Top 10 Subclasses from Tasha's Cauldron of Everything: 10. Armorer Artificer 01:25 9. Circle of Stars Druid 03:09 8. Way of Mercy Monk 05:35 7. Psi Warrior Fighter 07:25 6. Clockwork Soul Sorcerer 10:19 5. Peace Domain Cleric 11:42 4. Path of the Beast Barbarian 14:37 3. Circle of Wildfire Druid 18:13 2. Phantom Rogue 21:05 1. Aberrant Mind Sorcerer 23:23 💻 Follow me on Twitch! twitch.tv/nerdimmersion
They really took some of the least popular classes (druid, sorcerer, monk) and gave them some of the coolest and most interesting subclasses to date. Can’t wait to buy Tasha’s
I definitely agree! Also the fighter with the Psi Knight and Rune Knight. While Fighter is very popular, especially with newer player, I just appreciate that they added something, that will be exciting for more veteran players!
My group has had a Twilight Cleric in our party using the UA rules and he’s been an MVP in combat. The updated subclass has just made him better, so we’re happy about that
Currently have a 5 Zealot/1 Fighter right now that will be going into rune Warrior. Imagine grappling a Tarrasque and being immortal if someone uses enlarge/reduce on you.
A lot of the art this time around was a miss for me. I love the basic cover (kinda regret opting for the deluxe honestly) and the chapter 1 intro art, but it felt all over the place. The flavor text was the same. Kinda left me feeling weird. Like I know they put a lot of work in, but some of the choices come off as lazy (like the book name, for instance).
The best part is the end talking about doing what you enjoy. That's why the quality of this is awesome. Great work man and thank you for the work you put in.
I honestly think the swarm keeper is a really good subclass especially with the new ranger revision in tashas. I'm planing on playing one in the next campaign I'm in. Plus the flavor is really cool.
@@gamecavalier3230 that's true. But I think there is already a lot of ways to get an an extra language like your background and race and what not. Still a good point though
Not really related but how good is fey wanderer? Flavor wise it seems great and I was thinking of maybe switching my horizon walker ranger I have prepared over to that.
You said that you hadn't really looked into any of the good enchantment spells, for the Aberrant Mind sorcerer, so I took the time to do so, so you and everyone can get inspired: 1st level: Hex - Not the best on sorcerers, but disadvantage on checks can be nice, as a counter to counter spells! 1st level: Charm Person - Obvious choice, but very practical, given that you can cast it subtly for free. 1st level: Tashas Hideous Laughter - Good for crowd control, or just making people seem crazy in social settings. 2nd level: Suggestion - Its good for the same reason that Charm person is, but its more potent. But maybe your dm will still require you to speak, but at least it wouldn't look like you are casting a spell. 2nd level: Tashas Mind Whip - Not the best damage, but a noble only has 9 hit points, so killing them and dealing damage in a social setting becomes possible, without having to spend a lot of resources. 2nd level: Calm Emotions - Great for avoiding combat, when a conversation doesn't go as planned. Again this becomes even better, with the ability to combine it with the free subtle metamagic. Now 3rd and 4th level enchantment spells aren't the most interesting, but 5th level is where things start to get crazy: 5th level: Modify Memory - Absolutely terrifying as a concept, when its used subtly, which should be always by now, and very thematically appropriate. 5th level: Dominate Person - Even more terrifying. Take control of the king during a big speech, or a noble during a dinner. Now is good time to upcast this spell for longer duration. 5th level: Geas - A good long charm effect, and potentially very dangerous as well. Great for people in positions of power as well. Just really cool in general, and has a lot of roleplay opportunities. Maybe your magic even affects your own mind, and you become anxious like a beholder? Or maybe you are fighting for control of your mind, just like a mind flayer fighting against the elder brain? Perhaps you can constantly hear distant whispers... The possibilities are endless! Great video as always!
The rider in mind whip is ridiculous. Can't take reactions until the end of their next turn, can only do one of the following on their turn: Action Bonus action Movement. On an int save?!? Sure it's only a turn, but what a beautiful way to de buff for 2 SP
I Absolutely agree! It’s great. I looked at it mostly through the lens of social settings, but it’s great if you want to escape a beefy target, without provoking opportunity attacks. Or even for preventing a Counter Spell, if you know that the other spell caster in the group is about to drop a bomb! And the debuff is pretty damn nice too, sure only for a round, but combined with no reactions and damage? Yes please
Subtle casting those 5th level spells you suggested would be terrifying. Imagine just changing someone’s memory without them realizing you magically did it. You can literally be the most forgotten character in a city.
I'm starting to play a Swarmkeeper ranger with a halberd as his main weapon, the ability to combine a 15ft push with the polearm master feat is amazing, I can push enemies out of my range and then force them to take an opportunity attack when they come back to hit me.
I really like the Fathomless Warlock, I just played one in a lvl 10 one shot and it was great. It has a beautiful and useful action economy. And the subclass could support either a bladelock or a blastlock
I have this funny image in my head of a Peace Domain cleric using its Channel Divinity out of combat before a short rest: "Alright fellas, line up." (juggernauts through the party in a straight line)
Do you become a Fathomless warlock on your first level in warlock, or does it come at level 3? Because if the subclass comes at level 1, it would be really tempting for any sorcerer to take a single level of warlock. I was thinking hexblade, but maybe fathomless works as well.
@@mal2ksc 2 levels of Warlock, of basically any kind, has always been a very good dip for any sorcerer. You can get Eldritch Blast with Agonizing Blast, which is by very far the strongest combat cantrip combo, another Invocation (Armor of Shadows is a perennial favorite), and 2 level 1 short rest spell slots. You lose the underwhelming Sorcerous Restoration, one ASI (not critical for sorcs as they're mostly a one-stat show), a 6th and 7th level slot, and 2 sorcery points but these can be made up for by taking the new Metamagic Adept feat. The loss of a 6th and 7th level slot really hurts but might still be worth it because charisma-powered EB is that damn good
Something I love about Tasha's is how little overlap there was between my top 10 and yours. I feel like that shows how versatile the appeal of the subclasses is.
I've played the psi warrior, soul knife and astral self for the past year in various games and live the Tasha's version of each of these. Though last night I had a lot of fun doing a level 8 one shot where I did Soul knife 5/psi warrior 3. Had a ton of fun with that one and will do it for my next long campaign.
Already utilising Tasha's as both a Player and as a GM. As a Player i love the extra versatility, and as a GM i love the extra enjoyment my Players are having by receiving the Additional and Optional Features. Ran a Downtime Adventure last week for a couple of my players, and one decided to forgo his main character and try out playing the Wild Magic Barbarian at level 4. He had a great time, and was speaking it's praises all night and all week.
I honestly like 90% of these subclasses. Both druids (from some1 who doesnt like druids) are interesting, both fighters are great and they aint battlemaster/eldritch knight, amazing
I know people dislike losing Fireball on the Wildfire Druid, but there is an amazing synergy with the Wildfire Spirit from Enhanced Bond and Cauterizing Flames. If an ally dies they generate a spectral flame, you or your Wildfire Spirit can be the origin for the Revivify spell. When you use Revivify you can use a Reaction to restore 2d10+Wis Mod to the creature you revived with their own spectral flame. Something I am not sure of due to wording is that with Enhanced Bond it says when you cast a spell that restores hit points while your Wildfire Spirit is summoned, roll a d8, and gain a bonus to one healing roll. Since it requires a roll I am not sure that you can causes Revivify to grant 1+1d8 HP since it does restore HP but it doesn't have a roll I do not think it will work. But it would make Revivify very good with the above combo for 1+1d8+2d10+Wis Mod for a Revivify.
