
        Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
        2 2
        2 2
        2 2 1
        2 2 1
        2 3 2 1
        2 3 2 1
        2 3 2 1 1
        2 3 2 1 1
        2 3 2 2 1 1
        3 3 2 2 1 1
        3 3 2 2 1 1 1
        3 3 2 2 1 1 1
        3 3 2 2 1 1 1 1
        3 3 2 2 1 1 1 1
        4 3 2 2 1 1 1 1 1
        4 3 2 2 1 1 1 1 1
        4 3 2 2 2 1 1 1 1 1
        4 3 2 2 2 1 1 1 1 1
        4 3 2 2 2 2 1 1 1 1
        4 3 2 2 2 2 1 1 1 1

        • Ari Ashkenazi

          I think converting the class away from the half-caster type to either full martial or full magic is the way to go. Splitting the 2 has failed with both the artificer and ranger, with paladin only succeeding because it’s a overturned martial class that also gets spells.

          • DukeCityCowboy

            I would have liked to have seen it been a full caster personally but c’est la vie. This “half caster” spread is just a different way (bisect rather than half)
            of doing the same thing. I always found it frustrating as a DM and as a player to track when half casters got access to the next tier of spells and found it underwhelming when half casters chose to cast spells offensively during encounters because you know with certainty it is going to be underpowered when they do. This at least gives half casters the same pacing without outshining the full casters.

  13. Kat

    in my opinion, the School of Transmutation is the most powerful, and practical, especially in the hands of a creative PC.

    • Ari Ashkenazi

      I’d be interested to hear how you’ve seen the school used that puts it above mechanically powerful schools like divination or evocation.

      • Glen

        I was asked not to play my transmutation wizard past level three. I had a sailor background, and was using my skill in history to find shipwrecks, and Alter Self to loot said shipwrecks.

        • Ari Ashkenazi

          I’m a little confused as to what part of that was A. problematic and B. was specific to you being a transmutation wizard.

  14. Griph

    I’m a little surprised you did not mention the thief rogue, I’m not saying its the top spot especially when it comes to combat, but I thought it was less forgettable than that as you mentioned all the other options for rogue at least in passing.

    • Ari Ashkenazi

      The thief rogue can definitely do some cool stuff outside of combat, but my unfamiliarity with it personally meant I didn’t have a ton to say.

  15. Zenexi

    You are wrong first of for Horizon walker you gain the ability to turn your damage to force (The least Resisted in the game) yes this takes an action however then you use hunters mark and then you can have 2d8 + 1d6 damage at 3rd level. Which is hella powerful, The portal feature is highly situational however at 15th Level I can opt to use my reaction to gain resistance to all damage as many times as I want, And the free use of the etherealness spell could mean the upper hand in beginning a fight. Your Jokes are funny however you underestimate what is probably one of the best Ranger Subclasses alongside Gloomstalker

    • Ari Ashkenazi

      The cost of a bonus action for Horizon Walker is a huge drawback. Hunter gains the additional 1d8 at a much lower cost of requiring the target to be damaged, a condition that is almost always met. Most optimized builds can trade their bonus action for another attack, something the Horizon Walker feature conflicts with. Even if you don’t have that extra bonus action attack, Hunter’s Mark also conflicts with Horizon Walker. Yes force damage is good, but it’s not worth the cost. The level 11 boost is also decent, but once again not worth the cost, bonus actions are very valuable.

  16. Zargos

    I really wasn´t expecting the Assassin to be the most powerful rogue subclass in anyone´s mind.
    While I admit the rogue assassin can deal a ridicoulous amount of damage in ONE hit (170 hit points of damage average), dealing this damage is highly situational. I understand your thinking that because the Rogue has probably expertise in stealth, and at high level reliable talent, that they should be able to get the surprise round at least most of the time. But that is not what happens most of the time. Most of the time you hide perfectly and the enemies see your party, and so combat starts and while they don´t know YOU are there, they´re already alert and can´t be surprised.
    Also, the lv 9 and 13 abilities are almost never used, and they´re just a tiny more powerful versions of the charlatan background abilities, which most rogues pick, so it´s not very usefull.
    Finally, Death Strike. The Lv17 ability that makes your damage the highest in the surprise round, and it almost never works against bosses.
    To use that ability not only you need to get a surprise round on the enemy
    (Which means either go alone or in a full rogue party most of the time) that enemy also has to fail a constitution saving throw. Most enemies that can be used as bosses against Lv17 characters have constitutions saves of +13 that I saw go as high as +18. The usual CD for death strike is 19 (If you´re not stupid) which means most of the time they are gonna succeed the save and just take the usual 86 points of damage, which is really disappointing with all the prep getting the surprised round usually is.
    Now, second point of why the assassin isn´t so powerfull.
    Now that I proved that the burst damage isn´t reliable, at all, next is proving that it doesn´t have sustained damage either.
    Sure, as long as you go first in any encounter you have one free sneak attack, but it´s only for that ONE round. If you want sustained damage you have much better options, especifically 2:
    Swashbuckler and Inquisitive.
    The Swashbuckler have their sneak attack whenever they´re in some sort of duel, which gives them a little bit more of reliability.
    And the Inquisitive can make an insight check against the enemy deception check and get free sneak attack for 1 minute, and if you play inquisitive probably you put expertise in insight and have a wisdom as high as your dexterity, so this usually works.
    Besides, most monsters have non existent charisma so most of the time the DM just says Fuck it, you succeed and you get free sneak attack.
    Those are my thoughts on the rogue assassin and why it isn´t as great, but, even with all I said and all my knowledge on rogues (They´re my favourite class, I think it´s a bit obvious) I´m not sure who I would classify as the Best rogue.
    Every rogue has something to it, the thief can be very versatile with use magic device, fast hands and thieve´s reflexes, the inquisitive has reliable damage and really good lie detecting skills, arcane trickster is really fun, just as any spell caster, overall using your invisible mage hand to ruin your enemies lives, mastermind is a really helpfull support that knows everything about everyone, the scout is Robin Hood and the swashbuckler is a great and charming duelist.
    At the end of the day, I think I could give the prize of best rogue to the arcane trickster, but it´s really a matter of taste with the rogue,
    This is probably the longest comment I ever written.
    Signed: A rogue player.

