Key Takeaways
- Wizards are the best casting class due to spell versatility and iconic status.
- They have low spell slots and are squishy, but excel in out-of-combat situations.
- Changes in 2024 handbooks increased wizard versatility, improved spellcasting mechanics, and beneficial subclass features.
As a seasoned adventurer who has dabbled in both arcane arts and martial prowess, I must say that my personal preference leans towards the Wizard class. With a lifetime filled with countless tales of camaraderie, danger, and the occasional tavern brawl, there is something truly captivating about the versatility and power that a Wizard brings to the table.
Originally in the standard edition of Dungeons and Dragons 5e, there are six main character classes that can cast spells: the Bard, the Cleric, the Druid, the Sorcerer, the Warlock, and the Wizard. In the setting of Eberron: Rising, an additional major spellcasting class for D&D was introduced – the Artificer. More classes like this can be found in expanded versions and as downloadable content, particularly on D&D Beyond.
Each class for casting spells in D&D isn’t identical; there are variations. For instance, the Warlock and Druid are designed to be adaptable, whereas the Sorcerer and Wizard excel at dealing immense damage while sacrificing little or no defense. Although they may appear alike initially, the playing style of each D&D spellcasting class is remarkably distinct from one another.
As a seasoned gamer, before I dive headfirst into crafting my beloved Spellcaster for our upcoming adventure, it’d be wise to explore the changes each Spellcaster has undergone in this latest iteration of the Player’s Handbook, ensuring I’m well-prepared for our quest.
8. Blood Hunter, From The Critical Role Podcast
A Fearsome, Varied Class Unfortunately Locked To DnD Beyond
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The Blood Hunter class is exclusive to D&D Beyond, the online platform for Dungeons & Dragons. It originates from a specific rulebook linked to the popular Critical Role Dungeons & Dragons podcast, offering a blend of characteristics typically found in both spellcasters and melee fighters.
Drawing inspiration from characters like Witchers in the Witcher series, Blood Hunters employ magical spells during battles and undergo sinister rituals to transform their physiques, thereby augmenting their senses, fighting abilities, or other characteristics. This intricate and engaging class is a joy to play, but its exclusivity through D&D Beyond can make it challenging for players to readily access the class.
Blood Hunter Class Strengths
- Powerful, varied abilities and combat style
- Lots of room for unique RP and character backstories
- One of the few “new” classes, ripe for long-time and new players alike
Blood Hunter Class Weaknesses
- Can be complex to learn for new D&D players
- Only officially available through D&D Beyond’s online rulebooks
Changes In The September 2024 Player’s Handbook
Since the Blood Hunter is essentially an additional class within a limited setting and isn’t one of the starting classes, it wasn’t updated in the New Player’s Handbook. Yet, players who sense their Blood Hunter might not be keeping pace with other characters can discuss adjustments to their fundamental abilities with their Dungeon Master. Suggested modifications could involve:
- Added Proficiencies: Depending on the DM’s vision of their campaign world, the Blood Hunter could have better Proficiencies to beef them up.
- Upgraded Hit Die, Healing Bonus: Being a blood user, it makes sense for the Blood Hunter to have an increased Hit Die – possibly d12 – and even get additional healing in Short Rests.
- Increase the uses of Blood Curse: Considering its limited numbers, and its effects makes them feel like weaker Ranger Spells.
7. Sorcerer
Use Metamagic To Decimate Enemies, But Not Very Reliably
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As a spellbinding enthusiast myself, I’ve come to believe that a Sorcerer’s might isn’t necessarily derived from rigorous spell-study, but rather, it stems from an inherent gift – a magical aptitude waiting to be discovered within. And as RPGbot, a revered Dungeons and Dragons advisor, puts it, the power of a Sorcerer lies not in a multitude of lesser spells, but in possessing a few exceptional tools instead.
This class can be challenging to master, primarily because of its Metamagic system and fewer in-combat choices compared to other spellcasters. However, when a Sorcerer unleashes their full potential during combat, they can deal devastating damage, reducing enemies to mere dust, even if there were alternative strategies.
Sorcerer Class Strengths
- Complex without being overbearing
- Metamagic system
- Powerful, if limited, spell selection
Sorcerer Class Weaknesses
- A lack of variety means a lack of combat options when out of Metamagic slots
- Can be very squishy, and requires defensive abilities and allies
Changes In The September 2024 Player’s Handbook
In the thrilling world of D&D gameplay, just as the Sorcerer unleashes raw, intense power, so do their revamped versions. These updates have made the Sorcerer a highly adaptable Spellcaster, surpassing many of their counterparts in terms of spell access and Metamagic options, which they can now utilize earlier in their campaign. Key adjustments include:
- Sorcerer Subclass: Now available at 3rd Level, Sorcerers now have more time to choose their most optimal subclass as they play their campaign.
