What subclass did I leave off the list that you love? Tell everyone about it in the comments below. Also, check out the sponsor for this video dScryb. If you use my code (ENTERTHEDUNGEON) at checkout, you get 4 free weeks of dScryb at any tier of partisanship. They’ve got class and subclass themes to take your sessions to the next level. Check this out right here: dscryb.com/enterthedungeon
Do you still do 'Encounter of the week' episodes? I'd like to suggest Carnivorous Ship from Tome of Beasts 2 by Kobold Press. If you don't have the book, 'D&D Daily' has video about it AND in its comment section there's an encounter idea I came up with! However, now that I read it, I'm not sure if its good. PS. sorry if there's some misspells. English is not my mother languange. You guys have been pirates prisoners for a while. One day, all the sudden, the pirates rush in and start dragging you guys and the other prisoners out of the hold. You're watching confused as the pirates start loading the prisoners into the lifeboats and launch the boats. You demand for explanation from the pirates and the captain chuckles "I thought I'd be nice to you for once and let you go... if you make it" The captain then points out to sea and you see what looks like a ship sailing towards the pirate ship you're currently standing on. "Don't worry... heh. I'm sure you'll be welcomed with joy" the captain chuckles with a cruel grin and your instinct tells you that he knows something you don't. And worst of all, you may have no choice but find out what.....
@@ChazTheYouthful pair that with a bugbear wielding a polearm (polearm master and sentinel cheese) and enemies just can't approach you ever basically (melee reach of 20ft at level 3 and 25ft at level 14) they provoke opportunity attacks when they enter or leave your reach. Pair that with a caster using thunderwave or thornwhip for forced movement and you're guaranteed an extra attack from 3rd level every turn which adds up for insane damage.
Illusionist Wizard: it sounds like it shouldn’t be as fun/powerful as it is. The only weakness is the limits of your own imagination and what the DM will allow.
Too many D&D content creators reduce the game to what is numerically superior and how to "optimize" the mechanical functionality of the character. this approach really limits the game to a non-crpg crpg. i love your take on this, what's fun to play, what's cool, what gets your mental juices flowing? a table full of folks playing character concepts that they want to play for flavor reasons will always result in a more enjoyable campaign than a group of min/max'd spreadsheets with swords steamrolling prewritten adventure modules. i think the community needs more channels like you and "YMBADND", you are providing a much needed service reminding folks that this game is about having fun.
I disagree, there are very few popular optimization channels I see that aren’t trying to build within a chosen thematic or make a particular subclass regardless of how good it is work well. I think we are largely past cookie cutter builds and most of them are on forums or Reddit, not having content creators showcase them.
this is just a adjacent to the "Stormwind Fallacy", which has been refuted so many times. Just because you're optimizing doesn't mean you're limiting your fun, roleplay, or flavor.
Well, just pay attention at which arguments he uses to explain why a subclass is fun to play. Most of the time, it is because the subclass has strong/effective features. The elemental monk is boring to play (his exemple during the intro) but it is because this subclass is bad. It just doesn't work. It is one of the worst subclass in dnd.
Honestly, the only subclasses you left out that I think are super fun are: - Conquest Paladin. Literally Darth Vader and LoL's Darius rolled into one glorious Dark Knight. - Hexblade. Yeah, I know, it's overused, but I feel that is a mark in its favor on the fun-to-play scale. - Bladesinger Wizard. The ultimate gish, and probably the closest you can get to playing as an anime character. - Chronurgy Wizard. It has so much potential for creative players. - Gloomstalker Ranger. Just 3 levels can make your character a deadly ninja, complete with disguises and absurd stealth tactics.
Fun build with Conquest Paladin: Grab the feats Polearm Master, Sentinel, and Menacing (UA) Grab the Tunnel Fighter (UA) Fighting Style. Tunnel+Polearm+Sentinel will make sure nobody ever approaches you while keeping your reaction, and then Menacing+Aura of Conquest allows you to immobilize people 10 feet away from you. The rest is completely up to you, this only locks down your first three feats and fighting style, and most Paladins are taking Polearm Sentinel anyways.