Based on the wording, if we focus on RAW, none of the above works. The creature does not "enter" the space of the spectral flame when you revive it, meaning you can't use your reaction for Cauteziring Flames as the trigger wasn't met. Revivify does gives an hp, but some nitpicker could argue that it is technically not a heal (the creature does not gain back 1 hp, it is revived already having it). And even if it did, as you said you add the d8 the a "healing roll", which there isn't with Revivify. RAI is probably an entirely different story.
@@bouboulroz I would argue a dead player being brought back to life by Revivify would turn the corpse which is an object into a creature and thus the creature would enter the space after going from object to creature. The later idea was iffy to begin with, but it doesn't say healing spell, it says restores HP which the revival spells do. RAI I am sure Revivify would not count, but RAW it counts, what I think negates the idea is that there is no die roll to add the d8 additional healing to.
@@T0beyeus Revivify specify at no point that it "restores" hit points. It says that the creature is "brought back to life with 1 hit point." One very nitpicky person could argue that the hit point isn't restored, but rather it's already there when the object (the corpse) turns into a living creature. But anyway, the necessity for a roll definitely negates it. As for the former, I'd still say that an object turning into a creature without moving space does not equate a creature entering a space. But it's definitly up to individual interpretation here.
Maybe it's because I'm slogging through Barovia in a Strahd campaign without a cleric (at the moment), but Twilight Cleric, to me, is the #1 subclass I'm dying to try out.
maybe Stradh will do you a favor and kill your current charachter so you can make a new one. he killed my war cleric dwarf by first casting Blight on him. then his wolves dragged the poor dwarf out into the forest and finished him. our GM is without mercy or compassion. 😊
@@5Dworld We've had a frightening amount of player death's in this campaign, so I wouldn't be surprised. My fighter is one of only two original PCs. Our DM made it clear that anyone who did a "Suicide by Strahd" or similar to try a new class would not enjoy the penalties. So yeah, I totally understand the DM without compassion. :)
I swapped my subclass to Aberrant Mind. It is ridiculous. Tasha's mind whip as a psionic spell replacement is off the chain, especially with slow/mind sliver
I've been binging your content lately so I'm really glad to be watching your top 10! I like hearing other people's thoughts and idea with the classes so heck yeah
My personal list is: 10 Wildfire - Druid 9 Mercy - Monk 8 Wild Magic - Barbarian 7 Phantom - Rogue 6 Psy Warrior - Fighter 5 Fey Wanderer - Ranger 4 Aberrant Mind - Sorcerer 2 & 3 tie between Artillerist and Battlesmith - Artificer 1 Scribe - Wizard It's hard to determine an order, honestly, beyond my top five. The Scribe just has this fantasy to it that I've always loved. When I played a wizard back when Xanathar's was still brand new, I did spend most of my downtime and gold scribing spell scrolls. Outside of that, my favorite classes are Artificer and Ranger, and swarmkeeper doesn't really interest me. Sorcerer is a class I rarely ever wanted to play before because, when it came to the fantasy of a powerful spellcaster, I preferred the studied scholar over the wild prodigy, but the Aberrant Mind (and Clockwork Soul, to a lesser extent) just appeal to me in a whole new way.
I have been playing a Hill Dwarf Tranquility Monk (with one level of Barbarian for rage resistance) for a long time now. My DM has suggested that I switch over to Mercy Monk since it is an official class now. I am pretty psyched to try it out now that I have looked it over. The short rest healing potential combined with the added options are awesome. I even want to take the Healer feat now (just to be a short rest healing god).
My favs: - oath of the watchers paladin -Aberrant mind -psi warrior -Armorer -Circle of stars -Soulknife -Wild magic barbarian -Peace domain -way of mercy -Phantom -Rune knight
Path of the beast barbarian sounds so cool to me, very much gave me old Warhammer Online marauder vibes. The out of combat stuff with swimming and climbing is just super cool too, I love when they give classes some more out of combat utility like that. God damn I wish I still had a d&d group.
I'm mostly excited about the path of the beast. Just because it really does something that none of the other subclasses do in give you the option of fighting unarmed. which normally you would have to either multiclass into monk or take the tavern brawler feat either way only giving you a d4 (without investing too many lvls in monk.) But this removes the need for that while also making some races like dragonborn, lizardfolk, shifters, and leonin play with a more feral fighting style. I mean you could play a lizardfolk and bite with your normal unarmed strike and follow up with 2 claw attacks. I just really love this subclass and is my number one pick from tasha's only because the revived rogue got changed.
Regarding Path of the Beast My next character I will be playing will be this subclass Simic hybrid race (base human), brought about by volunteering for magical experimentation in order to pay the bills because work was scarce. Now I have weird limbs and a temper. Adding the manta glide and the crab claws, which are natural weapons which therefore trigger path of the beast abilities, plus the tail for defence. The glide gives lateral movement while also preventing fall damage. The path feature later allows jump movement and climbing with no check, as well as swimming. In essence, I am an unarmed mutant with every movement type you can imagine except for flying. I freaking can’t wait to use it
Lot's of good picks there. I would change some of them out but that's just my preference. I'm very keen on playing a Monk, Paladin, or even Cleric on my next campaign/PC build so these extra subclasses are nice to see and could make life difficult in starting out. Luckily, if that one subclass doesn't work for me, just swap it out in some key moment of the campaign as per TCE rules to allow this new feature (which I greatly appreciate).
I'm absolutely with you on your #1. I love the Aberrant Mind sorcerer so much that as a "forever dm" that has one of my groups starting a new campaign in my homebrew world in the next few weeks I pitched it to one of the group members who was already thinking sorcerer. There's going to be a back story involving her (a Kalashtar Aberrant Mind sorcerer) and my wife character (a Tiefling Divine Soul sorcerer) involving them being of friends and pulling each other away from being chaotic, for the Tiefling, and lawful, for the Kalashtar, over the years of knowing each other. When they first became friends think Elphaba and Galinda from the musical Wicked but their stories devoted well beyond that.
Character idea: 3 kobolds in a trench coat. You are a kobold armorer artificer. No one can ever see through your visage because of all your magic items and equipment
Agree with a lot, so much I am starting a game this Friday playing an Aberrant Mind Sorcerer and I have already stated that a game that is being re-booted in Jan that I am rolling up a Phantom Rogue, great minds and all that
Man, I'm really surprised people don't seem to be more excited about the Astral Soul Monk. The way I see it, it's the best Monk subclass that has ever existed.
Dude Twilight Cleric: 1d6 + Level temporary hitpoint for everyone at the end of they turn, on will free initiative in battle, heavy armour + martial weapons, easiest way to dispel charm and freight, flight and 300 feet dark vision that you can extend to your allies for 1 hour. Take human variant with 16 in STR, CON and WIS (you already have darkvision) any feat that boosts 1 characteristic (to even your 3rd stat) and wreck havoc.
I mostly agree with this list, these are largely the cool ones. I personally prefer twilight to peace for theme. I want to play the armorer, and the artificer in general. My order would of been different of course because it's options but good list. Keep it up! 😀
Aberrant Mind Spells that would be worth swapping is: hex, gift of alacrity, suggestion, charm person, Tasha mind whip, fast friends, charm, synaptic static. The reason I like the charm spells is because you can subtle and cast them with your sorcery points at level 6. In other words, charm folks with none of the downside. Also, synaptic static that can’t be counters spelled is cool.
