@@youshouldsuicide , it is unfortunate that you have never seen one properly played. Outside of combat they are one of the strongest classes. In combat they have some great control and action economy options. Do they dish out the most damage? No, but if you have a properly played druid in your group then it elevates the entire party.
I think you've underrated Druid significantly. Some of their spells can completely break encounters Conjure Animals: Break action economy with 8 elks Conjure woodland beings: Break everything by turning each member of your party into T. Rexes These are 3rd and 4th level spells I do believe you are right about Wild Shape not being very useful for combat (unless you're circle of the moon) but there are a lot of other uses, turning into a rat or a spider to infiltrate a place where you're not supposed to go and listening in on the BBEG's conversations is just one of those. Also there are some really potent subclass features, Circle of the shepherd for example, at 2nd level gets to say "everyone gets advantage" or "I now get to use my bonus action to heal everyone" and that'll then be the case, assuming you brought healing word with you.
Hell, just reaching Level 8 makes Wild Shape just that much more viable for non-Moon Druids Because Brown Bears area good Wild Shape option (add that to silly infiltration techniques they can use with it) And it let's you fill the role of a tank, alongside whatever tank is in the party (you just can't expect to have great damage output without the Circle of the Moon) The spell list IS riddled by concentration spells, but some of these spells can, as you said, break encounters Example: I played a Druid, and I nearly trivialized a nautical encounter by trying to sink the enemy ship entirely. Only reason I couldn't is the fact that the enemy ship had a carbon copy of myself
Jetpack, just wanted to say youre a really good speaker, and your cadence and rhythm and editing really add a lot of polish to your videos you dont always see in the DnD community
Having DMed with a circle of Shepard the Druid that sub path is insanly strong even when it is not summoning. The healing output of that sub path is nuts. I will agree it doesn't change their play style much.
I'll need to look at it more in depth and check the numbers! It definitely struck me as pretty decent, but I think I kind of passed over it due to the weakness of the base class.
@@Jetpack7the druid spell list is being massively overlooked. Entangle, goodberry and faerie fire are all very solid 1st level options, pace with trace is arguably the best 2nd level spell plus you get spike growth (No save damage) and silence to deal with casters, Conjure animals is objectively the best overall 3rd level spell in the game, conjure woodland beings can make fey with spells and you get polymorph, transport via plants for long distance teleports plus wind walk (which is non concentration 8 hour duration) for your 6th level spells, you get healing, and on top of all this you get the best utility feature wildshape which allows you to take the rogue's job and protect your powerful concentration spells with your enhanced movement. The only caster I'd say is stronger is the wizard and the cleric can be better at whatever niche you build it around, but overall druid is a very easy 2nd place
i love almost all of what you said -- but you made a pretty big error by ranking the druid so low. unfortunately, you're not truly considering the power of wildshape. i'm not talking about combat, though that has to be considered. wildshape is the most versatile power in all of D&D. it really is. think of wildshape as the most versatile 'spell' in the game. spider climb -- druids can just turn into a giant spider. fly -- druids can just turn into a bird. and the fly spell last only 10 minutes while wildshape lasts for hours. which means you can literally fly for miles across the land as a bird as opposed to a short 10 min flight. and flight outside gives you a lot of information as you can see everything below you. also, don't need featherfall when you can turn into a bird -- never fear a fall from a clifftop again. waterbreathing -- druids can turn into an aquatic creature. also, waterbreathing doesn't affect water pressure, which can still kill. but turning into a water-breathing creature unaffected by strong water pressure means you get to both breath water and not be affected by the pressure. need to spy on a meeting between orc chiefs? no rogue? druid can turn into a fly and literally be a fly on the wall. and think of how such a small shape can help in infiltration... turn into an ant and walk under a locked door. an ant could crawl though cracks in the wood to get inside a house held by bandits. or turn into a bee and fly over the wall of a castle besieged by an army. you and your two adventuring companions need to get away from an orc patrol that's chasing you? turn into a horse, let them jump on and ride away. only one person is allowed inside for a meeting with the leader of the thieves' guild? so you send the fighter? well, have the druid shapechange into an insect or small animal, ride inside the fighter's pouch. if shit goes wrong, druid can wildshape back to normal (or another form) and help the fighter, who would have otherwise been alone. need light? turn into a fire beetle. paladin tank went down? turn into a bear and take over the tanking role. and other roles in combat... want to grapple a foe? turn into a giant constrictor snake. you and an enemy fall of a bridge into the water? turn into a shark so you get a swim speed, waterbreathing and an attack not reduced by underwater combat. the list could go on... and in addition to all that, druids can heal. while i agree that with you on much of what you said, you did not really consider the power and versatility of wildshape.
For endgame the true king is arcana cleric. Contingency with the cleric spell list is huge fun. Meteor Swarm is even better when you can ressurect the collateral damage yourself.
I mean, Warlock is ok if you can convince your party members to stop for morning tea in the middle of a dungeon between each and every fight because you used up your designated Hex slot and your designated backup Hex slot after you broke concentration. Eldritch blast is pretty good, if you wanna give up an invocation to bring it up to the level of a heavy crossbow. Unless you focus on getting real zany with the invocations, the class just ends up feeling like a ranged martial with a couple of spells. Similar to an Eldritch Knight, minus the good bits, 120 feet away.
I've actually found that not using those spell slots for Hex can end up being way more valuable! Warlock is a difficult class for sure, and one which requires some communication between party members to be more powerful. Pretty much any class will feel more restricted in a long, grinding dungeon crawl. However, if you take the Ritual invocation, you can pick up Leomund's Tiny Hut and all your short rest woes vanish in an instant!
Lies i say, i only take EB and AB as self protection, and then everything else is utility. And also it's not just crossbow level, you also get the same amount of extra attacks with it as a fighter. Only One cantrip and invocation and you start doing similar damage as a fighter. Sorry for the salt, i'm a martial/warlock main. Everyone plays classes differently, but i've never taken Hex in my life. (Also how bold of you to assume i chose my spells in the first place and don't just only use cantrips and invocations)
For the warlock we’re you counting spells known and Mystic Arcanum as separate lists? It can be confusing but at level 11, 13, 15, and 17 your spells known go up AND you get a mystic arcanum. It’s almost like you get 2 spells known each time. Your actual spell slot level stops at 5th level though so your spells known need to be 5th level or lower spells.
Wizard is 3rd for versatility and flexibility? It can do everything but heal. The bards spell versatility is that it has to make a choice between taking wizard spells at 10th+ level or being less effective.