Artificier - Artillerist Barbarian - Path of the wild soul Barde - Eloquence Cleric - So many insane choice you can go wrong with priest but im gonna say Forge since Animate Object is one of my favorite spell, you can be so creative with it and throwing 10 magic weapons with different effect is just so fcking cool. Also love the blacksmith roleplay Druid - Spore Fighter - Knight Monk - Way of the Joestar Paladin - Conquest Ranger - Drakewarden Rogue - Swashbuckler Sorcerer - Aberrant Mind, but im gonna cheat and says wild wizard if your dm make a PERSONNAL hasard table Warlock - The Genie is so fricking fun with that doll sized house feature Wizard - Graviturgy Hot take : divination is boring. Your only cool feature is potent, and it change like two dice. It can be even not that fun and dont change anything when you roll something like 10 or 11 Necromancy and undead spamming is objectively funnier since there are so many undead use Or just teleporting people with the cantrip message as graviturgy wizard while mentally saying obsenity to them to them
I would like to throw college of creation bards into the ring for the sheer story telling potential. I love the little motes their inspiration gives you and the possibility to just have/conjure up items when you need them is so much fun for creative players. someone else also mentioned bladesinger wizards already, which are super fun too.
College of Creation is especially fun if you have a DM who will just roll with the shenanigans, especially once you hit 14th level and can make literally anything. "You want to create a 15-foot cube of poisonous gas? Ok, I'll just treat that like a Cloudkill spell. A 15-foot-diameter wall of diamond surrounding you? Sure! You have full cover from attacks and effects originating outside the wall, but the reverse is also true."
This is true. And being able to use your flame thrower every round is pretty great. Combine this with a archery build or focus on your arcane firearm and you'll know why they say, "Everything burns. Eventually."
I mean, you have an arcane firearm that gives an gives an extra D8 to spell damage at level 5. You can choose what kind of cannons you want to make. You can just make a bag of holding/body hider 5000 at level 2. It's a class for power players.
@andybanan1992 Well here's a few things to expect. This dude is going to use his infusions. He might use them on his self. Or he might use it on other teammates. An example would be giving a plus 1 to the armor of the already high ac of the palidan. My advice is to know how their tools can be used. Have an understanding of the infusions they choose. I suppose the good news is, This player is not going to beg you for magical items. They are going to find a way their own. A fair warning. At level fourteen, this player may choose to replicate magic items:winged boots as an infusion. My other piece of advice Is to have the player tell you what their infusions are. So you can find a way to make them useful/work around them.
Swashbuckler needs to be on this list! Have you seen Zorro? Have you seen the princess Bride? The combination of riz and dueling nature of the subclass can't be beat.
One of the most delightful combos of all time. Arcane trickster and order domain cleric. Not only do they synergize insanely well. But the group dynamic of their conflicting natures is glorious
I can agree with you on the School of Divination Wizard being absolutely fun to play. As a matter of fact, with the spellbook not really having to be a book, you can have your metaphorical spellbook be a deck of tarot cards & make yourself some sort of Card Caster like in Yu-Gi-Oh or Cardcaptors. I have one named Solitaire whose a literal card shark (in that he's a Triton, race-wise.) He's my favorite, probably because I myself do Tarot Card Readings (I'm not a professional one though, still got ways to go, lol).
Oath of conquest is absolutely my favorite paladin, I heard someone describe it as becoming the final boss as you simply stroll onto the battlefield while everything around you flees or freezes in place with fear. Not to mention how they get some of the best extra spells like: command, spiritual weapon, hold person, dominate monster (and person at higher levels), bestow curse and even cloudkill. Not to mention how it can deal psychic damage through its class features which very few things are resistant to, and you have basically the final boss of a (j)rpg as your character.
I never thought I would see a picture of a sight of my hometown in germany in an american video but here it is. At 0:13 the picture shows a rolercoaster with stairs, where people can walk through. It's named " Tiger and Turtle" and it's located in the city of Duisburg.
Personally I think Swashbuckler Rogue is one of the best/most fun rogue subclasses. You get to use your sneak almost every attack, and add your charisma modifier to initiative rolls. Just all around feels like you get the most out of being a rogue.