Wildfire Druid really has my attention. And with the ability for druids to get familiars now, I'm just imagining flavoring the ability like my little red fox familiar suddenly bursts into flame and enlarges into this awesome fire spirit. That, or the fire spirit is the tiny salamander from Frozen 2. Hard to pick. Either way, I would flavor it as if the familiar and the spirit are the same entity.
In no specific order: Armorer Artificer Twilight Cleric Stars Druid Wildfire Druid Rune Knight Fighter Fey Wanderer Ranger Phantom Rogue Soulknife Rogue Aberrant Mind Sorcerer Scribe Wizard Now, I'm curious how your list changes if you take into account reprints and major changes (like Bladesinger or the heavily reworked Beastmaster).
nice to learn your opinions of each subclass! psi warrior is awesome after level 7 ability, especially if you have mobile feat, but ... would have been nice as you indicated for access to few spells, such as "suggestion" for jedi mind trick. maybe the spells access would have been over-powered? anyway, happy to see this official version, and your reviews always are helpful and instructive!
You know that the most jedi like class has been around for a while. If you take the air focused powers on a 4 elements monk you have your speed, agility, multiple attacks, able to deflect missiles, a force push... I know nobody seems to like them, but thats a single class incredibly flavourful jedi, ready to go
I really like the new Sorcerer subclasses, but what occurred to me is how much they damage the old subclasses. Because they come with more spells, being able to swap them for spells from the sorcerer, wizard or warlock spell lists (yes, I know you can only pick from two schools but that's still a lot) and a new way of casting them of sorcery points. When you play one of the older subclasses, it's likely that you'll always feel like you're missing out compared to the new ones. It's like WotC are aware of the issues with the sorcerer, but refuse to address them. Why not make something like the optional class features that add origin spells and the new way of casting to the old subclasses as well. And yes, I know that you can homebrew it, and that is what I'm doing myself, but you shouldn't have to.
This is how I feel, it especially sucks in this case as well, since most of the fantasy of playing a sorcerer is tied into subclass choice, moreso than most of the classes.
@@Ztrata Damn, I hadn't even considered that. Sorcerer is really one of those classes where your subclass is super important to your character. Well spotted.
Im surprised Rune Knight didnt make the cut. The Giant's Might ability is pretty good. You get a concentration free damage for a minute and you become large and eventually huge which would allow you to grapple basically anything. Also Runic Shield is almost a Lucky Light. You can save it and wait for a crit and possibly save you or an ally from being critically hit. And you do this up to your prof bonus per long rest... Thats insane! Thats up to 6 times at higher lvls. Combine this with a Lucky Feat and the already great indomitable and you have a class that can change the fates regularly. All that and we havent even talked about the runes. Most of which give you some pretty nice passive abilities but the more notable ones storm and hill are literally game changers. You can give disadvantage or advantage to any attack, saving, ability roll for a minute using your reaction. Thats pretty good not too mention you basically gain immunity to being surprised as a passive. Then Hill gives you Poison Resistance and adv vs poison saving throw effects.. Oh and the active is literally Rage light. You gain resistance to slashing piercing and bludgeoning damage for a minute. Its literally Rage minus the damage and restrictions of not being able to wear heavy armor. Did I mention you can still cast spells with it active... Then Fire is pretty decent as well. Its kind of like a mini smite per short rest. Save it for a crit and at the very least you are getting a 4d6 damage buff. And if you are lucky enough for them to fail the save you get adv on your next attacks and they take more damage. Cloud allows you to again possibly change the fates when I crit is landed on you or a team mate. And they take that damage and send it to one of their enemies. All in all I think its a very good class and worthy of a top 10 spot. Anyways anther great video! Keep up the good work!
Wildfire Druid is my favorite I tried to play Phoenix sorcerer but it sucked thankfully I was able to make some revisions with permission of my DM but now we have a official class with a similar flavor but better.
Aberrant Mind made #1! 😃👍🏻 I want to play a Yuan-Ti Pureblood Aberrant Mind Sorcerer, reassigning the +1 Intelligence to either Dexterity or Constitution. Mind Sliver pairs really well with Poison Spray and Suggestion, which Yuan-Ti get for free. I would role-play a snake-charmer...at least as my cover. 🐍
Longtooth shifter not only blends incredibly with beast barbarian, but his special ability enables you to attack 4 times with claws and fangs, like a real ferocious beast...
This is true and an awesome concept. The only thing holding it back is the fact that it takes two separate bonus actions to both be shifted and enter a rage. Meaning two turns to get to max Sabretooth. But it is incredibly flavorful, and even can open the door for some crazy chimeric beast hybrids like gaining wolf traits as a Longtooth shifter but something like massive eagle talons for your Beast rage turning you into some sort of were-griffin.
@@Mrryn 2 bonus actions actually works in favor of the flavor, since you "choose" how much power you are willing to unleash, and it takes you time to fully transform
I honestly am looking to play both new Sorcerers in this book. The flavor of Clockwork Soul would fit perfectly with a Warforged Envoy, or even something like Skirmisher. The ability to switch out spells from Wizard or Warlock spell lists gives em a ton of better spells at each level, including Glyph of Warding.
Ok another character idea: Zariel tiefling with the "flames of phlegetos" and "Elemental adept" feats for the Wildfire druid. Call him Burny Cinders :p Still miffed that they didnt get free flameblade but oh well ... The AoA idea for the sorc is awesome. Especialy if you use the transmuted spell option since then you can change the Damagetype of AoA to what works best in a situation. ... And gives your Tabaxi a lot of "static shock" joke potential.
Aberrant Mind Sorcerer is definitely my favorite I want to play a changling spy one Subtle detect thoughts Subtle suggestion etc would just be a lot of fun
Scribes Wizard, Rune Knight Fighter and Wild Magic Barb are my top picks. But my favourite part isn't subclasses, it's swappable ability scores. I can finally make a protector Aasimar zealot barb using standard array and performing efficiently
Haven't actually played with the changes yet, but timing on Tasha's worked out well for a "sudden change" subclass change to thematically work for me. Playing a Zealot Barbarian before (Warforged, flavoring the Radiant as more on the radiation side similar to Sickening Radiance rather than the holy fire side) and fought some Fiends with weapon effects that can cause lingering damage and the like, and leveled up to the next subclass level, so DM allowed working in the fiendish weapon interacting weirdly with the innate holy/radiation magics to swap to Wild Magic and I'm really looking forward to that. Overall if I wasn't already playing a Barbarian Soulknife Rogue and Armorer Artificer go pretty high on my list of general purpose concepts to play. Watchers Paladin could be fun to play in an Eberron game, they're basically to Gatekeeper Druids what Ancients is to "standard" Druids in other settings, somewhat thematically aligned (though by no means 1:1) and wouldn't look super out of place as the heavy hitter among a circle of them
Beast barbarian can only use claw attacks if the hand is empty, so you can't combo it with a weapon attack other than perhaps a light weapon via Two-weapon Fighting.
I'm most excited for the swarmkeeper ranger. I really want to play as a haunted scarecrow and flavor all my spells and everything as a bunch of spectral crows
I do like the president it sets for future sorcerers and potential (likely homebrewed) reworks of existing sorcerers with fun theme but poor mechanics *cough* storm *covid*.