Pretty solid list. Only thing I even remotely questioned was the Wizards Flexibility & Viability score since with near unlimited spell options you can do basically anything.
Yeah that category was difficult to place for the Wizard. The base strength of the class alone put it above half the other classes. You could argue putting it above Bard here, but even then that would just cause a tie between Bard and Wizard. My reasoning was essentially that Bard has more flexibility than Wizard due to its archetypal strength, and that can access some wizard spells through magical secrets.
To be honest the power of the classes depends heavily on the campaign, and subclass picked. They're far more influential than the class itself. Kind of makes ranking them moot.
We made an all bardsmen party with a swords, valor, and lore bard. It was ridiculously fun, and I was playing the valor bard but didn't give a shit because hitting stuff is fun.
How can Druid be last in "beyond spells" with one of the coolest and most unique features aka Wild Shape? When you described that category, I was like "Druid will be first for sure here, maybe rivaled by Bard". Also you argue at 7:55 that Warlock can be viable without casting spells if you have the right subclass, but so can Druid, right? And 5th in spell selection while saying yourself he has one of the larger spellbooks (some of them exclusive). Just because he can't recover spell slots on a short rest? Cleric can't either and is 2nd.
I completely agree with your assessment. I would rank them in the exact same order. Clerics are my favorite for all the reasons you mentioned. Can’t wait for your Martial and Half-Caster videos.
I disagree with the sorcerer placement, divine soul makes them the single most versatile spell book on game, and Draconic Bloodline if built properly (prioritizing dex and con instead of raw charisma) can turn your squishy back line caster into a medium range/frontline melee caster, let me explain, a twinned spell into quickened booming blade/GFB is essentially the same dps as a full martial class with a similar amount of survival And of course wild magic is probably single biggest dmg numbers you can get in game at the cost of random bullshit happening every couple of fights For this reasons I fee that even tho it's not enough to beat the bard and cleric's versatility it's definitely enough to beat warlock and wizard
heightened spell is the worst metamagic. Sorcerer shines better than any caster at social manipulation, are the only class that have a consistent access to subtle spells that let you charm or control creatures without being noticed. Twinned spells is other great metamagic, at low levels you can add aditional targets to spells like command, hold person, suggestion, and you can add aditional targets to spells that never increase their targets like haste or polymorph.
On one of Mike Mearls Happy Hours he mentioned that they recognized that the Sorcerer had to low spell and said GM's can just increase spells known to 4.
This is definitely a good solution! Opening up the number of spells they have would solve a lot of problems. I personally like the idea of adding free spells like the Clerics get for each Sorcerous origin.
That's basically what I do. I provide a spell list based on sorc subclass, 1 additional spell per level from 1 to 5. I make the spell list thematic to the subclass. For example: Storm gets 1- Thunderwave, 2- Gust of Wind, 3- Lightning Bolt, 4- Storm Sphere, 5- Control Winds.
Sorcerers are underrated high rp value good in social decent spell list and metamagic is so abusable you can literally choose in which way you want to break the game with the new sorcerer feat its even better and they are the only casters that gets prof in con saves and subclasses are actually meaningful in the way you play the game
I’ve never missed a concentration save with my sorcerer, plus I can use twinned spell to cast haste on my party’s two front liners, so I definitely advocate for higher sorcerer placement.
How dose a druid lack versatility beyond spells? Wild shape is great for scouting ahead or spying on people. Turn into a bird or a spider or a dog or a rat and eavesdrop on people. Fly ahead and scout out what lies ahead. If you need to deliver a message, turn into a bird and fly it to someone. If you need a mount for someone or to haul loot, turn into one. Need to steal something, turn into a ferret or something and slip in and out. Turn into a spider and slip under a door. Turn into a fish or octopus and go into water. That's all just utility. The moon druid and turn into a dire wolf, bear, or giant scorpion and throw down when they want to save their spell slots. You can turn into a python and grapple a spellcaster.
I think everyone can agree that the ranger is easily the worst class in the base phb and even with other archetypes in books like Xanathar s guide. This class just gets outshined by every other class and can’t do anything better than they can.
Warlock in 4th overall? Wow. I hate the warlock. To me this is the worst spellcaster. It has so much potential but the lack of slots, the heavy focus on Eldritch Blast, and short rest recovery mechanic holds this class back as a caster. Now, this depends entirely on how your group plays, but from my experience, if a character can take a short rest, they can take a long rest which totally negates the idea of the fast turnaround behind the warlock’s recovery of his spell slots. And there are some really cool invocations... but if you don’t take the ones that boost Eldritch Blast, you’re nerfing yourself. And a lot of those invocations that give you other spells still eat a slot. I played a warlock and found myself in always in one of three states, either with all my slots spent and just mindlessly hucking E. Blast over and over again, trying to perform physical combat, or too afraid to use my precious slots because I was never sure what was coming or if we’d get a short rest to prepare for whatever was next. Honestly, it felt a lot like a 2e level 1 wizard after shooting off his one slot for the day. Maybe others have better experiences or others don’t mind being mindless E. Blast cannons, but for me this just wasn’t enough.
I just got back into D&D and was going over classes, trying to pick one. I was pretty intrigued by Warlocks because of the great invocations and their spell list isn't bad. However, when I was planning a character out, I saw exactly what you described with them. They just don't get enough slots to do much. The invocations are great but you only get 8 of them. There's lots of nice spells but you don't get enough slots to cast them, even taking short rests. They've got great flavor and great ideas but they're just too hamstrung.
Yeah but, A: I like at will casting. B: I'm to lazy to pick out a bunch of spells and never use my slots anyways. C: At the cost of one cantrip and invocation, i have a similar damage output to fighter. D: Invocations like misty visions and myriad of forms are awesome for RP. E: Fuck wizard.
Unpopular opinion (potentially): Valor bard is potentially one of the best bards. Why? Medium armor + Shield proficiency (19 AC without magic armor and shield spell (magical secrets)), plus allowing allies to add your bardic inspiration die to a weapon damage roll. Honestly if that's all it gave me i'd likely be fine with that. My only real complaint is that i'd prefer a different 14th level feature that focuses more on being a battle caster, like maybe allowing an ally to spend a bardic inspiration die immediately after receiving it to make an attack with their reaction.
