D&D 5E Zard's Post Tasha's Archetype Tier List

Mistwell

Crusty Old Meatwad (he/him)
Out of curiosity, what does a fully realized exploration pillar look like? Honest question, because as a low-prep, high-improv DM it's certainly the aspect of the game I use the least.
To me it's the funnest part of the game, though I love other aspects too. First, it's the overland travel stuff. But for me it really sings with dungeon exploration. It's the traps, secret doors, magic statues and pools and bas reliefs. It's the hidden clues and movable sconces and teleportation circles and maze-like sections. It's the crashed portcullis, the caves and pits and rope bridges and moving pillars. It's what you're doing when you see the burnt out corpse of some ancient humanoid clutching a scroll tube collapsed in front of a carving of a dragon and you're all wondering "what in this room caused that guy to die in fire and how do we avoid meeting his same fate and get that scroll tube?" It's all the things which make a dungeon come alive as an adventure. The exploration pillar is one main reason people love Indiana Jones movies :)
 

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TwoSix

Dirty, realism-hating munchkin powergamer
To me it's the funnest part of the game, though I love other aspects too. First, it's the overland travel stuff. But for me it really sings with dungeon exploration. It's the traps, secret doors, magic statues and pools and bas reliefs. It's the hidden clues and movable sconces and teleportation circles and maze-like sections. It's the crashed portcullis, the caves and pits and rope bridges and moving pillars. It's what you're doing when you see the burnt out corpse of some ancient humanoid clutching a scroll tube collapsed in front of a carving of a dragon and you're all wondering "what in this room caused that guy to die in fire and how do we avoid meeting his same fate and get that scroll tube?" It's all the things which make a dungeon come alive as an adventure. The exploration pillar is one main reason people love Indiana Jones movies :)
In the next year or two I'm going to run a dungeon crawl for the first time (maybe even using a pre-published adventure!) It's totally antithetical to my normal DM style, but I'm going to figure it out.
 

Early in a lot if the infusions are fairly minor or are +1 to hit and damage it AC.

A few other classes get similar abilities or just don't care (cantrips, shillelagh etc).
It does reveal a certain amount about your games that you view +1 to hit and damage as what infusions are for.

Among the varied and variable options for infusions, including turning failed concentration checks into passes or giving your primary casters an extra 3rd level spell slot, granting +1 hit and damage is probably the least interesting or effective option, unless your melee-type can't hurt the monsters you are fighting.

How many magic items are in a game is very difficult to rate as well every DMs like different.
If there are few, the artificer's ones are extra-valuable. If there are many, the artificer gets to use more than the other party members and can fill out any gaps needed. Either is good.

Making a non-magic weapon magic is what matters.

Only if the DM rules that there is a convenient shop selling +1 swords.
I believe Zardnaar is referencing the "Moon-Touched Sword" from Xanathars. It costs 50gp and . . . glows.
I think the argument is that because it is listed as a magic item, it can damage creatures immune or resistant to non-magical weapons.

Thus being distinct from the more-expensive mundane sword with continual flame cast on it.

Out of curiosity, what does a fully realized exploration pillar look like? Honest question, because as a low-prep, high-improv DM it's certainly the aspect of the game I use the least.
Exploration is pretty much anything that isn't either directly interacting with other people in a social manner, or fighting them in combat.
It can be trekking through the wilderness looking for lost ruins, bypassing the traps in said ruins, escaping from the cell that said traps sealed you in, solving the puzzle to reveal the treasure, sneaking home whilst avoiding the rivals after said treasure, researching the history of the cult that said rivals are part of, and investigating the murder scenes where the members of said cult were all killed.

While the combat and social pillars can involve decision-making and creativity to some extent, it is the exploration pillar where the creativity of both the players and the DM can really shine.
Prep is useful for the exploration pillar, but improv is also valuable. You can set the scene and have prepared options for when the players do this, or that. However chances are that they will come up with an option you didn't consider and will have to rule the results on the fly.
 


Ancalagon

Dusty Dragon
Originally, the homunculus was part of the alchemist class, but it was moved because some players objected to "being forced to play a pet class". It's still a self inflicted nerf for an alchemist not to have one.

If you gave the homunculus "for free" to the alchemist as a buff, do you think that would be sufficient to balance the class?
 


Zardnaar

Legend
It does reveal a certain amount about your games that you view +1 to hit and damage as what infusions are for.

Among the varied and variable options for infusions, including turning failed concentration checks into passes or giving your primary casters an extra 3rd level spell slot, granting +1 hit and damage is probably the least interesting or effective option, unless your melee-type can't hurt the monsters you are fighting.