I just don’t see the power of the Phantom Rogue until level 9 when you can use the trinkets to fuel your Wails From the Grave. Until then, the ability is just so limited; only 2-3 uses per long rest just isn’t enough to make an impact
Armorer Artificer, aka: Magical Girl the Class. Think about the facepalm worthy moments of undergoing your Magical Girl Transformation (don armor) and speeches of Friendship and Love conquering Hate and Evil
I got to play a Psychic Warrior in an Eberron one-shot and had so much fun that I gave fighter another chance with a Cavalier in a Descent into Avernus campaign and then was immediately bored of the class. Psionics make things better.
Aberrant Mind Sorcerer for me only lacks a actual "crunchy" feature at lv 1. i feel like the telpahy is very limited (compared even to the GOO WarlocK who is already rather weak) and situational...something in addition to further expand the mental-psychic flavour would be great, nothing major, just something to make that 1st level fature worth, since i consider Origin Spells to be a given feature for the base sorcerer, not a subclass feature so i'm not counting it
I ran a Tranquility monk for a while as well. Good times. Was never sure if I was technically allowed to heal myself with it, but DM let me. He sort of regretted that cuz it made me stupidly hard to kill.
I THINK the Circle of Stars Druid is a little better than the Wildfire Druid but for thematic reasons I’m making a Wildfire Druid for my next campaign. They nerfed a few abilities it had in the UA and it makes no sense to me that it doesn’t get Fire resistance....even as a capstone ability.
OH don't let me talk about hybrids, we'll be here for days HAHA I was already using the animal tropes with totem barbarians (flying and spitting acid seems fun) but beast barbarians are just as good for that.
@@Booklat1 I have a whole concept that uses manta fins, grappling appendages, and the high jump. It's really annoying but seems fun. Glad others have thought about it too!!!
@@Logan-ef8hq I went full alien, grappling enemies and dragging them up walls and ceilings. When you're 20ft up a wall their allies can't help them, and if they escape your grapple they take damage
The only problem I have with the Phantom rogue is that Wizards seems to be trying to create a Necromancy bandwagon and wants to get us all to jump on it. ;) I mean, come ON ... Necromancy DRUIDS?!!? Other than that, yeah, it's a super-interesting subclass with a LOAD of cool abilities.
My DM approved my psi warrior with the Unarmed fighting style from UA, I haven't even played him but I know our campaign is gonna be naval/pirate based and basically i made my character a walking talking one piece reference who refers to his psi as "the force of his will" despite having a piss poor will throw.
Give me a small number of Sorcery Points back on a short rest (maybe half prof rounded down or something), and I will consider playing a Sorcerer again. But having played it before, it always felt so starved all the time.
I have yet to see any published material that is unplayable...but my group is a bit more interested in the story and characters than the tactical combat (we still like the combat, but we're maybe 70/30 or 60/40 story/combat. Those aren't mutually exclusive, of course, though), so that's probably a factor. Some are stronger and some are weaker, but I think you can make an interesting character out of any published subclasses.
My top 5 subclasses would be (not repeating the same class): Fey Wanderer ranger, Aberrant Mind Sorcerer, Circle of Wildfire Druid, Genie Warlock, and Order of Scribes Wizard
They nerfed the Fey wanderer so much though 🥲 there was a lot of of good features from the UA I like and a few good features from the final version. Wished they would have combined the two. The 15th level ability is good but misty step is a second level spell.....No need to give them limited uses with them. Should have just let it be a free plus 1 misty step without using any resources.
@@Vermbraunt true. I just wished the features complimented each other a little better....feels like it got random abilities that barely relate to each other. The fear charm thing can be really big though.
I wanna try scribe wizard, rune knight fighter, mercy monk, and aberrant sorc in that order. To expand on that, I never found wizard or fighter interesting at all before this, and while I liked the idea of sorc it was so underperforming compared to the other spellcaster classes it was depressing.
Top 10 Subclasses from Tasha's Cauldron of Everything:
10. Armorer Artificer 01:25
9. Circle of Stars Druid 03:09
8. Way of Mercy Monk 05:35
7. Psi Warrior Fighter 07:25
6. Clockwork Soul Sorcerer 10:19
5. Peace Domain Cleric 11:42
4. Path of the Beast Barbarian 14:37
3. Circle of Wildfire Druid 18:13
2. Phantom Rogue 21:05
1. Aberrant Mind Sorcerer 23:23
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instablaster...
They really took some of the least popular classes (druid, sorcerer, monk) and gave them some of the coolest and most interesting subclasses to date. Can’t wait to buy Tasha’s
Druid and Sorcerer should be more popular anyways
Monk should be popular
@@DaDunge I've played enough monk to it better than my own family it deserves more love
I definitely agree! Also the fighter with the Psi Knight and Rune Knight. While Fighter is very popular, especially with newer player, I just appreciate that they added something, that will be exciting for more veteran players!
Sorcerers are actually reasonably popular, it's Warlocks that are too popular compared to other casters.
Twilight cleric is the bringer for me. Absolutely awesome support spec.
My group has had a Twilight Cleric in our party using the UA rules and he’s been an MVP in combat. The updated subclass has just made him better, so we’re happy about that
Yeah, both the new cleric subclasses seem cool as shit, they are also pretty busted but cleric already was broken so I don’t really care
Psi warrior/ Battlesmith - Jedi knight with R2-D2 companion.
Honestly has a bit of synergy to it, too, buildwise
Great idea!
Psi Warrior/Bladesinger - Jedi Counselor
Make that c3po and you got Anakin skywalker
You can get the Homunculus Infusion to basically get a flying C3PO
The Genie warlock, Rune knight and Swarmkeeper ranger are definitely what I'm most interested in!
Swarmkeeper has such flavour. You could literally have a pack of velociraptors
Currently have a 5 Zealot/1 Fighter right now that will be going into rune Warrior. Imagine grappling a Tarrasque and being immortal if someone uses enlarge/reduce on you.
@@garnet_gaming4269
Be a villager from animal crossing and have a tarantula swarm if they will allow it.
I’m currently playing an elf rogue arcane trickster / warlock genie and it has been an epic journey so far. No regrets!
Yes! I really wanted to see more dynamic art for the Artificer Armorer models too.
A lot of the art this time around was a miss for me. I love the basic cover (kinda regret opting for the deluxe honestly) and the chapter 1 intro art, but it felt all over the place. The flavor text was the same. Kinda left me feeling weird. Like I know they put a lot of work in, but some of the choices come off as lazy (like the book name, for instance).
The best part is the end talking about doing what you enjoy. That's why the quality of this is awesome. Great work man and thank you for the work you put in.
I honestly think the swarm keeper is a really good subclass especially with the new ranger revision in tashas. I'm planing on playing one in the next campaign I'm in. Plus the flavor is really cool.
great mobility tbh
@@Booklat1 honestly especially getting the ability to fly and create your own perch if you use ranged weapons is really good at lvl 7
@@gamecavalier3230 that's true. But I think there is already a lot of ways to get an an extra language like your background and race and what not. Still a good point though
Not really related but how good is fey wanderer? Flavor wise it seems great and I was thinking of maybe switching my horizon walker ranger I have prepared over to that.
@@gamecavalier3230 that’s too bad, I was really happy about a feywild themed subclass. Thanks for the advice!
