D&D (2024) All 48 Player’s Handbook 2024 Subclasses

subclasses.jpeg


The new Player's Handbook contains 12 character classes, each with 4 subclasses, making 48 in total.
  • Barbarian: Path of the... Berserker, Wild Heart, World Tree, Zealot.
  • Bard: College of... Dance, Gamour, Lore, Valor.
  • Cleric: Life, Light, Trickery, War domains.
  • Druid: Circle of the... Land, Moon, Sea, Stars.
  • Fighter: Battle Master, Champion, Eldritch Knight, Psi Warrior.
  • Monk: Warrior of... Mercy, Shadow, The Elements, The Open Hand.
  • Paladin: Oath of... Devotion, Glory, The Ancients, Vengeance.
  • Ranger: Beast Master, Fey Wanderer, Gloom Stalker, Hunter.
  • Rogue: Arcane Trickster, Assassin, Soulknife, Thief.
  • Sorcerer: Aberrant Sorcery, Clockwork Sorcery, Draconic Sorcery, Wild Magic.
  • Warlock: Archfey Patron, Celestial Patron, Fiend Patron, Great Old One Patron.
  • Wizard: Abjurer, Diviner, Evoker, Illusionist.
 

log in or register to remove this ad

Honestly, we could get away from spell schools specializations for wizards.

War magic,
Scribe,
chronomagic,
graviturgy,
elementalist,
mindbender,
force mage,

all could work better not being tied down to single school.
That's the thing about Wizards... I think there are actually like three different "types" of categorization that could have subclasses designed for them.

There's the "job" types... your Scribe, your Bladesinger, your Warmage. Has nothing to do with the types of spells they cast, but what they do with the magic they have available.

There's the "thematic" types... your Chronomage, your Pyrokineticist, your Force Mage The Wizards that specialize in one energy or type of spell to accomplish all different types of actions but which use a singular theme for how the magic looks.

Then there's the "style" types... which are your Spells Schools. These Wizards all focus on a singular style of magic where all the spells do a similar thing as part of the school, just at differing power levels and targets.

The game has made subclasses for all these three different types of categories. The question then becomes whether or not-- since the "style" type has a finite number of Schools that doesn't change-- it is important to fill out that one type before focusing or presenting ideas for the others. Some of us players who have Lawful/Ordered brains kind of appreciate/need for all eight schools to be filled out, because it just feels wrong otherwise. That's why I know I actually appreciated seeing all 8 subclasses in the 5E14 book because it just felt right. And while the 5E24 book will only have four of them... to me that isn't so bad because we still have the 5E14 ones available to bring forward as needed.

The one funny part though, is that in truth I think one of the eight classic Spell Schools really isn't like the others and actually shouldn't be one. One of the eight to my mind actually falls under the "thematic" type-- the Necromancer. The spells for the other seven all do the same sort of thing per group-- Divination spells gather information. Abjuration blocks and protects. Evocation blasts energy. Conjuration brings things into existence. Enchantment controls the mind. Illusion deceives the mind. Transmutation changes things from one thing to another. But the Necromancy spells do all of these different things whilst merely laying on a flavor or theming of "death". It doesn't matter what the spell does... if it has a death or undeath flavor to the spell it becomes Necromancy. Which is really why it should be considered one of the "thematic" types.

After all... a pyrokineticist's fire spells can protect the caster via fire shields (abjuration), can blast creatures (evocation), can create animals, objects and walls out of fire (conjuration) and so forth. While the Necromancer can influence your mind to cause fear (enchantment), can animate dead bodies (transmutation), can shoot negative energy (evocation), can gather information by speaking with the dead (divination), can protect themself with a necromatic facsimile of life as a health shield (abjuration) etc. etc. So long as the flavor of the spell is death or undeath, the magic can do anything at all. Which is thematic rather than stylistic. But that's just me. :)
 

log in or register to remove this ad


Not a bad selection.
Clockwork sorcerer to counterbalance the aberrant sorcerer is a good choice.
Celestial warlock is a bit odd from a worldbuilding perspective. Why would celestial powers create a warlock instead of a cleric or paladin?
I'm assuming it's suggesting that some sort of Celestial being made a pact with a warlock, giving them powers?
 


I wish I had your strength.
As do I.

Not a bad selection.
Clockwork sorcerer to counterbalance the aberrant sorcerer is a good choice.
Celestial warlock is a bit odd from a worldbuilding perspective. Why would celestial powers create a warlock instead of a cleric or paladin?
Four reasons easily come to mind:
  1. "Celestial powers," but not gods. Gods create clerics (and Paladins are a whole separate thing now.) Non-gods can create Warlocks even if they're incapable of empowering clerics.
  2. If evil beings can tempt folks to evil ends by giving them power and setting them loose (with contractual obligations), why can't a good being try to inspire reform and repentance the same way? What's good for the goose is good for the gander.
  3. Clerics (and to a certain extent Paladins) are "on the payroll" in certain senses. They're bound by some of the same rules as the gods themselves. Warlocks aren't. Plausible deniability is valuable.
  4. Because they just want to create Warlocks. Some of the beings that can act as celestial patrons are not Lawful beings, despite being Good beings. Maybe they're not keen on being worshipped, but they like the idea of having emissaries.
Of course, I'm biased. I play a Celestial Warlock.
---
I asked in a previous thread, but it seems no one knew the answer: Does anyone know whether the Thirsting Blade invocation works as it did in Playtest 7?
 




I like it, but I hope additional classes for the cleric and the wizard are released soon. Both are so attached to the concepts of domains and schools of magic that it's weird creating a cleric of Mystra, for example, and having to fit it in some of these four domains.
Just move the first subclass level to 3, if it isn't already, and the vast majority will work just fine.

A few might need tweaks, (twilight still needs nerfed) but nothing major.
 

It feels odd that the Gloom Stalker hunts things, and the Hunter protects things.

I wonder if the 2024 DMG will have useful guidance on customizing subclasses.
 

Remove ads

Remove ads

Top