If there are few, the artificer's ones are extra-valuable. If there are many, the artificer gets to use more than the other party members and can fill out any gaps needed. Either is good.


I believe Zardnaar is referencing the "Moon-Touched Sword" from Xanathars. It costs 50gp and . . . glows.
I think the argument is that because it is listed as a magic item, it can damage creatures immune or resistant to non-magical weapons.

Thus being distinct from the more-expensive mundane sword with continual flame cast on it.

Exploration is pretty much anything that isn't either directly interacting with other people in a social manner, or fighting them in combat.
It can be trekking through the wilderness looking for lost ruins, bypassing the traps in said ruins, escaping from the cell that said traps sealed you in, solving the puzzle to reveal the treasure, sneaking home whilst avoiding the rivals after said treasure, researching the history of the cult that said rivals are part of, and investigating the murder scenes where the members of said cult were all killed.

While the combat and social pillars can involve decision-making and creativity to some extent, it is the exploration pillar where the creativity of both the players and the DM can really shine.
Prep is useful for the exploration pillar, but improv is also valuable. You can set the scene and have prepared options for when the players do this, or that. However chances are that they will come up with an option you didn't consider and will have to rule the results on the fly.

I know about the other infusions.

Low level they're mainly cute. Resistence us nice but there's also absorb elements spell.

Concentration thing is nice but they're already proficient in con saves.

They're nice but I wouldn't get to excited or over rate them.

They're also available to every artificer so doesn't help Alchemist at all.
 

Zardnaar

Legend
Barbarian

The Barbarian is very simple in concept. Rage and hit stuff hard. The various subclasses tend to have a little bit more cream on top of that.

While not my favorite class or concept several of them are very good mechanically. Also note I emphasis level 1-7 and then 8-10 more than 11+ so that's why some if them are getting good ratings.

So in a real game vs a white room scenario these a good imho and hold up well vs other warrior types and Spellcasters at those levels.

They're also decent at going nova and even in the 6-8 encounter expectation they can rage around every 2nd encounter by level 6 or so.

At 4-6 encounters or less you can almost rage every encounter by level 6.

Ancestral Guardian

The AG is a very good barbarian path. You are still a barbarian, your features enhance the rest of the team.

Ancestral Protector's
In a throwback to 4E essentially you mark someone while you rage. If you hit someone the must attack you or have disadvantage on their attack roll and their target gains resistance as well.

Very simple ability that either debuffs the target or encourages them to attack you and you have resistance anyway.

Spirit Shield
Basically while you're raging you can reduce damage on an ally by 2d6. The damage reduction also scales at level 10 and 14. So you hit hard and offer a bit of support to you allies on top of your marking ability at level 3.

Consult the Spirits
At level 10 you gain a bit of utility via this ability. Nothing to exciting but it's solid enough.

Vengeful Ancestors
First the insult then the injury. Whole somewhat late you might make it to level 14. If you do you can prevent 4d6 damage, inflict 4d6 damage and beat them up with Ancestral Protector's.

It's a nice F you to your opponents and looks like a lot of fun as well.

Overall I quite like this archetype. It hurts, prevents damage, and I suspect is buckets of fun. I'm going to rate this as an A. It offers something the rest of the Barbarians don't.
 

I know about the other infusions.

Low level they're mainly cute. Resistence us nice but there's also absorb elements spell.

Concentration thing is nice but they're already proficient in con saves.
You might want to sit down for this . . .

You can give infused items to other people! Who don't have the Absorb elements spell, or who aren't proficient in Con saves.

. . . I just blew your mind didn't I? 🤯

They're nice but I wouldn't get to excited or over rate them.

They're also available to every artificer so doesn't help Alchemist at all.
Do you really want to look like you're trying to claim that the infusions for "+1 to hit and damage" is exclusive to Alchemist?
 

Zardnaar

Legend
Battlerager
You might want to sit down for this . . .

You can give infused items to other people! Who don't have the Absorb elements spell, or who aren't proficient in Con saves.

. . . I just blew your mind didn't I? 🤯


Do you really want to look like you're trying to claim that the infusions for "+1 to hit and damage" is exclusive to Alchemist?

You can give your infusions away but then you're making yourself weaker.

And you're already marginal with 3/4 archetypes being weak to average.

The other support classes get extras and aren't making themselves weaker when they support their team. Eg bless spells, bard dice etc.

Our Battlesmith was doing that (giving away his infusions) but he was sucking in combat. Even he realised that and stopped doing it.
 

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