- Spells & Cantrips, Innate Sorcery: Sorcerers have access to more Spells and may switch a Cantrip on level. Twice per Long Rest, Innate Sorcery now provides +1 Spell Save DC and Advantage on Sorcery Spell Attacks as well as a Bonus Action to empower the Sorcerer further.
- Metamagic: Now accessible at the 2nd Level, Sorcerers can pick from a modified Metamagic table to alter their Spells. They can switch up Metamagic options per level.
- Sorcerous Restoration, Sorcery Incarnate: A Short Rest can now restore 1/2 Sorcerer Level worth of expended Sorcery Points. With Sorcerer Incarnate, 2 Sorcery Points now restore uses of Innate Sorcery and lets players 2 Metamagic on every Spell.
- Arcane Apotheosis: This 20th-level Spell lets Sorcerers use a Metamagic option for free every turn.
6. Artificer
Create Contraptions, Manipulate Metal, & Fix Up Friends
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Rising. Essentially, it can be thought of as a character class akin to MacGyver from the steampunk genre. Artificers excel in versatility during combat and employ technology powered by magic, but they are also one of the most intricate classes that necessitate players to pay close attention to details frequently.
Artificers are delightful characters to role-play in a world devoid of technology, and they can also be entertaining in settings such as Eberron where they thrive among their peers. However, do bear in mind that to excel with this intricate class, you’ll need to stay vigilant about your character’s attunements and readied abilities.
Artificer Class Strengths
- Unique RP opportunities as a technology user in a fantasy setting
- Incredibly varied abilities and gameplay style, almost too much so
Artificer Class Weaknesses
- Arguably the most complex, micromanage-heavy spellcaster
- Requires intimate knowledge of the game’s systems
Changes In The September 2024 Player’s Handbook
Regrettably, these inventive companions aren’t featured in the recent revision of the New Player’s Handbook. Typically, most Dungeons & Dragons Player’s Handbooks focus on essential Classes, leaving out additional ones like the Artificer. However, although the Artificer remains unaltered in this new edition, enthusiasts might consider suggesting minor adjustments to better equip their Artificer to face off against its more robust counterparts.
- Obligatory Extra Attack: The lack of a natural Extra Attack or locking the Extra Attack within a subclass paywall means Artificers may not be able to get their turn’s worth even if offensive-leaning kits are chosen.
- Extra Cantrip: While Mending is a useful Cantrip, especially for summonable features, Artificers don’t have the luxury of having it as a Cantrip early on when it doesn’t add a lot of value combat-wise. It doesn’t help that Artificers are locked to 2 Cantrips at a time. A possible adjustment would be to either give Mending for free or at least give the Artificer the option to pick an extra Cantrip for free.
- More uses of Spellcasting Modifier: Possibly allowing the Artificer to use their Spellcasting Modifier in other Class features could boost their appeal in the eyes of the player.
5. Warlock
Invocations, & Demonic Powers Make For Edgy Good Times
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As a devoted fan, I’d say warlocks are often perceived as the simplest casting class in terms of gameplay, primarily due to factors such as no spell slots or levels, and a limited selection of damaging cantrips compared to other classes. However, the frustration comes from the fact that warlocks recharge their spell slots during short rests, but they have significantly fewer spell slots compared to other casters, making resource management quite challenging.
One of the major benefits of choosing a Warlock is the diversity of the class’ choices later on down the line. No two playthroughs with a Warlock are quite the same, provided the player chooses different pacts on each character, but it is definitely a beginner class in terms of difficulty.
Warlock Class Strengths
- Tons of late-game diversity for spells and progression paths
- Cantrips help significantly from the very start
- Uniquely tied to demonic forces, for edgy RP
Warlock Class Weaknesses
- Low spell slots and spell slot levels
- Almost too beginner-friendly thanks to lack of complexity, though simple to learn
Changes In The September 2024 Player’s Handbook
In many Dungeons & Dragons campaigns, Warlocks struggle during the initial stages not only due to their lower overall damage potential but also because they have fewer utility options. This is mainly due to their limited number of Spell Slots and lack of versatility. However, the New Player’s Handbook introduces several powerful features for the Warlock earlier in their adventures, helping to alleviate these issues.
- Magical Cunning: Once per Long Rest, the Warlock can now use a ritual to restore 1/2 their Pact Magic Spell Slots, with the feature restoring all of them at 20th-Level.