To GP and @Jetpack7: I'm confused as to the perception of the VB? The Bard class has issues with at-will damage, defense and spell damage. The LB allows a fix for spell damage with MS at lvl6, but not really the at-will damage and defense. The VB, in turn, resolves at-will damage and defense. And so, they each provide complementary solutions to the same issues within the base class. Both also get full access to the full Bard spell list. So why is VB derided and the LB exalted? The Swords Bard is unlike the LB and VB in that it can specialize its at-will damage like a fighter/ranger. The cost to this is sometimes devaluing CHA. Meanwhile, optimally, the LB and VB still should prioritize CHA - Even though VB gets martial proficiencies. The lack of weapon specialization for the VB means that it will never be as good as the SB in that regard... and it's not supposed to be. Instead, it's supposed to be one of the most well-rounded casters in the D&D.
I really don't understand how you did not put wizard in last place in the beyond spells category, since the class gets literally nothing outside spellcasting. Also, if you think eldritch blast does more damage than martials... you clearly have never seen anyone play a martial properly.
The Bard at 2d? Only the Lore bard. The rest of the subclasses drag Bard down to 3d. Clerics are good but their spell list is quite limited. Wizard spells + ritual casting blasts the class straight into 1st and no other class even comes close.
I considered adding a weighted scale to the Spell Selection category, but even with 2 additional points to Wizard and 1 to Cleric, it still puts Wizard at 2nd overall. The wizard's spell selection is definitely crazy, but the Cleric actually ends up having more spells at their immediate disposal due to the Domain spell lists. And I think you're underselling the Bard's other archetypes! Glamour bard is a friggin power house.
@@Jetpack7 Really? Valor is extremely problematic and swords isn't great either. I mean for Glamour Unbreakable Majesty is a great power. Agreed. Mantle of Majesty is decent. Mantle of Inspiration is useful in certain clutch situations. But I wouldn't use the term power house. It just comes off like you are comparing the best of bard with all the Wizard schools but ignoring the worst subclasses. I'd take any of the Wizard schools (cause all the Wizard schools are good) over bard schools except Lore. And certain Wizard schools are better than Lore. Moreover, Wizards don't get many abilities because they generally don't need them. They are a powerhouse class that outclasses all the other casters because of the spells or at least equals them. I guess that what I am saying is the problem is your system of comparison. You cannot separate spells from the other two categories. They're integral to casters. When you do, you're setting a system up that structurally depresses the Wizard. For example, Cleric gets divine intervention at level 20 but Wizards get Wish. That equals out. A Wizard's supremacy in spells either demolishes other casters or equals out against other casters when those caster's features are added in. EDIT: In fact, the Wizard gets 7 wishes while divine intervention happens once. Similarly, Bard overall has great utility but so does Wizard. It's just a different utility and that wizardly utility comes from spells (think Contingency, Soul Cage, Magic Jar, Simulacrum, geez any number of spells). That doesn't even go into a Wizards damaging capabilities that a bard would find hard to match. The cleric has their spells too but I just cannot see bard and cleric being presented as the stronger casters. I see that as an absurd result.
@@fortunatus1 you could be right! The system likely has its flaws, it was simply my first attempt at separating the classes and rating them with a scale which would take ALL their strengths and weaknesses into account. Some rely heavily on their spellbooks (wizard) and others rely heavily on unique mechanics (warlock). Leaning too far in either direction with the rating system will always make at least one of the classes look weaker, so I tried to keep it as objective as possible. It is definitely difficult to rate the classes "correctly" in this way, but I ended up learning a lot from this process. Thanks so much for your comments! I'm taking all of it into account for some possible related videos in the future! 😁
Based on your ranking system, I agree with your selections.... .. but I disagree with your system for ranking, so overall I disagree with your overall "power level" assessment. Though I agree with pretty much everything you said. Lol I know I'm contradicting, but I hope you understand what I mean. - The Innkeeper
I strongly disagree. Druids are VERY strong, but it is indirect and requires a lot of the player. You have to read and comprehend a large and diverse spellist so you can prepere the right spells. It requires a lot of reading. Druids also work best through summoning and control spells. Summoning is VERY strong, but you have to run it right so it won't ruin your game. Controll spells win fights. Last session I pretty much "ended an encounter" at the start of the first turn. I cast Plant Growth and buried the enemies in roots. They never even got into melee range. All my druid had to do was to cast one 3rd lvl spell. After that he twiddled his thumbs and watched the rest of the party win effortlessly, but ultimately because the enemies could not get to them. Druids have an insanely potent ability in wild shape, the second best spellist in the game, with loads of strong unique options. It's a very strong class.
One thing. Wizards can make.their.own.spells. You read that correctly, their own spells. With that in mind the their spell list is suddenly and 8 turned on its side. Sure, novice players will fall down the rabbit hole of "how do I get the 'save or death' spells of AD&D?" which were purposely removed from 5e, but not every player will do this. You probably don't want systems analysts or software engineer players anywhere near the Wizard class as they hand you a spreadsheet and logic graph that explains why their 9th level "End the Existence of Faerun" spell is perfectly reasonable, logical and legal.
Now im not gona argue that caster druid is kinda "eh" at best (cant play anything other than moon myself) but wouldnt it rate a little higher due to it also having the ritual casting ability? Or is that a different type of ritual casting and ive just been using it wrong and my dm hasnt called me on it
Honestly giving Druids the ability to Ritual cast like a Wizard does make them a lot more flexible when prepping spells, seems like it might be a pretty simple way to make the class a bit stronger.
Jetpack7 That would probably make them too strong since at that point they would never have to prepare a ritual spell. They would just get it for free since they know their entire spell list already, as opposed to a wizard who has to build a spellbook.
Well, it depends on what kind of stuff you want to do or what flavor you want! I'd recommend looking up class descriptions, maybe some concept art, and go from there! At the end of the day, the most important thing is to play the character YOU want to play. In 5e, there isn't as much mechanical variance between classes, in other words your experience won't change DRASTICALLY depending on what class you choose. Basically, pick one you like and dive in head first. It'll be a great time no matter what.
Warlock is simple. Cleric is godly. Bard is a jack of all trades. Druid is there if your a tree huger. Wizard can go fuck it self. Edit: And sorcerer was forgotten :(
A: Do game usually go above 5th level spells? 90% of my warlocks who haven't used mystic arcanum say no. B: Arcane clerics are a thing. C: Heal bots are a thing. D: You get the power of god, nuff said.
Wizard being Number 3 surprised me but then I remeber how limited a Wizard can be once he run out of Fireballs. Nature domain Cleric Divinity isn't that cool unless your campaign takes place in a Forest/Green area.
Yeah people joke about warlock running out of slots, but that's assuming the player is even using there slots and isn't just using misty visions and EB. Meanwhile wizard can go fuck itself (can you tell which class is my favorite and least favorite?(
C’mon man, the wizard i get can be difficult to play, but if you get a race that’s proficient in armour you’re good to go. I also believe that the cleric should be second cause they have the same amount of spell slots as a wizard and they are also melee damage dealers!