You said that you hadn't really looked into any of the good enchantment spells, for the Aberrant Mind sorcerer, so I took the time to do so, so you and everyone can get inspired:
1st level: Hex - Not the best on sorcerers, but disadvantage on checks can be nice, as a counter to counter spells!
1st level: Charm Person - Obvious choice, but very practical, given that you can cast it subtly for free.
1st level: Tashas Hideous Laughter - Good for crowd control, or just making people seem crazy in social settings.
2nd level: Suggestion - Its good for the same reason that Charm person is, but its more potent. But maybe your dm will still require you to speak, but at least it wouldn't look like you are casting a spell.
2nd level: Tashas Mind Whip - Not the best damage, but a noble only has 9 hit points, so killing them and dealing damage in a social setting becomes possible, without having to spend a lot of resources.
2nd level: Calm Emotions - Great for avoiding combat, when a conversation doesn't go as planned. Again this becomes even better, with the ability to combine it with the free subtle metamagic.
Now 3rd and 4th level enchantment spells aren't the most interesting, but 5th level is where things start to get crazy:
5th level: Modify Memory - Absolutely terrifying as a concept, when its used subtly, which should be always by now, and very thematically appropriate.
5th level: Dominate Person - Even more terrifying. Take control of the king during a big speech, or a noble during a dinner. Now is good time to upcast this spell for longer duration.
5th level: Geas - A good long charm effect, and potentially very dangerous as well. Great for people in positions of power as well.
Just really cool in general, and has a lot of roleplay opportunities. Maybe your magic even affects your own mind, and you become anxious like a beholder? Or maybe you are fighting for control of your mind, just like a mind flayer fighting against the elder brain? Perhaps you can constantly hear distant whispers... The possibilities are endless!
Great video as always!
The rider in mind whip is ridiculous. Can't take reactions until the end of their next turn, can only do one of the following on their turn:
Action
Bonus action
Movement.
On an int save?!? Sure it's only a turn, but what a beautiful way to de buff for 2 SP
I Absolutely agree! It’s great. I looked at it mostly through the lens of social settings, but it’s great if you want to escape a beefy target, without provoking opportunity attacks. Or even for preventing a Counter Spell, if you know that the other spell caster in the group is about to drop a bomb!
And the debuff is pretty damn nice too, sure only for a round, but combined with no reactions and damage? Yes please
You can combine It with stealth casting
Subtle casting those 5th level spells you suggested would be terrifying. Imagine just changing someone’s memory without them realizing you magically did it. You can literally be the most forgotten character in a city.
I was thinking couldn’t you twin crown of madness and make two enemies fight each other? If so that’s pretty great
I'm starting to play a Swarmkeeper ranger with a halberd as his main weapon, the ability to combine a 15ft push with the polearm master feat is amazing, I can push enemies out of my range and then force them to take an opportunity attack when they come back to hit me.
2 sorcerers? Wow Ted, you came full circle on that class :)
I liked Star Druid as adds a lot to the fun of Druid and lets enjoy some cool stuff And be good support class
And cool theme
I’m so glad both the new druids are good healers because god damn is circle of dreams (THE healing subclass for druids) boring as hell
I really like the Fathomless Warlock, I just played one in a lvl 10 one shot and it was great. It has a beautiful and useful action economy. And the subclass could support either a bladelock or a blastlock
I kinda want to see how well Fathomless ties into talisman style Warlock
I have this funny image in my head of a Peace Domain cleric using its Channel Divinity out of combat before a short rest: "Alright fellas, line up." (juggernauts through the party in a straight line)
Nobody has the new bard subclass in a top ten. It's so good 😞
Aberrant Mind sorcerer and Fathomless warlock are the top ones for me.
Same + Stars Druid. Can’t wait to try out all three of them.
Do you become a Fathomless warlock on your first level in warlock, or does it come at level 3? Because if the subclass comes at level 1, it would be really tempting for any sorcerer to take a single level of warlock. I was thinking hexblade, but maybe fathomless works as well.
@@mal2ksc All warlock subclasses come at level 1, you get the boon at level 3
@@mal2ksc Yes warlocks get their subclass at level 1.
@@mal2ksc 2 levels of Warlock, of basically any kind, has always been a very good dip for any sorcerer. You can get Eldritch Blast with Agonizing Blast, which is by very far the strongest combat cantrip combo, another Invocation (Armor of Shadows is a perennial favorite), and 2 level 1 short rest spell slots. You lose the underwhelming Sorcerous Restoration, one ASI (not critical for sorcs as they're mostly a one-stat show), a 6th and 7th level slot, and 2 sorcery points but these can be made up for by taking the new Metamagic Adept feat. The loss of a 6th and 7th level slot really hurts but might still be worth it because charisma-powered EB is that damn good
Something I love about Tasha's is how little overlap there was between my top 10 and yours. I feel like that shows how versatile the appeal of the subclasses is.
I've played the psi warrior, soul knife and astral self for the past year in various games and live the Tasha's version of each of these. Though last night I had a lot of fun doing a level 8 one shot where I did Soul knife 5/psi warrior 3. Had a ton of fun with that one and will do it for my next long campaign.
Already utilising Tasha's as both a Player and as a GM. As a Player i love the extra versatility, and as a GM i love the extra enjoyment my Players are having by receiving the Additional and Optional Features. Ran a Downtime Adventure last week for a couple of my players, and one decided to forgo his main character and try out playing the Wild Magic Barbarian at level 4. He had a great time, and was speaking it's praises all night and all week.
I honestly like 90% of these subclasses. Both druids (from some1 who doesnt like druids) are interesting, both fighters are great and they aint battlemaster/eldritch knight, amazing
I know people dislike losing Fireball on the Wildfire Druid, but there is an amazing synergy with the Wildfire Spirit from Enhanced Bond and Cauterizing Flames. If an ally dies they generate a spectral flame, you or your Wildfire Spirit can be the origin for the Revivify spell. When you use Revivify you can use a Reaction to restore 2d10+Wis Mod to the creature you revived with their own spectral flame.
Something I am not sure of due to wording is that with Enhanced Bond it says when you cast a spell that restores hit points while your Wildfire Spirit is summoned, roll a d8, and gain a bonus to one healing roll. Since it requires a roll I am not sure that you can causes Revivify to grant 1+1d8 HP since it does restore HP but it doesn't have a roll I do not think it will work. But it would make Revivify very good with the above combo for 1+1d8+2d10+Wis Mod for a Revivify.
Based on the wording, if we focus on RAW, none of the above works.
The creature does not "enter" the space of the spectral flame when you revive it, meaning you can't use your reaction for Cauteziring Flames as the trigger wasn't met.
Revivify does gives an hp, but some nitpicker could argue that it is technically not a heal (the creature does not gain back 1 hp, it is revived already having it). And even if it did, as you said you add the d8 the a "healing roll", which there isn't with Revivify.
RAI is probably an entirely different story.
@@bouboulroz I would argue a dead player being brought back to life by Revivify would turn the corpse which is an object into a creature and thus the creature would enter the space after going from object to creature.
The later idea was iffy to begin with, but it doesn't say healing spell, it says restores HP which the revival spells do. RAI I am sure Revivify would not count, but RAW it counts, what I think negates the idea is that there is no die roll to add the d8 additional healing to.
@@T0beyeus Revivify specify at no point that it "restores" hit points. It says that the creature is "brought back to life with 1 hit point." One very nitpicky person could argue that the hit point isn't restored, but rather it's already there when the object (the corpse) turns into a living creature.