- Eldritch Invocations: Warlocks can choose an Eldritch Invocation as early as 1st-Level, with “Pact Boons” now considered Invocations. Leveling up won’t constrain players to choosing just one additional Invocation.
- No Longer Eldritch Blast-centric: Buffs normally exclusive to Eldritch Blast are now available to other Cantrips, potentially expanding their uses.
- Subclasses, Contact Patron: Several changes have been made to all Subclasses of the Warlock, giving them variability. A new feature called Contact Patron gives free use of Contact Other Plane once per Long Rest, giving Warlocks a semi-Cleric feel in their connection to the divine.
4. Bard
Much More Than A Mere Musician
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In the world of Dungeons and Dragons, the Bard stands out as a remarkably adaptable class. Its versatility stems from its ability to assume various roles in a party based on the specific College the Bard chooses. For instance, one College, Eloquence, amplifies the Bard’s inherent talents, while another, Swords, transforms them into a formidable melee combatant.
Playing a bard might seem less appealing due to its lack of raw power compared to other roles, but remember, their versatility is unmatched. In a well-rounded party setup, a bard becomes an indispensable asset, offering beneficial effects and support to the team.
Bard Class Strengths
- Arguably the most versatile, multi-role-filling class in D&D
- Practically the default class for Support, Buff-heavy builds
- Opportunities for merriment, singing, and silly, raunchy RP
Bard Class Weaknesses
- Not as strong as more role-specific-focused classes
- Requires careful planning to make them useful at high levels
Changes In The September 2024 Player’s Handbook
In the latest edition of Dungeons & Dragons, the Bard is often hailed for its versatility. The New Player’s Handbook has introduced several modifications that underscore their multifaceted character even more. These updates primarily enhance the Bard’s role as a supportive Class, with some key adjustments being:
- Bardic Inspiration, Font of Inspiration: The Bard’s powerhouse feature now enables its targets to use it for as long as an hour, and may even be usable after failing a d20 Check. Bards can trade a Spell Slot for the use of Bardic Inspiration.
- Expertise: Now accessible at 2nd-Level, Bards can expand their skillset much earlier in the game.
- Song of Rest: Unfortunately, the more powerful features of the Bard do come at a cost. Song of Rest – a party-wide healing feature – is removed in favor of earlier access to more potent Bard skills.
- Countercharm: Now a 7th-level Feature and may also be used as a Reaction to counter opponents avoiding being Frightened or Charmed.
- Magical Secrets: Bards now open up their accessible Spells to include that of the Cleric, Druid, and Wizard.
- Words of Creation: This 20th-Level feature will now give Bards access to Power Word Heal and Power Word Kill as always prepared and usable on two targets.
3. Cleric
Like A Paladin, With More Focus On Spells
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As a devoted follower of my deity, I often find myself embracing the supportive and healing roles within our adventuring party. However, it’s essential to remember that the cleric class provides ample room for personal choice and customization. The Domain you choose for your cleric significantly shapes its role – an Arcana Domain Cleric takes on a more magical, wizard-like form, whereas a Peace Domain Cleric focuses more on traditional healing and party support abilities.
Amongst players, there is general consensus that no class excels at healing quite like the Cleric. While it isn’t strictly bound to its traditional role, choosing a cleric without utilizing its powerful support capabilities could lead to frustration among other party members who rely on these abilities for survival.
Cleric Class Strengths
- Default Healing class, one that doesn’t sacrifice combat ability
- Tons of variety for players who want to avoid the Support role
Cleric Class Weaknesses
- Focusing on non-support spells can draw ire from teammates
- Relatively straightforward, uncomplicated class, despite its variety
Changes In The September 2024 Player’s Handbook
In the latest Player’s Handbook, the Cleric role is no longer strictly confined to healing. Instead, they have been made versatile for different party configurations, allowing them to specialize in either frontline combat or supportive roles from the back. This flexibility eliminates the previous limitation of these roles within Domains. Other changes include:
- Divine Order: Clerics can now choose to either focus on the frontlines and gain Heavy Armor and Martial weapons Proficiencies (Protector) or get an extra Cantrip with a WIS Mod added to INT Checks (Thaumaturge).
- Channel Divinity: Aside from Turn Undead, Clerics now get Divine Spark that lets them either heal or damage the creature they choose to target.
- Blessed Strikes: Yet another specialization feature, Clerics can now choose if their attacks hit with additional Radiant or Necrotic Damage (Divine Strike) or add their WIS Mod to Cleric Cantrip damage (Potent Spellcasting).
- Cleric Subclasses: Most Domains have been tweaked to make certain features more accessible, lessening the load of the Cleric when supporting the team.
