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D&D (2024) Are You Happy with the Selection of Subclasses?


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mamba

Legend
I quite like what we got: each Class gets 4 options that take the base Class in a radically different directions, making it 48 solidly distinct base options to build a character around.
It is a pretty decent collection, although there are some I do not like conceptually (not going to discuss the actual implementation of any of them…), like clockwork sorcerer and brawler fighter. But 40 out of 48 ain’t bad, as Meat Loaf said ;)

I certainly like that there are four each instead of six of one and two of the other
 


Kobold Stew

Last Guy in the Airlock
Supporter
Barbarian, Bard, Druid, Paladin, Rogue, Warlock, and Wizard -- all have a suite of subclasses I can get behind, even if it's not my preference (Celestial Warlock and Abjurer Wizard feel under-reasoned to me.

Cleric -- good. I love that Trickery was included (and imporved along the way). I would lose War, since heavy armour is coming with a level 1 choice.
Fighter -- brawler is fine, but it's better as a fighting style (as in Tasha's) not a subclass.
Monk -- I don't have a clear sense yet.
Ranger -- gloom stalker always rubs me the wrong way.
Sorcerer -- aberrant and clockwork are disappointments. Divine, Shadow, and Storm (=the Xanathar's options) are all more iconic.
 


Sorcerer never had good subclasses and the tradition continues.
It's because sorcerer is torn between having bloodlines based on magical creatures and strange planar energies, and people wanting it to just be 'wizard, but hot'. And so anything thematic which pushes towards bloodline influence, but which detracts from 'wizard, but hot' gets a large pushback.

So the result is sorcerer eating the design space of all these cool and thematic influences, while also having those things shamefully tucked in a corner where they can be safely ignored by the people wanting their 'wizard, but hot'.
 

Mistwell

Crusty Old Meatwad (he/him)
As it stands, every existing Subclass works with the latest new Core Classes, that I can see. Even the small awkward interactions of the first few packets have been fixed.
I am pretty sure that's not the case. For example I think Oath of Glory has some mostly useless features now that the Grapple rules are a save?
 

Parmandur

Book-Friend
Celestial Warlock and Abjurer Wizard feel under-reasoned to me.
Celestial makes a lot of sense, offering a clearly "light side" choice for folks who don't want to play an Edgelord Warlock. It also gives the Warlock four completely distinct moral situations for their Patrons.

Abjurer took me aback, until it was pointed out that Evokwr as offense and Abjurer as defense made a pairing, while Illusionist as creating falsehood and Diviner as discovering truth made another pair. Pretty happy with the thematic mirroring there now.
would lose War, since heavy armour is coming with a level 1 choice.
Wsr's role now is allowing a Cleric to interact with Weapon Masteries, seems even more appropriate now considering how big a part of combat those are shaping up to be.
Sorcerer -- aberrant and clockwork are disappointments. Divine, Shadow, and Storm (=the Xanathar's options) are all more iconic.
Aberrant gives a core Psion in the PHB, amd Clockwork tapa into the D&D distinct IP of Modrons and Mechanus. Makes sense to me.
 


Celestial makes a lot of sense, offering a clearly "light side" choice for folks who don't want to play an Edgelord Warlock. It also gives the Warlock four completely distinct moral situations for their Patrons.
Yeah celestial warlock is my current favourite thematically. I find it weird how so many people object to it existing at all.
 

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