But anyway, the necessity for a roll definitely negates it.
As for the former, I'd still say that an object turning into a creature without moving space does not equate a creature entering a space. But it's definitly up to individual interpretation here.
Maybe it's because I'm slogging through Barovia in a Strahd campaign without a cleric (at the moment), but Twilight Cleric, to me, is the #1 subclass I'm dying to try out.
maybe Stradh will do you a favor and kill your current charachter so you can make a new one.
he killed my war cleric dwarf by first casting Blight on him. then his wolves dragged the poor dwarf out into the forest and finished him.
our GM is without mercy or compassion. 😊
@@5Dworld We've had a frightening amount of player death's in this campaign, so I wouldn't be surprised. My fighter is one of only two original PCs.
Our DM made it clear that anyone who did a "Suicide by Strahd" or similar to try a new class would not enjoy the penalties. So yeah, I totally understand the DM without compassion. :)
My Order of Scribe wizard had his first argument with his own spellbook last week. What can I say ? I'm in love with that subclass now.
I swapped my subclass to Aberrant Mind. It is ridiculous. Tasha's mind whip as a psionic spell replacement is off the chain, especially with slow/mind sliver
This is first edition where I find Fighter genuinely enjoyable. The feats are so much more satisfying than in 3.5 right out the door.
I've been binging your content lately so I'm really glad to be watching your top 10! I like hearing other people's thoughts and idea with the classes so heck yeah
My personal list is:
10 Wildfire - Druid
9 Mercy - Monk
8 Wild Magic - Barbarian
7 Phantom - Rogue
6 Psy Warrior - Fighter
5 Fey Wanderer - Ranger
4 Aberrant Mind - Sorcerer
2 & 3 tie between Artillerist and Battlesmith - Artificer
1 Scribe - Wizard
It's hard to determine an order, honestly, beyond my top five. The Scribe just has this fantasy to it that I've always loved. When I played a wizard back when Xanathar's was still brand new, I did spend most of my downtime and gold scribing spell scrolls. Outside of that, my favorite classes are Artificer and Ranger, and swarmkeeper doesn't really interest me. Sorcerer is a class I rarely ever wanted to play before because, when it came to the fantasy of a powerful spellcaster, I preferred the studied scholar over the wild prodigy, but the Aberrant Mind (and Clockwork Soul, to a lesser extent) just appeal to me in a whole new way.
Soulknife is number 1 for me. Second is Wild Magic barbarian
We just started a campaign and are starting at level 3. I’m playing a Soulknife, my wife a wild magic barbarian. Great subclasses. Excited to play.
I have been playing a Hill Dwarf Tranquility Monk (with one level of Barbarian for rage resistance) for a long time now. My DM has suggested that I switch over to Mercy Monk since it is an official class now. I am pretty psyched to try it out now that I have looked it over. The short rest healing potential combined with the added options are awesome. I even want to take the Healer feat now (just to be a short rest healing god).
My favs:
- oath of the watchers paladin
-Aberrant mind
-psi warrior
-Armorer
-Circle of stars
-Soulknife
-Wild magic barbarian
-Peace domain
-way of mercy
-Phantom
-Rune knight
Path of the beast barbarian sounds so cool to me, very much gave me old Warhammer Online marauder vibes. The out of combat stuff with swimming and climbing is just super cool too, I love when they give classes some more out of combat utility like that. God damn I wish I still had a d&d group.
Battle Smith looks like a fun subclass to play. It's basically a better Beast Master Ranger who also can do some tanking and buffing
I'm mostly excited about the path of the beast. Just because it really does something that none of the other subclasses do in give you the option of fighting unarmed. which normally you would have to either multiclass into monk or take the tavern brawler feat either way only giving you a d4 (without investing too many lvls in monk.) But this removes the need for that while also making some races like dragonborn, lizardfolk, shifters, and leonin play with a more feral fighting style. I mean you could play a lizardfolk and bite with your normal unarmed strike and follow up with 2 claw attacks. I just really love this subclass and is my number one pick from tasha's only because the revived rogue got changed.
Rune Knight's easily my favorite. It's strong, unique, gives fighters a lot of versatility, and it has a lot of innate story and lore hooks.
Regarding Path of the Beast
My next character I will be playing will be this subclass
Simic hybrid race (base human), brought about by volunteering for magical experimentation in order to pay the bills because work was scarce. Now I have weird limbs and a temper.
Adding the manta glide and the crab claws, which are natural weapons which therefore trigger path of the beast abilities, plus the tail for defence.
The glide gives lateral movement while also preventing fall damage. The path feature later allows jump movement and climbing with no check, as well as swimming.
In essence, I am an unarmed mutant with every movement type you can imagine except for flying. I freaking can’t wait to use it
Lot's of good picks there. I would change some of them out but that's just my preference. I'm very keen on playing a Monk, Paladin, or even Cleric on my next campaign/PC build so these extra subclasses are nice to see and could make life difficult in starting out. Luckily, if that one subclass doesn't work for me, just swap it out in some key moment of the campaign as per TCE rules to allow this new feature (which I greatly appreciate).
I'm absolutely with you on your #1. I love the Aberrant Mind sorcerer so much that as a "forever dm" that has one of my groups starting a new campaign in my homebrew world in the next few weeks I pitched it to one of the group members who was already thinking sorcerer. There's going to be a back story involving her (a Kalashtar Aberrant Mind sorcerer) and my wife character (a Tiefling Divine Soul sorcerer) involving them being of friends and pulling each other away from being chaotic, for the Tiefling, and lawful, for the Kalashtar, over the years of knowing each other. When they first became friends think Elphaba and Galinda from the musical Wicked but their stories devoted well beyond that.
Character idea: 3 kobolds in a trench coat. You are a kobold armorer artificer. No one can ever see through your visage because of all your magic items and equipment
This is actually quite clever.
Be a noble with a squire that’s runs around for you and dashes while carrying you.
Agree with a lot, so much I am starting a game this Friday playing an Aberrant Mind Sorcerer and I have already stated that a game that is being re-booted in Jan that I am rolling up a Phantom Rogue, great minds and all that
I'm toying with an Armorer/Gunslinger Build. Bad News + Repeating Shot + Action Surge. It's gonna take me till at least Lv6 to get going though.
Correction: NI said you could build up more invocations with the Armorer Artificer. Infusions was what was meant here.
Man, I'm really surprised people don't seem to be more excited about the Astral Soul Monk. The way I see it, it's the best Monk subclass that has ever existed.
Dude Twilight Cleric: 1d6 + Level temporary hitpoint for everyone at the end of they turn, on will free initiative in battle, heavy armour + martial weapons, easiest way to dispel charm and freight, flight and 300 feet dark vision that you can extend to your allies for 1 hour. Take human variant with 16 in STR, CON and WIS (you already have darkvision) any feat that boosts 1 characteristic (to even your 3rd stat) and wreck havoc.
My Fav is Fathomless Warlock... with the exception of that 14th level change from UA (which makes it so leveling up past 13 is not worth it).
I appreciate your work and time on these videos sir. Thanks
I mostly agree with this list, these are largely the cool ones. I personally prefer twilight to peace for theme. I want to play the armorer, and the artificer in general. My order would of been different of course because it's options but good list.