    • Ari Ashkenazi

      Thanks for taking the time to leave your long comment, I’m always happy to hear from folks who spend a lot of time with classes I don’t. To me none of the rogue subclasses are particularly good, as I think the base class provides most of the power. As for features that provide alternate avenues of sneak attack, I don’t value them particularly highly as the rogue will be attempting to hide already, making them redundant. This is especially true if the rogue is a Lightfoot halfing, which if I wanted to make a “best ancestry for each class” guide would be #1 for rouge.

      I would agree that Arcane Trickster is best for a melee rogue as it gains Booming Blade. However, I think the best damage delivery method for rogue is the hand or light crossbow, bumping the Trickster down to 2nd.

      • J'Klableu

        Gonna have to agree with Zargos on this one. Assassins only really shine when EVERYTHING goes according to plan, which doesn’t happen as often as they would like it to. Honestly, Assassin’s main selling point is its out-of-combat perks for infiltration, which are also somewhat situational. Like you said, most of the Rogue’s best abilities come from the base class, so being able to consistently make use of their standard kit is key. Arcane Trickster does this well, while also giving them greatly improved versatility with their access to spells.

        That’s just my two cents anyway. Either way, loved the post! I thought we were gonna have to fight when you didn’t put Hexblade as #1 Warlock, but that was probably just the multiclasser in me getting riled up lol

        • Ari Ashkenazi

          I’ve actually changed my opinion on rogues since I wrote this article, I’ve I rewrote it now I’d be placing Arcane trickster as the top subclass, cause it turns out spells are good =P.

          As for Hexblade vs Fiend, if this list factored in multiclassing then Hexblade would win hands down, but monoclassed the Hexblade is only okay in my mind, whereas Fiend is awesome with short-rest fireballs.

          • Jaskier

            Good job on the guide, and good job replying to often incomprehensible comments.

            I think you’re still underestimating all the fun and powerful things you can do with Arcane Trickster, it’s not just the best rogue, the find familiar advantage makes it by far the best rogue.

            I think Arcane Trickster is the only rogue that can compete with the other classes (not including artificer and monk). It covers for a rogue’s core weaknesses, including: lack of consistent damage (Find Familiar, Shadow Blade), worse utility than bard (Mage hand, Gift of Gab, various), lack of stealth options when DM doesn’t make life easy(minor illuson, disguise self), fragility(mirror image)

            Overall, spellcasting gives you the tools you need to make your other class abilities actually work. Sure you can do double sneak attack with Assassin, but without half the tools you need, you’re never going to surprise attack a boss.

            Also, Fireball isn’t a good enough spell to carry a subclass, it fills the aoe damage niche which warlocks don’t usually have, but it doesn’t scale well and blast spells are overrated. Spending your spell slots on blowing people up is cool, but you don’t get those fireballs for free.

          • Ari Ashkenazi

            Thanks, I try to answer comments whenever I can =). You’ll be happy to hear that since I wrote this I have been convinced that Arcane Trickster is the strongest rogue subclass my a significant margin, for many of the reasons you’ve listed here. I actually have a fighter 1/AT rogue X build that I’m looking to try out in a future game.

  17. Angel

    So out of the classes how are they ranked?
    1 Wizard
    12. Ranger
    At least I know that you have ranger at 12 lol

    • Ari Ashkenazi

      That’s a tough one, probably deserving of its own article, but long story short I see 2 different ways to rank the classes: as standalone entities and including various multi-class options. Obviously the 2nd method is much harder, so I’ll with the 1st.

      1. Wizard
      2. Bard
      3. Paladin
      4. Druid
      5. Cleric
      6. Sorcerer
      7. Fighter
      8. Rogue
      9. Barbarian
      10. Warlock
      11. Monk
      12. Ranger
      13. Artificer

      As for the second method, this is what I have off the top of my head.