- Divine Intervention: Once per Long Rest, Clerics get a resource-free (no Spell Slots, Components) cast of any 5th-Level or lower Cleric Spell that doesn’t need a reaction. Wish becomes an available Spell at 20th-Level.
2. Druid
Nature Magic and Wild Shape Go A Long Way
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Druids offer a versatile and straightforward playstyle, with numerous possibilities for character customization. They can even become one of the game’s most powerful classes, largely influenced by the Circle selected at level 2. While not strictly spellcasters, they possess a variety of beneficial spells in their arsenal.
The Circle of Spores, for example, will enable the Druid to deal poison damage, while the Circle of Dreams grants the Druid several casting options. Despite the ability to shift into fearsome animals, Druids are one of the weakest classes in Dungeons and Dragons, requiring careful planning during combat.
Druid Class Strengths
- Shapeshifting through Wild Shape opens up more complexity
- Tons of spell variety & ways to approach both combat and RP
Druid Class Weaknesses
- Not casting-focused, which makes Druids weaker than other spellcasters
- Requires careful planning ahead of time to maximize build
Changes In The September 2024 Player’s Handbook
The Druid undergoes a significant transformation, moving away from the conventional view of them primarily utilizing Wild Shape and being situated between a Cleric and a Ranger. Their spellcasting abilities have been broadened, and their other features are now more versatile to offer greater flexibility. Notable updates include:
- Expanded Spellcasting: Druids have access to an expanded Spell List, allowing them to become a hybrid support/utility Class without sacrificing combat viability.
- Primal Order: Similar to the Cleric, a Druid can choose a combat “focus” – to get Medium Armor and Martial weapons Proficiencies (Warden) or get an extra Cantrip and add their WIS Mod to INT Arcana and Nature Checks (Magician).
- Wild Shape: Now made more accessible than ever, Wild Shape can be used as a mere Bonus Action.
- Wild Companion: Find Familiar is now accessible via Wild Shape.
- Druid Subclasses: Subclasses are tweaked to be more flexible despite their 3rd-level access. The new Circle of the Sea is added that focuses on water-based effects.
- Wild Resurgence: Druids can now use a Spell Slot to regain a Wild Shape use or, once per Long Rest, use a Wild Shape to regain a 1st-Level Spell Slot.
- Elemental Fury: Druids may now be able to either add their WIS Mod to a Druid Cantrip damage (Potent Spellcasting) or add Cold, Fire, Lightning, or Thunder Damage to an attack once per turn (Primal STrike).
- Archdruid: At 20th-Level, starting with no Wild Shape use during the start of combat will let Druids recover one use.
1. Wizard
A Pure Caster With Access To The Widest Array Of Spells
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For beginners wanting to experiment with spellcasting for the first time in Dungeons and Dragons, the Wizard is undoubtedly the top choice, and it’s easy to see why. It’s widely recognized as one of the most iconic classes, boasting a vast array of practical spells, making it generally regarded as the superior casting class overall.
Wizards, unfortunately, are not immune to vulnerabilities such as being squishy and having a limited number of daily spell uses. Healing options for a Wizard within the party are somewhat scarce, but with careful planning, they can consistently access spells that aid, control, and deal damage. Moreover, they possess more abilities that come into play outside of combat, which makes them exceptionally versatile casters in any given campaign scenario, earning them the title of the most well-rounded caster class overall.
Wizard Class Strengths
- Easy to learn, easy to master, but still varied and complex
- Powerful spells, fit for one of the most iconic D&D classes
Wizard Class Weaknesses
- Low number of spell slots
- Arguably the most spongey, squishy class in D&D, without defensive spells
Changes In The September 2024 Player’s Handbook
In the realm of classic Dungeons & Dragons gameplay, the Wizard character is slated to become even more adaptable with the latest Player’s Handbook update. Remarkably, these modifications have refined the Wizard class into a more potent and efficient spell-caster. Key adjustments comprise:
- Spellcasting: Prepared Spells are now fixed and a Cantrip can be replaced once per Long Rest. There’s no separate “Ritual Casting” mechanic within this feature, as all Ritual tag Spells can now be cast as a Ritual. Spellbooks are now available as a Spellcasting Focus.
- Wizard Subclasses: Now accessible at 3rd-Level, Wizard Subclasses now offer two free Spells from their School upon acquisition and another free Spell whenever a Level up will give a new Spell Slot Level. Schools now provide more optimized rulesets for specific interactions.
- Memorize Spell: Short Rests now let Wizards swap one Prepared Spell for another Spell in the Spellbook.
- Spell Mastery: Chosen Spells now count as Always Prepared, but these Spells should have a casting time of one Action. A Spell is now swappable per Long Rest instead of using eight hours of study.
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2024-12-02 20:02