Recently finished a long term campaign (level 3 - 17) as an Aberrant Mind Sorcerer and had so much fun! I always wanted to play a psionic character so this was perfect. And the additional spells alone make it very powerful. Even at low levels I had fun with telepathy and Twin Spelling Suggestion but from level 6 onwards it's a completely different game. Getting automatic subtle spell on things like Suggestion and Modify Memory is amazing, even if they fail (which is rare thanks to Silvery Barbs) they don't know you were casting a spell. Plus I rarely ran out of spell slots as I could use my Sorcerery Points to more efficiently fuel my casting and get extra uses of Psychic Lance and Synaptic Static
@@aquartertwo Changelings are always a good choice 🙂 I went with Githyanki (original version). It fit the theme of our inter-planar campaign, and my backstory involving being captured by Mind Flayers. Mechanically it gave me medium armour, Misty Step and invisible Mage Hand, all of which I made great use of
I'd definitely check out Enchantment wizard. not only strong but very unique. Hypnotic gaze is kinda silly, completely unlimited uses of incapacitation with one save. Sure you have to use your action and be within 5 feet, but that's a small price to pay the ability to basically permanently stun someone as long as you're alive. Get some bonus action abilities and boom. You can take someone out of the fight for as long as you want. Not only that, but the general theme of Enchantment allows you to play a more sinister Wizard, a seducer, a manipulator, and other things that allow you to play a bardy/roguish wizard instead of the standard robed hatted book guy. Also, Abberant Mind is just super fun and flavorful. Permanent telepathy, free spells, and the super cool body horror "Revelation in Flesh" ability allows you to have a character than shines both in and out of combat. Need to have a secret conversation in a crowded area? Telepathy. Need to get through a keyhole? Describe in horrific detail how your body moves twists and contorts to move through said keyhole. Want to just be a black hole? You got it!
I’m going to say here at 12:40 with the Echo Knight, PLEASE ask your DM’s permission. Having played one, I agreed with my table and DM that I was just breaking the campaign and its puzzles and it was no longer fun for any of us. We staged my character a heroic sacrifice and I came back as a quite powerful wizard, and it was a load of fun, but with the Echo Knight, BE CAREFUL. In the wrong sort of campaign it can ruin everything.
Im playing echo knight at the moment in a homebrew campain but we simply stated that my echo cant interact with objects unless its an attack. This should help against breaking (some) puzzles
You mention echo knight but everything echo knight can do...a wizard can do with a spell slot to better effect when it comes to puzzles. Hell wizard can make MOST puzzles a non-issue with low level spells you aren't using in combat. "Knock" destroys most every puzzle due to most puzzles being about getting through a door when you get rid of all the pagentry. Knock unlocks AND OPENS every door. No matter how it is locked. Even a purely physical door locked by the weight of a mountain will open up perfectly with knock. You add in dimension door, teleport, and other such things...wizard is the most broken toolbox you have with an exception... CLERICS, of literally any domain, can and will totally destroy a campaign. They have every tool available to them. I mean every tool. A long rest allows them to change their spells (short rest if you use the DMG rules) as they know every spell of a spell level they have access to. Their spells are also incredibly broken if you know how to use them. Echo knight doesn't even register on the broken list to me. It appears broken but only to people that play spellcasters and don't actively read what all they have access too. Hell, the echo can not be spawns on the other side of a wall, you have to see there to spawn it. However a shadow monk absolutely can enter a shadow in one room and come out of a shadow in a room they cannot see, as they feel the shadows and do not need to see them. An echo being manifested through a window and opening a door for you is not broken, it is smart. It is also something most the other classes can do (mage hand is a cantrip and can do it for example).
In an old campaign, I had an EK player point out to the DM that the echo wasn’t counted as a creature, which basically broke the game after that as so many things could no longer effect it and it could effectively fly too as it can move “in any direction”.
Thanks for showing me what College of Spirits Bard, it's given me so many ideas for roleplay, i had never heard of it before because people only ever talk about eloquence and lore
Hear me out, Artillerist Thri-kreen. You secondary arms can carry your cannon / cannons, since it's a tiny object, leaving your primary hands free for spellcasting or guns. The infusion that makes guns semiautomatic and requiring no ammo is a must in case of guns. Turn into four armed alien John Wick today
Thank you for giving the Kensei some shine; lots of fun to be had with a monk that can use darts or even a whip that scales it’s damage and can be used with any features that benefit or involve monk weapons, like Ki-fueled attack.
Oath of Redemption paladin is also great fun for the other channel divinity option because it's basically an I Win button for persuasion. I used it once when we had a bunch of goblin bandits try to rob us. "Why would you try to rob us?" I asked, and they laughed. Then I activated the feature, "No, why would you try to rob _us_? We are heavily armed! Do you seek your own destruction? Has life brought you low? There is a better way, you don't need to do this." Actively reduced a goblin bandit to confused tears before they ran away. And my paladin was sad. He wanted to rehabilitate a goblin horde.