Keep it up! 😀
Aberrant Mind Spells that would be worth swapping is: hex, gift of alacrity, suggestion, charm person, Tasha mind whip, fast friends, charm, synaptic static.
The reason I like the charm spells is because you can subtle and cast them with your sorcery points at level 6. In other words, charm folks with none of the downside.
Also, synaptic static that can’t be counters spelled is cool.
Ted I wanna run a game for you so you can play rogue
Wildfire Druid really has my attention. And with the ability for druids to get familiars now, I'm just imagining flavoring the ability like my little red fox familiar suddenly bursts into flame and enlarges into this awesome fire spirit.
That, or the fire spirit is the tiny salamander from Frozen 2. Hard to pick. Either way, I would flavor it as if the familiar and the spirit are the same entity.
How about my cute bird is now a phoenix?
Mine will be a baby Phoenix
Circle of Stars came at a good time. One of my players is super into stargazing, and she'd love this class.
In no specific order:
Armorer Artificer
Twilight Cleric
Stars Druid
Wildfire Druid
Rune Knight Fighter
Fey Wanderer Ranger
Phantom Rogue
Soulknife Rogue
Aberrant Mind Sorcerer
Scribe Wizard
Now, I'm curious how your list changes if you take into account reprints and major changes (like Bladesinger or the heavily reworked Beastmaster).
nice to learn your opinions of each subclass! psi warrior is awesome after level 7 ability, especially if you have mobile feat, but ... would have been nice as you indicated for access to few spells, such as "suggestion" for jedi mind trick. maybe the spells access would have been over-powered? anyway, happy to see this official version, and your reviews always are helpful and instructive!
The ones I most want to play are the Psi Warrior and Phantom. I'm contemplating multi-classing them in the game I'm currently playing.
You know that the most jedi like class has been around for a while. If you take the air focused powers on a 4 elements monk you have your speed, agility, multiple attacks, able to deflect missiles, a force push... I know nobody seems to like them, but thats a single class incredibly flavourful jedi, ready to go
Put given how bad 4 elements monk is, I'd never take it. I've been enjoying carefully choosing my spells for my bladesinger
I really like the new Sorcerer subclasses, but what occurred to me is how much they damage the old subclasses. Because they come with more spells, being able to swap them for spells from the sorcerer, wizard or warlock spell lists (yes, I know you can only pick from two schools but that's still a lot) and a new way of casting them of sorcery points. When you play one of the older subclasses, it's likely that you'll always feel like you're missing out compared to the new ones.
It's like WotC are aware of the issues with the sorcerer, but refuse to address them. Why not make something like the optional class features that add origin spells and the new way of casting to the old subclasses as well. And yes, I know that you can homebrew it, and that is what I'm doing myself, but you shouldn't have to.
I agree. The older sorcerers have such good flavor but mechanical pale in comparison to these.
This is how I feel, it especially sucks in this case as well, since most of the fantasy of playing a sorcerer is tied into subclass choice, moreso than most of the classes.
@@Ztrata Damn, I hadn't even considered that. Sorcerer is really one of those classes where your subclass is super important to your character. Well spotted.
Im surprised Rune Knight didnt make the cut. The Giant's Might ability is pretty good. You get a concentration free damage for a minute and you become large and eventually huge which would allow you to grapple basically anything. Also Runic Shield is almost a Lucky Light. You can save it and wait for a crit and possibly save you or an ally from being critically hit. And you do this up to your prof bonus per long rest... Thats insane! Thats up to 6 times at higher lvls. Combine this with a Lucky Feat and the already great indomitable and you have a class that can change the fates regularly. All that and we havent even talked about the runes. Most of which give you some pretty nice passive abilities but the more notable ones storm and hill are literally game changers. You can give disadvantage or advantage to any attack, saving, ability roll for a minute using your reaction. Thats pretty good not too mention you basically gain immunity to being surprised as a passive. Then Hill gives you Poison Resistance and adv vs poison saving throw effects.. Oh and the active is literally Rage light. You gain resistance to slashing piercing and bludgeoning damage for a minute. Its literally Rage minus the damage and restrictions of not being able to wear heavy armor. Did I mention you can still cast spells with it active... Then Fire is pretty decent as well. Its kind of like a mini smite per short rest. Save it for a crit and at the very least you are getting a 4d6 damage buff. And if you are lucky enough for them to fail the save you get adv on your next attacks and they take more damage. Cloud allows you to again possibly change the fates when I crit is landed on you or a team mate. And they take that damage and send it to one of their enemies. All in all I think its a very good class and worthy of a top 10 spot. Anyways anther great video! Keep up the good work!
Wildfire Druid is my favorite I tried to play Phoenix sorcerer but it sucked thankfully I was able to make some revisions with permission of my DM but now we have a official class with a similar flavor but better.
I felt in love with Bladesinger wizard since I first read it
Aberrant Mind made #1! 😃👍🏻
I want to play a Yuan-Ti Pureblood Aberrant Mind Sorcerer, reassigning the +1 Intelligence to either Dexterity or Constitution.
Mind Sliver pairs really well with Poison Spray and Suggestion, which Yuan-Ti get for free.
I would role-play a snake-charmer...at least as my cover. 🐍
Longtooth shifter not only blends incredibly with beast barbarian, but his special ability enables you to attack 4 times with claws and fangs, like a real ferocious beast...
This is true and an awesome concept. The only thing holding it back is the fact that it takes two separate bonus actions to both be shifted and enter a rage. Meaning two turns to get to max Sabretooth. But it is incredibly flavorful, and even can open the door for some crazy chimeric beast hybrids like gaining wolf traits as a Longtooth shifter but something like massive eagle talons for your Beast rage turning you into some sort of were-griffin.
@@Mrryn 2 bonus actions actually works in favor of the flavor, since you "choose" how much power you are willing to unleash, and it takes you time to fully transform
I honestly am looking to play both new Sorcerers in this book. The flavor of Clockwork Soul would fit perfectly with a Warforged Envoy, or even something like Skirmisher. The ability to switch out spells from Wizard or Warlock spell lists gives em a ton of better spells at each level, including Glyph of Warding.
Ok another character idea:
Zariel tiefling with the "flames of phlegetos" and "Elemental adept" feats for the Wildfire druid. Call him Burny Cinders :p
Still miffed that they didnt get free flameblade but oh well ...
The AoA idea for the sorc is awesome. Especialy if you use the transmuted spell option since then you can change the Damagetype of AoA to what works best in a situation. ... And gives your Tabaxi a lot of "static shock" joke potential.
Aberrant Mind Sorcerer is definitely my favorite
I want to play a changling spy one
Subtle detect thoughts
Subtle suggestion etc would just be a lot of fun
I have the same problem with monk. When I want to play one, someone else in our group always takes it
Scribes Wizard, Rune Knight Fighter and Wild Magic Barb are my top picks. But my favourite part isn't subclasses, it's swappable ability scores. I can finally make a protector Aasimar zealot barb using standard array and performing efficiently
1. Githzerai Circle of Stars Druid
2. Warforged Clockwork Soul Sorcerer
Haven't actually played with the changes yet, but timing on Tasha's worked out well for a "sudden change" subclass change to thematically work for me. Playing a Zealot Barbarian before (Warforged, flavoring the Radiant as more on the radiation side similar to Sickening Radiance rather than the holy fire side) and fought some Fiends with weapon effects that can cause lingering damage and the like, and leveled up to the next subclass level, so DM allowed working in the fiendish weapon interacting weirdly with the innate holy/radiation magics to swap to Wild Magic and I'm really looking forward to that. Overall if I wasn't already playing a Barbarian Soulknife Rogue and Armorer Artificer go pretty high on my list of general purpose concepts to play. Watchers Paladin could be fun to play in an Eberron game, they're basically to Gatekeeper Druids what Ancients is to "standard" Druids in other settings, somewhat thematically aligned (though by no means 1:1) and wouldn't look super out of place as the heavy hitter among a circle of them
Beast barbarian can only use claw attacks if the hand is empty, so you can't combo it with a weapon attack other than perhaps a light weapon via Two-weapon Fighting.