I agree. I've seen so many people say that any one of the three is the best so I think it really comes down to 1. The way you're quantifying the viability of the classes and 2. How you use the class (in other words, how good are you at playing the class). Because those factors are different for everyone, I'd say which is the best entirely depends on the individual.
I do feel like the bard should be a semi caster rather than full caster. They are jack of all traits master of none and if you can cast 9th level spells that's means you are a master of magic. And sorcerer's need more utility spells being more like wizards but weaker.
Hmm it's difficult to say. Since the Artificer technically isn't a full caster, it would be on the other video. That said, I'd place it pretty high up there. Top 3 for sure.
GASP Druid are second last ???? HERASSY !!!! QUICK TURN INTO A BEAR AND MAUL THAT MAN !!! XD XD XD My main grip of playing a druid specially Moon druid "is the only druid in my book lol" . is the lack of growth wild shape uses. NOW with the new UA giving subclaases thier uses back by expending a spell slot and the Class variant features which expanded some stuff I am hopefull to see the Expend spell slots to do more stuff expand to the core and bhb classes and subclass Sorcerer are a nice multiclass option it gripe that it takes a lil while to go online and you have to dip deep into the class. And the spell known number makes me want to pull my hair out... Warlock is kinda locked by the DM pace ... he determine when to take a short rest. and sometimes the situation too. DND didnt balance the short mechanics too well in my opinion because it take a full hour its kinda long. now the new catnap spell fixes that but it uses a 3rd level spell slot which is kinda high price. Bard. magical secrets Worst thing that RAW you can only change a magical secret spells into a bard spell only and thats a BIG LOAD OF BS in my book.
Haha I wish druid was stronger, it just didn't impress me much when compared to the other casters! UA supplements will definitely help the strength of the weaker classes. Maybe I'll do a video looking at those changes, they've been releasing UA rapid-fire lately. :)
@@Jetpack7 what I notice is druid doesn't have spells of their own. Like ones that deffrientiate them from other casters. Like yes they are best summoner but other casters can also summon. I hope to see more spells like guardian of nature. Or other transforming spells.
@@optimus2200 Druid does have some pretty key exclusives. For example: Shillelagh allows them to conveniently swing with their WIS mod, while making their weapon magical, for a bonus action cantrip that requires no concentration. That's strong enough that some Clerics will use the Magic Initiate feat for it. It's also really useful for low-magic campaigns. Entangle is *basically* the Web spell, but at 1st-level instead of 2nd, giving them some more early control power. Wall of Thorns is a good control spell with doubly-difficult terrain that you place as you wish. Transport Via Plants is a very good teleportation spell, for almost anywhere on the same plane of existence that you been. Bones of the Earth locks down targets in a badass way when you're indoors, and can be used in some flexible ways. In your original comment, you said there's a problem with how Magical Secrets works? Are you saying that bards should be able to treat Magical Secrets as persistent flex slots for any spell in the game? That seems seriously broken. Also, the RAW implementation is more easily understandable for newer players. You pick those spells, make them into bard spells for you, and learn them.
@@SquatBenchDeadlift455 Shillelagh is useful for all other classes more than its useful for the druid. and it doesn't scale. same for magic stone. and as for other spells.they all have their neishis. what I want to say the Druids lack spells of their own as their speciality. the thing that set them apart. Arcane they got the utility and the boom boom. clerics they get the support and the buffing. paladins they get the smites. rangers ...... and bards they can do it all. as for the magical secrets I dont know what you mean by flex slots. but like magical secrets IS THE ONLY class feature that you lose access to if you decide to change it.
I think you're probably sleeping on what a druid can do : healing, tanking (moon druid), scouting. Also, they are the true conjurer of 5th edition. Why casting fly when you can invoke giant eagle? You want dmg? lvl 5 you can summon 4 black bear making 8 attacks each round + tanking + having map controle. Need to solve an investigation on who killed the king? Just ask the cat in the castle. Ask the birds around.
Reminder to any creator on youtube: Liking & commenting has near zero effect on your "place in the algorythm". Video click & watchtrough does; and this format encourages those numbers to be boosted. the standard "like comment & sub" statement is annoying, useless and turns a lot of people off
Hahaha I am tempted to agree with you, they're certainly one of my favorites to play. But it's VERY difficult to beat the Cleric in 5e, in regards to strength!
I really dislike the bard concept. The tone just doesn't mesh well with most of the games I have played. Thankfully of all the games I've played only one person once played a bard. The only times he made much difference in the dungeon crawl we were playing was when he helped out in situations that only went south because our party of four was effectively a party of three with a tag along.
Agreed. Then again i hate wizard with a passion so... fuck it, anyways here's my class tier list. 1)Warlock 2)Barbarian 3)Fighter 4)Paladin 5)Bard 6)Rogue 7)Cleric 8)Monk 9)Sorcerer 10)Druid 11)Guy with bow 12)Your opinion 13-???+)ZA WARDO ???????????????????) Wizard.
Before I get further into the video. "At Number 5, I put Druid"...HOW DARE YOU! (I kid, but it is my favorite class)
I would have put them lower
Druids are the worst imho
@@youshouldsuicide , it is unfortunate that you have never seen one properly played. Outside of combat they are one of the strongest classes. In combat they have some great control and action economy options. Do they dish out the most damage? No, but if you have a properly played druid in your group then it elevates the entire party.
I think you've underrated Druid significantly. Some of their spells can completely break encounters
Conjure Animals: Break action economy with 8 elks
Conjure woodland beings: Break everything by turning each member of your party into T. Rexes
These are 3rd and 4th level spells
I do believe you are right about Wild Shape not being very useful for combat (unless you're circle of the moon) but there are a lot of other uses, turning into a rat or a spider to infiltrate a place where you're not supposed to go and listening in on the BBEG's conversations is just one of those.
Also there are some really potent subclass features, Circle of the shepherd for example, at 2nd level gets to say "everyone gets advantage" or "I now get to use my bonus action to heal everyone" and that'll then be the case, assuming you brought healing word with you.
Hell, just reaching Level 8 makes Wild Shape just that much more viable for non-Moon Druids
Because Brown Bears area good Wild Shape option (add that to silly infiltration techniques they can use with it)
And it let's you fill the role of a tank, alongside whatever tank is in the party (you just can't expect to have great damage output without the Circle of the Moon)
The spell list IS riddled by concentration spells, but some of these spells can, as you said, break encounters
Example: I played a Druid, and I nearly trivialized a nautical encounter by trying to sink the enemy ship entirely.