I'd have to add the Enchantment Wizard - so much good stuff. > At 2nd level, you get the ability to lock down one enemy in combat. You have to maintain eye contact, so that stops a lot of bonus actions, but the enemy can't do anything during that time. If they fail the Wis save, they BBEG is out of the fight. If they succeed, you use it on someone else. You can use this ability on an unlimited amount of enemies. > At 6th level, you can make one enemy hit another. Admittedly, this is kinda meh, but if that crit would take out your friend, then they can crit the enemy next to them instead. > At 10th level, you get the best ability, Twin Enchantment. Use Suggestion on two enemies, or Enemies Abound, or so many other nice Enchantment effects. > At 14th level, you can alter the target's mind! They don't know they've been manipulated, and you can erase the memories of that time after the spell ends. Hijinks galore.
Love that you focus on things like how good a feature feels to use, how often you get to use it, and so on. My group's starting a new game soon, so I'll keep this video in the back of my mind for session zero!
Been having a blast playing Oath of Ancients Paladin. It’s not super strong early campaign, but gets pretty powerful with the aura and ward. Mainly I like roleplaying a zooted fey knight guy that’s like 6000 and talks ragtime.
I've said it already, but love your videos! Alright, my two favorite subclasses (and both need a conversation with the DM session 0) that you didn't cover are the Illusion wizard and the wild magic sorcerer. -The illusion wizard is my favorite character in the game period, its got insane versatility limited by your imagination and is pretty much a god of creation at level 14. You can turn your allies into mystique from the Xmen with seeming for exmaple. Imagine casting seeming in the middle of a brawl against soldiers and every turn changing the appearance of everybody for example. Use with the eldritch adept feat to grab the invocation that lets you cast silent image at will for pretty much unlimited possibilities and be ready to be able to solve every problem using creativity. -The wild magic sorcerer needs an even more serious conversation with the DM than the illusion wizard though. Tides of chaos means the DM gets to pick if your next spell triggers a wild magic surge regardless of dice rng and recovers its use if it does, so a compromise of "I promise not to use the ability too much but please when I do give me a surge" can make the class incredible to play. This also needs the consent of the other players though because although the game can be hilarious and the wild magic table is more positive than negative, going too ham into the surges can warp the game, so its better to keep it under control and have everyone on the same fantasy. By the way, I'm running a campaign with the star spawn as main villains and its going great, I got to use your encounter and my players are still in shock. Keep up the good content!
Oh man, this is the ONLY type of subclass ranking or tierlist that makes any kind of sense to me: How much fun ist it? And Twilight Cleric can be as OP as it wants, I would never play it, cause it limits your options to either play suboptimal or repeat the same actions over and over.
The most fun subclass I've played was the college of whispers bard. I even took the sharpshooter and crossbow expert feats. The dm was utterly baffled as to how I was able to do so much damge as my bard wearing a silly little costume managed to utterly wreck several of his encounters.
Kensei Monk with Samurai Fighter is TRULY one of the most fun martial builds in DND. If you've always wanted to play a tactical and wise warrior on the battlefield TRY THIS. Features include: Giving yourself advantage on attacks for a turn, using your Wisdom stats for social interactions, making a flurry of blows with your weapon, and tirelessly dodging enemy attacks!
So glad to see my Monk boys in the list. Honestly took me off guard with the Kensei. Since Tasha's everyone seemed to forgot about them. I would've also love to see the Eldritch Knight. I know it's not the most magical of the magic subclases but I still love to jump into battle and tank like a mad man with the shield spell or to return damage with Absorb Element.
Gotta shout out the Astral Self Monk. Call me a weeb if you want, summoning giant ghost arms to punch people from ten feet away is fucking *awesome*. Then at 6th level you get magical darkvision and advantage on Intimidation and Insight. And at high levels you get more damage, higher AC, and more blows per flurry. And staying on the star theme: Stars Druid. Starry Form just makes you better at whatever playstyle you want to go for. Want to be a buffer/debuffer? Dragon. Want to be a healer? Chalice. Want to deal damage? Archer. And at higher levels they get to raise or lower people's rolls, gain a fly speed, and as a capstone they get the Barbarian's damage resistances.