Yeah sadly but you only need 1 hand for all the claw attacks so you can use a longsword or a shield if you want
You get bonus points for using MK64 Beach music. I once played 100 1v1 beach games in a row for money in college
Phantom and circle of stars look cool. Never had much interest in playing rogue or Druid until now
I like the soul knife rogue subclass as well its insanely useful out or in combat
One of my players switched to the clockwork soul sorcerer (first the UA now the official) so that's fun!
I really want to try a psi war/soulblade multi-class. It looks like it would be a ton of fun to play.
Personally, I really like the Order of Scribes Wizard and the Swarmkeeper Ranger, and I'm planning on playing both in the future.
I'm playing an Aberrant Mind Sorcercer right now. Hes only level 3 but mind sliver/tashas brew is a fun low level combo
I'm most excited for the swarmkeeper ranger. I really want to play as a haunted scarecrow and flavor all my spells and everything as a bunch of spectral crows
Going to steal this.
I wanna try a Predator style character using the Githyanki Artificer (Infiltrator) Armourer.
And then to really set in the psi powers add some levels of psi knight fighter
Aberrant mind is cool but I honestly am not that interested in the flavor. I really like sorcerers but I guess I like more elemental things.
I do like the president it sets for future sorcerers and potential (likely homebrewed) reworks of existing sorcerers with fun theme but poor mechanics *cough* storm *covid*.
Yeah, but the flavor on most Sorcerers is so unimportant you can change or ignore it and I doubt anyone would notice.
@@leodouskyron5671 Sorcerer flavor is the reason I play sorcerer
Currently playing a wild fire Druid. It’s going ok. Next on the list is phantom, wild magic barbarian and stars Druid.
I just don’t see the power of the Phantom Rogue until level 9 when you can use the trinkets to fuel your Wails From the Grave. Until then, the ability is just so limited; only 2-3 uses per long rest just isn’t enough to make an impact
Armorer Artificer, aka: Magical Girl the Class. Think about the facepalm worthy moments of undergoing your Magical Girl Transformation (don armor) and speeches of Friendship and Love conquering Hate and Evil
Wouldn't stars druid be better for that?
@@NRMRKL Why not both? Use a cloth/leather armor for the infiltrator armortype.
@@melvixen1943 son of a.....gotta make this character now.
I got to play a Psychic Warrior in an Eberron one-shot and had so much fun that I gave fighter another chance with a Cavalier in a Descent into Avernus campaign and then was immediately bored of the class. Psionics make things better.
Aberrant Mind Sorcerer for me only lacks a actual "crunchy" feature at lv 1. i feel like the telpahy is very limited (compared even to the GOO WarlocK who is already rather weak) and situational...something in addition to further expand the mental-psychic flavour would be great, nothing major, just something to make that 1st level fature worth, since i consider Origin Spells to be a given feature for the base sorcerer, not a subclass feature so i'm not counting it
My top 3 based on flavor are twilight cleric, rune knight and astral self
Can you please make a video on altering old old sorcerer classes to have these spell lists?
I ran a Tranquility monk for a while as well. Good times. Was never sure if I was technically allowed to heal myself with it, but DM let me. He sort of regretted that cuz it made me stupidly hard to kill.
I THINK the Circle of Stars Druid is a little better than the Wildfire Druid but for thematic reasons I’m making a Wildfire Druid for my next campaign. They nerfed a few abilities it had in the UA and it makes no sense to me that it doesn’t get Fire resistance....even as a capstone ability.
I am about to play a multiclass Rune Knight/Peace Cleric starting Sunday I am thinking it's gonna be fun
I'm gonna mention it again... Simic Hybrid Beast Barbarian. So many animal gimics, it would be glorious
I did this on a one shot. With tail, acid spit and the climbing ability, basically became a xenomorph
OH don't let me talk about hybrids, we'll be here for days HAHA
I was already using the animal tropes with totem barbarians (flying and spitting acid seems fun) but beast barbarians are just as good for that.
@@TheZandaz that was one of the ideas I had as well! Lol
@@Booklat1 I have a whole concept that uses manta fins, grappling appendages, and the high jump. It's really annoying but seems fun. Glad others have thought about it too!!!
@@Logan-ef8hq I went full alien, grappling enemies and dragging them up walls and ceilings. When you're 20ft up a wall their allies can't help them, and if they escape your grapple they take damage
The only problem I have with the Phantom rogue is that Wizards seems to be trying to create a Necromancy bandwagon and wants to get us all to jump on it. ;) I mean, come ON ... Necromancy DRUIDS?!!? Other than that, yeah, it's a super-interesting subclass with a LOAD of cool abilities.
My DM approved my psi warrior with the Unarmed fighting style from UA, I haven't even played him but I know our campaign is gonna be naval/pirate based and basically i made my character a walking talking one piece reference who refers to his psi as "the force of his will" despite having a piss poor will throw.
So he has conquers despite being weak willed
I have currently made a lizardfolk wildfire druid, and I’m trying to make a path of the beast gnoll barbarian
Give me a small number of Sorcery Points back on a short rest (maybe half prof rounded down or something), and I will consider playing a Sorcerer again. But having played it before, it always felt so starved all the time.
I have yet to see any published material that is unplayable...but my group is a bit more interested in the story and characters than the tactical combat (we still like the combat, but we're maybe 70/30 or 60/40 story/combat. Those aren't mutually exclusive, of course, though), so that's probably a factor. Some are stronger and some are weaker, but I think you can make an interesting character out of any published subclasses.
Honestly, I am looking at some form of the monk and Beast barb for the flavor of school and all that.
My top 5 subclasses would be (not repeating the same class): Fey Wanderer ranger, Aberrant Mind Sorcerer, Circle of Wildfire Druid, Genie
Warlock, and Order of Scribes Wizard
They nerfed the Fey wanderer so much though 🥲 there was a lot of of good features from the UA I like and a few good features from the final version. Wished they would have combined the two. The 15th level ability is good but misty step is a second level spell.....No need to give them limited uses with them. Should have just let it be a free plus 1 misty step without using any resources.
@@austinparks997 meh I still like the class. I don't really care about the high-level features as most of my campaigns never make it that far
@@Vermbraunt true. I just wished the features complimented each other a little better....feels like it got random abilities that barely relate to each other. The fear charm thing can be really big though.
The clockwork sorcerer is very dangerous... if you know what you are doing ur spell list at 14th level is OP sick.....
I wanna try scribe wizard, rune knight fighter, mercy monk, and aberrant sorc in that order.
To expand on that, I never found wizard or fighter interesting at all before this, and while I liked the idea of sorc it was so underperforming compared to the other spellcaster classes it was depressing.
Could you rank best subclasses yet, in any book? Utility or power? Love your content
Please make a Sorcerer video with spells they should have known!!!!