Only reason I couldn't is the fact that the enemy ship had a carbon copy of myself
L
Jetpack, just wanted to say youre a really good speaker, and your cadence and rhythm and editing really add a lot of polish to your videos you dont always see in the DnD community
Hear hear!
Having DMed with a circle of Shepard the Druid that sub path is insanly strong even when it is not summoning. The healing output of that sub path is nuts. I will agree it doesn't change their play style much.
I'll need to look at it more in depth and check the numbers! It definitely struck me as pretty decent, but I think I kind of passed over it due to the weakness of the base class.
yeah I am DMing for one rn, that unicorn totem with healing spirit is dumb.
I try to kill/banish him every fight
L
@@Jetpack7the druid spell list is being massively overlooked. Entangle, goodberry and faerie fire are all very solid 1st level options, pace with trace is arguably the best 2nd level spell plus you get spike growth (No save damage) and silence to deal with casters, Conjure animals is objectively the best overall 3rd level spell in the game, conjure woodland beings can make fey with spells and you get polymorph, transport via plants for long distance teleports plus wind walk (which is non concentration 8 hour duration) for your 6th level spells, you get healing, and on top of all this you get the best utility feature wildshape which allows you to take the rogue's job and protect your powerful concentration spells with your enhanced movement.
The only caster I'd say is stronger is the wizard and the cleric can be better at whatever niche you build it around, but overall druid is a very easy 2nd place
i love almost all of what you said -- but you made a pretty big error by ranking the druid so low. unfortunately, you're not truly considering the power of wildshape. i'm not talking about combat, though that has to be considered. wildshape is the most versatile power in all of D&D. it really is. think of wildshape as the most versatile 'spell' in the game.
spider climb -- druids can just turn into a giant spider.
fly -- druids can just turn into a bird. and the fly spell last only 10 minutes while wildshape lasts for hours. which means you can literally fly for miles across the land as a bird as opposed to a short 10 min flight. and flight outside gives you a lot of information as you can see everything below you. also, don't need featherfall when you can turn into a bird -- never fear a fall from a clifftop again.
waterbreathing -- druids can turn into an aquatic creature. also, waterbreathing doesn't affect water pressure, which can still kill. but turning into a water-breathing creature unaffected by strong water pressure means you get to both breath water and not be affected by the pressure.
need to spy on a meeting between orc chiefs? no rogue? druid can turn into a fly and literally be a fly on the wall. and think of how such a small shape can help in infiltration... turn into an ant and walk under a locked door. an ant could crawl though cracks in the wood to get inside a house held by bandits. or turn into a bee and fly over the wall of a castle besieged by an army.
you and your two adventuring companions need to get away from an orc patrol that's chasing you? turn into a horse, let them jump on and ride away.
only one person is allowed inside for a meeting with the leader of the thieves' guild? so you send the fighter? well, have the druid shapechange into an insect or small animal, ride inside the fighter's pouch. if shit goes wrong, druid can wildshape back to normal (or another form) and help the fighter, who would have otherwise been alone.
need light? turn into a fire beetle.
paladin tank went down? turn into a bear and take over the tanking role.
and other roles in combat... want to grapple a foe? turn into a giant constrictor snake. you and an enemy fall of a bridge into the water? turn into a shark so you get a swim speed, waterbreathing and an attack not reduced by underwater combat.
the list could go on...
and in addition to all that, druids can heal.
while i agree that with you on much of what you said, you did not really consider the power and versatility of wildshape.
YAAAAS!
For endgame the true king is arcana cleric. Contingency with the cleric spell list is huge fun. Meteor Swarm is even better when you can ressurect the collateral damage yourself.
I mean, Warlock is ok if you can convince your party members to stop for morning tea in the middle of a dungeon between each and every fight because you used up your designated Hex slot and your designated backup Hex slot after you broke concentration. Eldritch blast is pretty good, if you wanna give up an invocation to bring it up to the level of a heavy crossbow. Unless you focus on getting real zany with the invocations, the class just ends up feeling like a ranged martial with a couple of spells. Similar to an Eldritch Knight, minus the good bits, 120 feet away.
I've actually found that not using those spell slots for Hex can end up being way more valuable! Warlock is a difficult class for sure, and one which requires some communication between party members to be more powerful.
Pretty much any class will feel more restricted in a long, grinding dungeon crawl. However, if you take the Ritual invocation, you can pick up Leomund's Tiny Hut and all your short rest woes vanish in an instant!
Lies i say, i only take EB and AB as self protection, and then everything else is utility. And also it's not just crossbow level, you also get the same amount of extra attacks with it as a fighter. Only One cantrip and invocation and you start doing similar damage as a fighter.
Sorry for the salt, i'm a martial/warlock main.
Everyone plays classes differently, but i've never taken Hex in my life.
(Also how bold of you to assume i chose my spells in the first place and don't just only use cantrips and invocations)
For the warlock we’re you counting spells known and Mystic Arcanum as separate lists?
It can be confusing but at level 11, 13, 15, and 17 your spells known go up AND you get a mystic arcanum. It’s almost like you get 2 spells known each time.
Your actual spell slot level stops at 5th level though so your spells known need to be 5th level or lower spells.
Wizard is 3rd for versatility and flexibility? It can do everything but heal.
The bards spell versatility is that it has to make a choice between taking wizard spells at 10th+ level or being less effective.
Incorrect, if only ever choose eldritch blast at 10th level with bard and then take the eldritch adept feat.
Pretty solid list.
Only thing I even remotely questioned was the Wizards Flexibility & Viability score since with near unlimited spell options you can do basically anything.
Yeah that category was difficult to place for the Wizard. The base strength of the class alone put it above half the other classes. You could argue putting it above Bard here, but even then that would just cause a tie between Bard and Wizard. My reasoning was essentially that Bard has more flexibility than Wizard due to its archetypal strength, and that can access some wizard spells through magical secrets.
Aren't wizards really the best though😉!
Yeah but wizards suck, nuff said.
Seriously why do i hate wizard this much.
@@rosscoesapo not at all.
@@Luffy-un5du no idea bro. Seems like a you problem
Circle of Land Druids CAN recover spells on a short rest AKA Natural Recovery
L
To be honest the power of the classes depends heavily on the campaign, and subclass picked. They're far more influential than the class itself. Kind of makes ranking them moot.
We made an all bardsmen party with a swords, valor, and lore bard. It was ridiculously fun, and I was playing the valor bard but didn't give a shit because hitting stuff is fun.
