![]() 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. Without dipping into a class like fighter for increased toughness and a fighting style, the rogue can’t keep up in a fight.Īs for noncombat, everything the rogue does is replicated by the much stronger bard. Rogues are also fragile, pushing them even further behind other martial classes. 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. Its first problem is a one-note combat ability. Moving on to the first decent class on this list, we have the rogue. 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. * Besides that, monks are left with no way to improve their unarmed combat outside of what their class gives them. I have found one item that boosts unarmed attacks with a +1 to hit and damage rolls. The monk also suffers from a lack of support from official Wizards content. 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. Is it a particularly good mechanic? No, it’s awful. 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. Rounding out the truly bad classes, we have the monk. I’m very confused by the obstinate refusal to fix a class so obviously in need of help. Meanwhile, the ranger’s problems have been well known for years, and no significant change has yet been forthcoming. ![]() 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. 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. Fighters make better archers, and any number of martial options make superior melee combatants.Įven the ranger’s most flavorful mechanic, a beast companion, is not only reserved for one subclass, but also it’s terrible. The problem is everything it does is done better by another class. It is possible to build a competent martial ranger. What puts the ranger so low on this list isn’t strictly its mechanical weaknesses. Saved from the bottom slot only by the existence of the artificer, we have the ranger. 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. The best use for these infused items is to give them to the effective characters. As part of a stronger class, this feature would be a great addition, but the artificer is simply too weak. 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. The one thing artificers do well is create a selection of magic items with their Infuse Item feature. ![]() Druid, cleric, bard, sorcerer, or wizard all make significantly better support options. I’ve heard people say it works well as a support, but I don’t agree. Its damage output is low, it’s not particularly survivable, and its spell list is average. ![]() This class feels like 10 levels of abilities spread over 20 levels of class. The artificer is Wizards of the Coast’s third attempt at a half caster, * and it fails even more spectacularly than the ranger did. Let’s look at 5th Edition D&D’s classes power ranked from worst and best.Īlthough it pains me to give the game’s newest class this dubious distinction, there wasn’t much competition in my mind. The addition of multiclassing changes the equation so drastically it deserves its own list. For this list I rank each class on its own without considering any multiclass options. 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. This doesn’t just hold true for items and spells, but for entire classes as well. ![]() Some mechanics are numerically stronger than others. As much as I love 5th Edition Dungeons and Dragons, it’s not the most balanced of games. ![]()
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