      1. Paladin
      2. Warlock
      3. Wizard
      4. Fighter
      5. Cleric
      6. Druid
      7. Bard
      8. Sorcerer
      9. Rogue
      10. Barbarian
      11. Ranger
      12. Monk
      13. Artificer

  18. idanbhk

    Gloom Stalker is not only the best ranger subclass, but one of the very best classes in the game.

    Yes, non-revised ranger is s**t. But Gloom Stalker:

    Is entirely, completely invisible to every enemy without blindsight in darkness
    Can deal 4d8+3d6+3*dex on turn 1 of combat at lvl 5 (double that with 2 levels of fighter)
    Gets proficiency in 2 of the big 3 saves

    The invisibility alone pushes it far. The free extra attack with extra damage every combat is insane. It multiclasses amazingly well (mostly with fighter, but rogue as well).

    It’s by far better than hunter.

    • Ari Ashkenazi

      I’d put Gloom Stalker as the solid 2nd place. It’s ability to count as invisible in darkness to creatures with darkvision is severely hampered by the fact that light sources are extremely common in DnD. Most parties will have at least 1 member who doesn’t have darkvision, and even if they aren’t producing light many monsters can. Umbral Sight isn’t a bad feature, but I believe you’re overselling its general value.

      You’re right that Gloom Stalker does a lot of damage that first round of combat, but I prefer the hunter for its sustained damage output. On average a Hunter’s 1d8 bonus equals the Gloom Stalkers after 3 rounds, with any beyond that pushing the Hunter above the Gloom Stalker. Dread ambusher also has the minor downside of being completely canceled if the party suffers a surprise round, as their first action doesn’t take place till the second round.

      You could multiclass with fighter for action surge, which does a fair amount of first round damage, but after that you’ll be far bellow what other optimized characters are doing. Probably better to just pick up the 11 fighter third attack instead. As for rouge, they already attack from being hidden most rounds with the use of Cunning Action hide, so delaying their build by at least three levels doesn’t seem worth to me.

      As far as rangers go Gloom Stalker is fine, but I still don’t agree it is the strongest ranger sub-class, and definitely not one of the strongest in the game.

  19. Arktykk

    Yes. Divination. Along with the ability to regain spell slots from using spells at higher levels. I would say that Divination is powerful, but War Magic is also very nice

    • Ari Ashkenazi

      As I’ve said elsewhere I’d rank Divination as a strong contender for 2nd place. As for war magic, I like its component pieces but I’ve had a hard time figuring out a build that uses them better than the other wizard subclasses.

  20. Dillon

    I actually discovered a wizard warlock combo. You take a warlock with the elderitch invocation that allows you to cast mage armor for free, then an abjuration wizard subclass, and you got yourself an infinite ward

  21. speed

    I disagree with your take on the ranger subclasses. Gloomstalker gets an additional save proficiency, that’s a big deal! And then it gets invisibility against darkvision which is situationally very powerful.

    The thing to remember with Horizon Walker’s “paltry” damage boost is that it converts the entire attack into force damage, which means Horizon Walker is doing magical damage right from level 3. The lv7 ability is limited but can be thought of as a free short rest misty step in many cases, and the lv11 ability is fantastic! At will teleportation that makes you functionally immune to melee disadvantage on ranged attacks? This is one of the best features of any ranger subclass even today, you basically become Tracer. Not to mention, Horizon Walker has a fantastic spell list. If HW has a problem, it’s that it basically doesn’t work at all with dual wielding (though there’s a case to be made that this is as much a problem with dual wielding as it is with HW)

    Also a note on Detect Portal: yes it’s extremely niche, but it’s something only the Horizon Walker can do. There isn’t any other spell, item or feature in the game that does what Detect Portal can do. So if it does come up, you can feel good knowing you’re the specialist.

    • Ari Ashkenazi

      I agree that the Gloomstalker’s wisdom proficiency is nice, it’s just not enough. Hunter also has decent defensive option and more damage to boot. As for Umbral Sight, it’s defeated by any source of light by either you or your enemies. You’re right it’s good when it comes up, but I think those instances are a lot rarer than many people think.

      I agree that converting the HW’s damage to force is good if you’re playing in a game that goes to mid or high levels without any magical weapons. However, the difference between magical and nonmagical damage is tiny at level 3, and most parties will have magical weapons of some sort by level 5. That damage boost also takes a bonus action to activate which is a major cost compared to the no cost activation of the Hunter.

      A 7th level feature that mimics a 2nd level spell is not a good feature for the level it was received. As for the level 11, it’s a potential extra attack that requires you to spread your damage out, which is generally bad. Compare that to the hunter’s potential 25 attacks through Volley and it isn’t even close.

      Obviously you won’t hit 25 targets the vast majority of the time, but it’s not hard to catch at least 3 creatures in that area, mimicking the Horizon Walker’s feature with massive room to improve. As much as I love Tracer the fluff around the feature doesn’t makeup for its shortcomings in actual output.

      Unique but mostly useless abilities are still mostly useless. If there were a subclass with the ability to detect flumphs I wouldn’t rate that highly either even if there are conceivable situations where it could be good.

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