Oath of Redemption is my favorite Paladin subclass by far just for the roleplay aspect. In my opinion it far better captures the ideals a good character should have, as opposed to the Oath of Devotion Paladin who smites first and asks questions later. Glad to see you think so highly of it from a mechanical standpoint too.
As someone who played an Artillerist during a somewhat long campaign (got thru level 14 after about a year of play which led to the finale): REALLY fun, especially if you also add the Homunculous infusion, which can be used to cast touch spells on allies or a short ranged Force attack. Add that on TOP of the Eldritch Cannons (which can be Tiny and easily carried or Small and take its own space) and your lil' magical gunslinger essentially has two decent damage attack cantrips on top of their normal action (keep in mind this will require sacrificing the bonus action in the case of the Homunculous, which needs a command) PLUS the ability to cast touch spells thru the Homunculous, so you can plant that on the Frontliner and heal them with Cure Wounds while still staying back doing shooty stuff. Arcane Firearm was also a fun ability for flavor. Main disappointments were the lv 5 spells granted by the subclass, did not use them much, and while I liked the cannons' damage going up at lv 9 I think I only used the trick of detonating them once, if at all. Keep in mind wihle reading this I do generally enjoy playing support casters, so a lot of my "normal" artificer spell slots went to that--Faerie Fire, Invisibility Feather Fall, Haste, and so on. ,
Honorable mention: Inquisitive Rogue. While Tasha's degraded its power a bit, this subclass allows for a great RP opportunity to really embrace your inner Sherlock
My favorite subclasses from each class: Artificer: Battlesmith Barbarian: Ancestral Guardian Bard: College of Spirits Cleric: Peace Domain Druid: Circle of the Shepherd Fighter: Psi Warrior Monk: Way of Shadow Paladin: Oath of the Ancients or Oath of the Crown (a paladin with Spirit Guardians is insane) Ranger: Drakewarden Rogue: Soul Knife Sorcerer: Aberrant mind Warlock: Genie Wizard: Order of Scribes
The idea is it's supposed to be random but giving the job to the DM is really hard because they already have so much to do. I like to do it as after a leveled spell, the player rolls a d20, 1-5 and they roll on the wild magic table. If they fail to set it off, the number increases so 1-7 after the next leveled spell etc. It resets when they eventually roll on the wild magic table and not on a rest. I found it works pretty well.
I'm currently playing a Clockwork Soul and I'm having an absolute blast with battlefield control. I barely have any damaging spells to my name, but it doesn't matter since the amount of damage I enable my friends to do (or protect them from) is nuts. It's a refreshing subclass and I love the clockpunk/steampunk aesthetics it brings to mind.
I've been loving the Rune Knight. Using the Cloud Rune to redirect an enemy's most powerful attack never gets old. And the Storm Rune is great both in and out of combat, as it lets you give out advantage or disadvantage on clutch d20 rolls.
College of whispers bard - rogue like damage output, but also party face, CHA based with lots of RP abilities which are fun to use, magical secrets, bardic. Great subclass for those not inclined to be the edgy rogue.
I personally LOVE drunken master monks, the ability to spring on your feet, being able to be a slippery fighter at 3rd level AND THE ROLEPLAY IS AMAZING, with this subclass I got on a tavern keepers good side, he gave me an address for an underground fight club, AND I KICKED ASS IN THAT FIGHT CLUB. gaining gold, and just having fun.
The Chronurgy wizard is a fun alternative to divination wizard if you wanna flavor time instead of fate. Rune knight is full of fun surprises and wildfire druid is well being the pyro
twilight cleric is a lot of fun. 300 feet darkvison, imp initiativ, 30 foot sphere of hp/counter charm and fright. Awesome spells, sleep, tiny hut, greater invis. Pluss you can fly in lvl 6. Dm's nightmare, very op.
I'm at my first long running campaign as an arcane trickster rogue, and the versatility is superb, that and the sweet sweet mage hand into sneak attack
I know that Twilight Clerics are considered OP and people ban them because of it, but I really love them. They get 300ft of darkvision, right off the bat! And flight! And a wicked spell list! And tbh I find them just as full as flavour as they are good mechanically
>These are not the most powerful subclasses >Clockwork Soul, Echo Fighter and Eloquence Joke aside, the list are actually accurate fun wise Although id argue Order of scribe Wizard is more fun than Divination because they are by far the most all rounded Wizard like you know, what we thought Wizards are and not some 1 school only, these Nerds just become the all end for jack of all trades Also i personally love Fey Wanderer, even tho Gloom Stalker is my favorite Ranger of all time(Especially since Rangers are actually good if you know how to play), Fey Wanderer actually fill a nice niche role
another thing about clockwork soul sorcerer is how well it synergizes with Swashbuckler rogue. Swashbuckler has a feature that makes it so you don't need advantage to sneak attack; you just need to not have disadvantage. Rogue buddy wants to pop a sneak attack with his fancy +3 longbow, but he's completely surrounded? Not a problem if you're a Clockwork soul.