How can Druid be last in "beyond spells" with one of the coolest and most unique features aka Wild Shape? When you described that category, I was like "Druid will be first for sure here, maybe rivaled by Bard".
Also you argue at 7:55 that Warlock can be viable without casting spells if you have the right subclass, but so can Druid, right?
And 5th in spell selection while saying yourself he has one of the larger spellbooks (some of them exclusive). Just because he can't recover spell slots on a short rest? Cleric can't either and is 2nd.
L
I completely agree with your assessment. I would rank them in the exact same order. Clerics are my favorite for all the reasons you mentioned. Can’t wait for your Martial and Half-Caster videos.
Hope you agree with the next one too! :)
I disagree with the sorcerer placement, divine soul makes them the single most versatile spell book on game, and Draconic Bloodline if built properly (prioritizing dex and con instead of raw charisma) can turn your squishy back line caster into a medium range/frontline melee caster, let me explain, a twinned spell into quickened booming blade/GFB is essentially the same dps as a full martial class with a similar amount of survival
And of course wild magic is probably single biggest dmg numbers you can get in game at the cost of random bullshit happening every couple of fights
For this reasons I fee that even tho it's not enough to beat the bard and cleric's versatility it's definitely enough to beat warlock and wizard
heightened spell is the worst metamagic. Sorcerer shines better than any caster at social manipulation, are the only class that have a consistent access to subtle spells that let you charm or control creatures without being noticed. Twinned spells is other great metamagic, at low levels you can add aditional targets to spells like command, hold person, suggestion, and you can add aditional targets to spells that never increase their targets like haste or polymorph.
On one of Mike Mearls Happy Hours he mentioned that they recognized that the Sorcerer had to low spell and said GM's can just increase spells known to 4.
This is definitely a good solution! Opening up the number of spells they have would solve a lot of problems. I personally like the idea of adding free spells like the Clerics get for each Sorcerous origin.
That's basically what I do. I provide a spell list based on sorc subclass, 1 additional spell per level from 1 to 5. I make the spell list thematic to the subclass. For example: Storm gets 1- Thunderwave, 2- Gust of Wind, 3- Lightning Bolt, 4- Storm Sphere, 5- Control Winds.
Sorcerers are underrated high rp value good in social decent spell list and metamagic is so abusable you can literally choose in which way you want to break the game with the new sorcerer feat its even better and they are the only casters that gets prof in con saves and subclasses are actually meaningful in the way you play the game
I’ve never missed a concentration save with my sorcerer, plus I can use twinned spell to cast haste on my party’s two front liners, so I definitely advocate for higher sorcerer placement.
Agreed, but any class has insanely good RP value if you just use ya mind to think of a interesting character.
How dose a druid lack versatility beyond spells? Wild shape is great for scouting ahead or spying on people. Turn into a bird or a spider or a dog or a rat and eavesdrop on people. Fly ahead and scout out what lies ahead. If you need to deliver a message, turn into a bird and fly it to someone. If you need a mount for someone or to haul loot, turn into one. Need to steal something, turn into a ferret or something and slip in and out. Turn into a spider and slip under a door. Turn into a fish or octopus and go into water. That's all just utility. The moon druid and turn into a dire wolf, bear, or giant scorpion and throw down when they want to save their spell slots. You can turn into a python and grapple a spellcaster.
I think everyone can agree that the ranger is easily the worst class in the base phb and even with other archetypes in books like Xanathar s guide. This class just gets outshined by every other class and can’t do anything better than they can.
Warlock in 4th overall? Wow. I hate the warlock. To me this is the worst spellcaster. It has so much potential but the lack of slots, the heavy focus on Eldritch Blast, and short rest recovery mechanic holds this class back as a caster. Now, this depends entirely on how your group plays, but from my experience, if a character can take a short rest, they can take a long rest which totally negates the idea of the fast turnaround behind the warlock’s recovery of his spell slots. And there are some really cool invocations... but if you don’t take the ones that boost Eldritch Blast, you’re nerfing yourself. And a lot of those invocations that give you other spells still eat a slot. I played a warlock and found myself in always in one of three states, either with all my slots spent and just mindlessly hucking E. Blast over and over again, trying to perform physical combat, or too afraid to use my precious slots because I was never sure what was coming or if we’d get a short rest to prepare for whatever was next. Honestly, it felt a lot like a 2e level 1 wizard after shooting off his one slot for the day. Maybe others have better experiences or others don’t mind being mindless E. Blast cannons, but for me this just wasn’t enough.
I just got back into D&D and was going over classes, trying to pick one. I was pretty intrigued by Warlocks because of the great invocations and their spell list isn't bad. However, when I was planning a character out, I saw exactly what you described with them. They just don't get enough slots to do much. The invocations are great but you only get 8 of them. There's lots of nice spells but you don't get enough slots to cast them, even taking short rests. They've got great flavor and great ideas but they're just too hamstrung.
Yeah but,
A: I like at will casting.
B: I'm to lazy to pick out a bunch of spells and never use my slots anyways.
C: At the cost of one cantrip and invocation, i have a similar damage output to fighter.
D: Invocations like misty visions and myriad of forms are awesome for RP.
E: Fuck wizard.
Unpopular opinion (potentially): Valor bard is potentially one of the best bards. Why? Medium armor + Shield proficiency (19 AC without magic armor and shield spell (magical secrets)), plus allowing allies to add your bardic inspiration die to a weapon damage roll. Honestly if that's all it gave me i'd likely be fine with that. My only real complaint is that i'd prefer a different 14th level feature that focuses more on being a battle caster, like maybe allowing an ally to spend a bardic inspiration die immediately after receiving it to make an attack with their reaction.
To GP and @Jetpack7: I'm confused as to the perception of the VB? The Bard class has issues with at-will damage, defense and spell damage. The LB allows a fix for spell damage with MS at lvl6, but not really the at-will damage and defense. The VB, in turn, resolves at-will damage and defense. And so, they each provide complementary solutions to the same issues within the base class. Both also get full access to the full Bard spell list. So why is VB derided and the LB exalted?
The Swords Bard is unlike the LB and VB in that it can specialize its at-will damage like a fighter/ranger. The cost to this is sometimes devaluing CHA. Meanwhile, optimally, the LB and VB still should prioritize CHA - Even though VB gets martial proficiencies. The lack of weapon specialization for the VB means that it will never be as good as the SB in that regard... and it's not supposed to be. Instead, it's supposed to be one of the most well-rounded casters in the D&D.
I really don't understand how you did not put wizard in last place in the beyond spells category, since the class gets literally nothing outside spellcasting. Also, if you think eldritch blast does more damage than martials... you clearly have never seen anyone play a martial properly.