I have had a lot of fun playing the Horizon Walker Ranger. I made the character a Tabaxi and gave him an old west bounty hunter motif. The party is playing a Multiverse mini campaign. So the timing ended up perfect
As someone who played a one shot as an 18th level Clockwork Soul/ 2nd level Celestial Warlock, Trance of Order can turn you into the world's most accurate gatling gun. Having a garunteed 21 minimum to hit means that you can afford to just throw out quicken spells on Eldritch Blast for insane GARUNTEED hits. Its so fun to just sit behind a bunch of tanks and basically just be an artillery cannon. Bunch of enemies in a group? Fireball, and then quicken an EB on the poor fools who are still standing. Really recommend if you just want to turn enemies into swiss cheese.
I'm a disembodied, grave domain cleric that despises undead despite being undead myself. i must say, it's so much more fun playing the game when you're focused on the story than when you're focused on damage or a very diverse spell list
I think any subclass has more to do with how you play it. One of my favorite characters ever was a cleric of life. Half Orc. We were based in a major metropolitan city, so as part of my downtimes I opened a free clinic. Then expanded when I had a follower NPC cleric. It was awesome. All from a cleric subclass that most people would have turned their nose up at.
Personally I like the protection domain cleric and the open palm monk. Nothing puts a smile on a party members face then hearing their healer say roll again. Also I can't tell you how often simply being able to throw someone disadvantage at will helps out.
my favourite subclass has to be the pact of the undead warlock. warlocks are fun, but pact of the undead just gives so many narrative opportunities, as well as form of dread allowing you to not only cause fear potentially every turn, but to provide a horror flare to your roleplaying and freak out the other players from time to time.
I actually kinda love Way of the Four Elements monk ... for about six levels, so you can get all three of the "2 ki points, move your target" abilities. Then (at least if you *REALLY* want to play Aang the Avatar) you need to move over to Wildfire druid. 😉😈
Some others: Swords Bard Swarmkeeper Ranger Order of Scribes Wizard Arcana Cleric To be fair, if you like a subclass and it’s theme, then play the hell out of it. I haven’t had nearly enough time to play all the subclasses I want, but I’m working on it.
I'm currently in a campaign as a Wild Magic Barbarain, and yea, it's a lot of fun. I have to constantly adjust each combat encounter for whatever magical effect. And I mean that in the best way possible, making each combat encounter unique. The only thing I don't like is the the wild effects don't change, making a level 3 vs level 15 using the same table. Since some of the descriptions for when the Barbarain levels up is, you gain more control, it be nice if the table upgraded with it.
When you become an undead patron warlock you become the Bbeg lich at the end of the campaign at first level with form of dread and spread terror on your foes its really fun especially if you take the pact of the tome and spell initiate feats so you can be the most spell cast-y warlock possible, and lean this half caster into a full caster archetype
Undead Warlock wasnt mentioned here but its my personal favorite of any non-homebrew. You undergo a sick transformation and can frighten creatures at will. Eldritch Blasting is objectively fun, and undead just makes it more so.
My current personal favorite subclass is Eldritch Knight fighter. Add in my character being a drow and taking the Drow High Magic feat, and she can spell and flail.