Finally someone who agrees with me that the Cleric is the most powerful class.
The Bard at 2d? Only the Lore bard. The rest of the subclasses drag Bard down to 3d. Clerics are good but their spell list is quite limited. Wizard spells + ritual casting blasts the class straight into 1st and no other class even comes close.
I considered adding a weighted scale to the Spell Selection category, but even with 2 additional points to Wizard and 1 to Cleric, it still puts Wizard at 2nd overall.
The wizard's spell selection is definitely crazy, but the Cleric actually ends up having more spells at their immediate disposal due to the Domain spell lists.
And I think you're underselling the Bard's other archetypes! Glamour bard is a friggin power house.
@@Jetpack7 Really? Valor is extremely problematic and swords isn't great either. I mean for Glamour Unbreakable Majesty is a great power. Agreed. Mantle of Majesty is decent. Mantle of Inspiration is useful in certain clutch situations. But I wouldn't use the term power house. It just comes off like you are comparing the best of bard with all the Wizard schools but ignoring the worst subclasses. I'd take any of the Wizard schools (cause all the Wizard schools are good) over bard schools except Lore. And certain Wizard schools are better than Lore. Moreover, Wizards don't get many abilities because they generally don't need them. They are a powerhouse class that outclasses all the other casters because of the spells or at least equals them. I guess that what I am saying is the problem is your system of comparison. You cannot separate spells from the other two categories. They're integral to casters. When you do, you're setting a system up that structurally depresses the Wizard. For example, Cleric gets divine intervention at level 20 but Wizards get Wish. That equals out. A Wizard's supremacy in spells either demolishes other casters or equals out against other casters when those caster's features are added in. EDIT: In fact, the Wizard gets 7 wishes while divine intervention happens once. Similarly, Bard overall has great utility but so does Wizard. It's just a different utility and that wizardly utility comes from spells (think Contingency, Soul Cage, Magic Jar, Simulacrum, geez any number of spells). That doesn't even go into a Wizards damaging capabilities that a bard would find hard to match. The cleric has their spells too but I just cannot see bard and cleric being presented as the stronger casters. I see that as an absurd result.
@@fortunatus1 you could be right! The system likely has its flaws, it was simply my first attempt at separating the classes and rating them with a scale which would take ALL their strengths and weaknesses into account. Some rely heavily on their spellbooks (wizard) and others rely heavily on unique mechanics (warlock). Leaning too far in either direction with the rating system will always make at least one of the classes look weaker, so I tried to keep it as objective as possible.
It is definitely difficult to rate the classes "correctly" in this way, but I ended up learning a lot from this process.
Thanks so much for your comments! I'm taking all of it into account for some possible related videos in the future! 😁
Yeah buuuut, fuck those wand wielding nerds. I don't know why i have this hatred for wizards, but i do.
Based on your ranking system, I agree with your selections....
.. but I disagree with your system for ranking, so overall I disagree with your overall "power level" assessment. Though I agree with pretty much everything you said. Lol I know I'm contradicting, but I hope you understand what I mean.
- The Innkeeper
I strongly disagree. Druids are VERY strong, but it is indirect and requires a lot of the player.
You have to read and comprehend a large and diverse spellist so you can prepere the right spells. It requires a lot of reading.
Druids also work best through summoning and control spells. Summoning is VERY strong, but you have to run it right so it won't ruin your game.
Controll spells win fights. Last session I pretty much "ended an encounter" at the start of the first turn. I cast Plant Growth and buried the enemies in roots. They never even got into melee range. All my druid had to do was to cast one 3rd lvl spell. After that he twiddled his thumbs and watched the rest of the party win effortlessly, but ultimately because the enemies could not get to them.
Druids have an insanely potent ability in wild shape, the second best spellist in the game, with loads of strong unique options. It's a very strong class.
Wow, nice video, detailed and entertaining!
One thing. Wizards can make.their.own.spells. You read that correctly, their own spells. With that in mind the their spell list is suddenly and 8 turned on its side. Sure, novice players will fall down the rabbit hole of "how do I get the 'save or death' spells of AD&D?" which were purposely removed from 5e, but not every player will do this. You probably don't want systems analysts or software engineer players anywhere near the Wizard class as they hand you a spreadsheet and logic graph that explains why their 9th level "End the Existence of Faerun" spell is perfectly reasonable, logical and legal.
thats unearthed arcana only. at which point you might as well just homebrew
Yeah, but wizard fucking sucks.
Now im not gona argue that caster druid is kinda "eh" at best (cant play anything other than moon myself) but wouldnt it rate a little higher due to it also having the ritual casting ability? Or is that a different type of ritual casting and ive just been using it wrong and my dm hasnt called me on it
By the book, Druid's ritual casting requires them to have the spells prepared. But I won't tell your DM that. :D
@@Jetpack7 sounds good to me :) lets me keep doing detect magic and speaking with our horses... kinda
Honestly giving Druids the ability to Ritual cast like a Wizard does make them a lot more flexible when prepping spells, seems like it might be a pretty simple way to make the class a bit stronger.
Jetpack7 That would probably make them too strong since at that point they would never have to prepare a ritual spell. They would just get it for free since they know their entire spell list already, as opposed to a wizard who has to build a spellbook.
I'm new to D&D and I want to be a spellcaster but i don't know what to choose .
Well, it depends on what kind of stuff you want to do or what flavor you want! I'd recommend looking up class descriptions, maybe some concept art, and go from there!
At the end of the day, the most important thing is to play the character YOU want to play. In 5e, there isn't as much mechanical variance between classes, in other words your experience won't change DRASTICALLY depending on what class you choose. Basically, pick one you like and dive in head first. It'll be a great time no matter what.
@@Jetpack7 thanks man really helpful
@@Jetpack7 Well I guess Sorcerer or Warlock would be my picks .
Warlock is simple.
Cleric is godly.
Bard is a jack of all trades.
Druid is there if your a tree huger.
Wizard can go fuck it self.
Edit: And sorcerer was forgotten :(
I like spell sculpting because I don't need to worry about friendly fire.
Some nice ideas but clearly wrong😉 the cleric spell list sucks above 5th level when compared to what's available to other classes. Nice video though!
A: Do game usually go above 5th level spells? 90% of my warlocks who haven't used mystic arcanum say no.
B: Arcane clerics are a thing.
C: Heal bots are a thing.
D: You get the power of god, nuff said.
Wizard being Number 3 surprised me but then I remeber how limited a Wizard can be once he run out of Fireballs.
Nature domain Cleric Divinity isn't that cool unless your campaign takes place in a Forest/Green area.
Yeah people joke about warlock running out of slots, but that's assuming the player is even using there slots and isn't just using misty visions and EB.
Meanwhile wizard can go fuck itself (can you tell which class is my favorite and least favorite?(
A party of only clerics also known as the A-men.
C’mon man, the wizard i get can be difficult to play, but if you get a race that’s proficient in armour you’re good to go. I also believe that the cleric should be second cause they have the same amount of spell slots as a wizard and they are also melee damage dealers!
Its not difficult to play, I just hate it.
Its funny cause a well built Sorcerer/Warlock multiclass has the highest sustainable DPR
This man didn’t even read the druid spell list did he?
Cleric, Bard, and Wizard are definitely top 3. In terms of which one is no 1 is open for debate.
I agree. I've seen so many people say that any one of the three is the best so I think it really comes down to 1. The way you're quantifying the viability of the classes and 2. How you use the class (in other words, how good are you at playing the class). Because those factors are different for everyone, I'd say which is the best entirely depends on the individual.
I do feel like the bard should be a semi caster rather than full caster. They are jack of all traits master of none and if you can cast 9th level spells that's means you are a master of magic. And sorcerer's need more utility spells being more like wizards but weaker.
I'm curious, where would you put artificer?
Hmm it's difficult to say. Since the Artificer technically isn't a full caster, it would be on the other video. That said, I'd place it pretty high up there. Top 3 for sure.
GASP Druid are second last ???? HERASSY !!!!
QUICK TURN INTO A BEAR AND MAUL THAT MAN !!! XD XD XD
My main grip of playing a druid specially Moon druid "is the only druid in my book lol" . is the lack of growth wild shape uses. NOW with the new UA giving subclaases thier uses back by expending a spell slot and the Class variant features which expanded some stuff I am hopefull to see the Expend spell slots to do more stuff expand to the core and bhb classes and subclass
Sorcerer are a nice multiclass option it gripe that it takes a lil while to go online and you have to dip deep into the class. And the spell known number makes me want to pull my hair out...
Warlock is kinda locked by the DM pace ... he determine when to take a short rest. and sometimes the situation too. DND didnt balance the short mechanics too well in my opinion because it take a full hour its kinda long. now the new catnap spell fixes that but it uses a 3rd level spell slot which is kinda high price.
Bard. magical secrets Worst thing that RAW you can only change a magical secret spells into a bard spell only and thats a BIG LOAD OF BS in my book.
Haha I wish druid was stronger, it just didn't impress me much when compared to the other casters! UA supplements will definitely help the strength of the weaker classes. Maybe I'll do a video looking at those changes, they've been releasing UA rapid-fire lately. :)
@@Jetpack7 what I notice is druid doesn't have spells of their own. Like ones that deffrientiate them from other casters. Like yes they are best summoner but other casters can also summon.
I hope to see more spells like guardian of nature. Or other transforming spells.
That would be awesome! I'd love to see some Druid unique spells.
@@optimus2200 Druid does have some pretty key exclusives. For example:
Shillelagh allows them to conveniently swing with their WIS mod, while making their weapon magical, for a bonus action cantrip that requires no concentration. That's strong enough that some Clerics will use the Magic Initiate feat for it. It's also really useful for low-magic campaigns.
Entangle is *basically* the Web spell, but at 1st-level instead of 2nd, giving them some more early control power.
Wall of Thorns is a good control spell with doubly-difficult terrain that you place as you wish.
Transport Via Plants is a very good teleportation spell, for almost anywhere on the same plane of existence that you been.
Bones of the Earth locks down targets in a badass way when you're indoors, and can be used in some flexible ways.
In your original comment, you said there's a problem with how Magical Secrets works? Are you saying that bards should be able to treat Magical Secrets as persistent flex slots for any spell in the game? That seems seriously broken. Also, the RAW implementation is more easily understandable for newer players. You pick those spells, make them into bard spells for you, and learn them.
@@SquatBenchDeadlift455 Shillelagh is useful for all other classes more than its useful for the druid. and it doesn't scale. same for magic stone.
and as for other spells.they all have their neishis.
what I want to say the Druids lack spells of their own as their speciality. the thing that set them apart.
Arcane they got the utility and the boom boom. clerics they get the support and the buffing. paladins they get the smites. rangers ...... and bards they can do it all.
as for the magical secrets I dont know what you mean by flex slots. but like magical secrets IS THE ONLY class feature that you lose access to if you decide to change it.
I'm looking at you Portent
I think you're probably sleeping on what a druid can do : healing, tanking (moon druid), scouting. Also, they are the true conjurer of 5th edition. Why casting fly when you can invoke giant eagle? You want dmg? lvl 5 you can summon 4 black bear making 8 attacks each round + tanking + having map controle. Need to solve an investigation on who killed the king? Just ask the cat in the castle. Ask the birds around.
L
thx. Great video
Reminder to any creator on youtube:
Liking & commenting has near zero effect on your "place in the algorythm".
Video click & watchtrough does; and this format encourages those numbers to be boosted.
the standard "like comment & sub" statement is annoying, useless and turns a lot of people off
The way you talk reminds me of Tim Poole
Bard only 2nd?? Bards are the best hands down!
Hahaha I am tempted to agree with you, they're certainly one of my favorites to play. But it's VERY difficult to beat the Cleric in 5e, in regards to strength!
niiice
Oh no
Might enjoy "The Bards' Tale" a bard only campaign: ruclips.net/video/pIjGmSIEto8/видео.html
1) wizard
2) cleric
3) bard
4) sorcerer
5) druid
6) warlock
not sure, if sorcerer should be 3)
More accurate.
1) Warlock
2) Bard
3)Cleric
4)Druid
5)Sorcerer
6) your opinion
7) wizard
I really dislike the bard concept. The tone just doesn't mesh well with most of the games I have played. Thankfully of all the games I've played only one person once played a bard. The only times he made much difference in the dungeon crawl we were playing was when he helped out in situations that only went south because our party of four was effectively a party of three with a tag along.
You must not have anyone in your group who knows how to play one.
This is cleric propaganda
Consider me brainwashed. 🤣
I think warlock is better than wizard's
Agreed. Then again i hate wizard with a passion so... fuck it, anyways here's my class tier list.
1)Warlock
2)Barbarian
3)Fighter
4)Paladin
5)Bard
6)Rogue
7)Cleric
8)Monk
9)Sorcerer
10)Druid
11)Guy with bow
12)Your opinion
13-???+)ZA WARDO
???????????????????) Wizard.