Illusionist Wizard is by far the best. Your limited only by your imagination. Most the spells require no concentration. Other spells, like phanrasmal Force can can take a mob completely out of combat in the first round. Saving throws require sacrificing an entire action. Higher level spells are semi-permenant and at 6th level you can change them at will. Then at higher levels you can make your illusions real, which means you can have a tool for any situation. Best part is, illusions work great in and out of combat. Couple it with Slight of Hand and Deception skills and you can be the absolute master of any encounter
Not only do you conserve inspiration when the roll fails, if it succeeds you can give inspiration to someone else without using a inspiration die, so you spend one inspiration die and every turn someone will be able to use the inspiration from that one die, either because they get it back on a fail or because they give it to someone else
If you have a good DM who understands how to integrate character themes and features into the campaign in ways that support the ludonarrative, then the most fun subclass is the Horizon Walker Ranger. Everyone thinks it's too weak or niche, but the only issues with Horizon Walker are the level 7 and 11 features need to be swaped, the bonus damage trick at level three needs to be brought in line with Swarmkeeper and Fey Wanderer and not cost a bonus action, and the DM needs to understand that portals open up the campaign to endless possibilities. Sure, we could start the campaign hunting rats in a cellar. Or we could hop through a series of portals while hunting down dead and dying Phyrexians whose bodies are worth ten times their weight in platinum at auctions attended by every artificer, wizard college, and mad scientist guild in the multiverse. We need to get to the capital that is a month of travel on the main road? How about instead of walking for the next three weeks, we walk ten feet into that treeline over there, hop into the feywild, stroll through that Summer Court garden we went to that one time, take the portal in the bottom of the water fountain that empties out behind the waterfall on that tropical island we found those marooned elves trapped on, take the portal at the base of the island's volcano to that one fire giant graveyard/battlfield on Ysgard, then we scurry up the hill in the middle of that battlefield and we're in Sigil. Once we get to Sigil, well, you guys know how easy it is to get to the capital from Sigil. A close second is Fathomless Warlock. "Why do you stop every half mile we travel to dig a big ditch out with Mold Earth, fill it with water from your decanter of endless water, and why do you call it "Quick- Saving?" "Don't worry. It will be really funny later."
Spores is pretty cool but I have to argue that Wildfire Druid is the most fun. Flaming pet with swapping out teleportation is tonnes of fun and there's even more to the class than that.
I personally love the choices and combos of the hunter. and now I see the redemption paladin, hunter 12/oath of redemption x sounds like a fun multiclass focused on retaliation
I’ve currently just started a play through of Curse of Strahd and I’m planning on multiclassing a Gloomstalker Battle Master and Assassin Rogue, which I hope will end up super fun and overpowered
I had a lot of fun with the Swashbuckler. Give em booming blade and you can really cook, while you can still act as a face in social situations. the only downside for me was I don't want to play the same character every time, but still want to play this subclass more often than not.
I'm currently in a high level campaign where I play a WATCHERS paladin and let me tell you. Thought the redemption paladin spell list was good, we also get counterspell but also banishment and moonbeam and see Invisibility. On top of that, their channel divinity gives them and 4 allies ADVANTAGE on ALL intelligence, wisdom, and charisma saves for a full minute as well as their auras of courage not letting anyone be frightened and the +5 to saves and initiative
College of Eloquence seems fun! It’s like if Vicious Mockery had it’s own subclass, where you verbally tear into your foes, reason them to joining your side, and even becoming a liar to rival the charlatan greats!
I didn't have fun as a Soul Knife. To be fair though it was in a heavy combat dungeon 1-shot, and every turn it was just "I throw my soul knife again." All that said, I did get to grapple the BBEG's lieutenant with my psi-knack and throw us both over the ledge as a suicide maneuver. That part was pretty fun 😆
Genuinely impressed, I was surprised by a fair few of these! I got a few I was really hoping would be on here (Armorer Artificer gang RISE UP), but why is Divination on here? Like genuinely just a question. You get literally nothing after 2nd level and even that feature isn't fun. Take the random out of random and the risk out of risk/reward. Camp until you hit jackpot with some decent rolls and THEN go adventuring. The things you can do with it aren't even that cool. "Hey Dave, what does your character do?" "Well, I'm a div wizard and so either I had a couple nightmares last night and so the next two enemies we fight are going to fail the first save they make or I had some pleasant dreams last night and so our Rogue's going to hit on the surprise round he got from the Stealth roll I gave him" "... that's it?"
I feel like Conquest paladins can make very interesting roleplaying and fun to play. Making people fear you and making enemies so scared that they never pick up an weapon again
You left out the Chronurgy wizard, which is basically just better version of the Divination wizard. Also the Fey Wanderer ranger which lets you do all the usual stuff of ranger, and also be the face of the party at the same time, and can even pull off a full wisdom focused ranger build.
Currently I’m enjoying the Redemption Pally + Eloquence Bard multiclass to have minimum 28 Persuasion rolls reaching as high as 38 :D Optimizing a suboptimal play style by trying to talk everyone into peaceful solutions is a bunch of fun ^^