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

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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.
 

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I kind of think a Bard subclass would be a better Warlord than a new non-caster class would be.

Assuming they continue with the consistent imbalance between the casters and non-casters a Bard would certainly be more effective than a non-caster Warlord class would be. As such, if we had a non-caster Warlord class, I think the same people that currently complain about the fighter would also complain about the Warlord.

I mean, we could hope for a realized and we'll executed non-caster Warlord instead?
 

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I mean, we could hope for a realized and we'll executed non-caster Warlord instead?

I think Bard is the best way to do it in the current 5E design. You would have Bardic Inspiration fueling some of the Warlord features.

With the current state of the fanbase and WOTC design philosophy a non-caster Warlord would end up looking a lot like a PDK with less powerful attack options. A non-caster Warlord comparable to 4E is not in the cards I don't think, you are going to need magic to get that kind of fiction and function in 5E (or 2024).
 

I kind of think a Bard subclass would be a better Warlord than a new non-caster class would be.

Assuming they continue with the consistent imbalance between the casters and non-casters a Bard would certainly be more effective than a non-caster Warlord class would be. As such, if we had a non-caster Warlord class, I think the same people that currently complain about the fighter would also complain about the Warlord.
And I'm saying they should stop doing that. Particularly when they keep talking about balance and improving it.
 



I just wish the Fighter got 4 subclasses like everyone else instead of three plus Champion.
Don't know why they didn't just stick the Samurai in there? "Get Advantage whenever you want with some temp HP 3 times per day" feels pretty darn simple to me? And the social goodies are nice and Samurai are generally seen as cool. None of the other features are particularly complex. Rapid Strike is the only thing I could see being an issue, but that's probably easy to replace.
 

It's been a hot minute since I read that. Did they ever conclude the story?
I read the compiled PDFs, rather than the online comic. Certainly that is still trucking and they are on arc three. I suspect it is intended to run as long as the artist and writer want to continue.
 
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I mean, we could hope for a realized and we'll executed non-caster Warlord instead?
Agreed. I am up for more non-casting classes and subclasses. I have not seen it in play, but a former poster Jody Lee Johnson did a Warlord class for 2014 5e. If I recall correctly, it was, originally, published by ENPublishing. Now, it is on DMsGuild for $.50. It has 4 out of 5 stars with 15 ratings. Its subclasses are the Beast Handler, Chevalier, Commander, Diplomat, Healer, and Skald

Another poster, David "Jester" Gibson, has a product called Maneuvers & Commander on DMsGuild for $.50. The Commander is a subclass for Fighter which runs off Battlemaster maneuvers to emulate the Warlord and the product has more than 25 maneuvers (not all are "Commander" maneuvers.
The new "Warlord" maneuvers are Assist Focus, Castling, Knight's Gambit, Shake it Off, Superior Assistance, and Warning Cry which are in additon to the official maneuvers Commander's Strike, Distracting Strike, Maneuvering Attack, Rally. There are a few other Commander maneuvers in addtion to those listed.
Each time the Commander gains Commander maneuvers, they learn two.
The Commander also gains the ability to share their Action Surge with an ally allowing him or her to use their reaction to take an Attack, Dash, Dodge, or cast a cantrip and the ability to add half their proficiency bonus to their allies initiative roll.
 
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I read the compiled PDFs, rather than the online comic. Certainly that is still trucking and they are on arc three. I suspect it is intended to run as long as the artist and writer want to continue.
Allegedly they've had a written, planned overall structure from the very beginning. I am of the opinion they only had the loose outline planned, and have been filling things in as they go. The various "interlude" stories (sometimes drawn/colored by guest artists) have begun to feel like more than just the creators taking a vacation.

Most likely, they've known the very loose outline of where they want to go, and have slowly expanded it with time. Ever since a recent important event--Agatha finally got Prende's Lantern, and thus has the ability to manipulate time to some extent--it's felt like we're drawing closer to the final conclusion. That said, we still have yet to see any of the "time windows" from the other side yet, indeed, we have yet to see more than the most basic build up of it. I would guess the comic has around five years left in it at the pace it's going; probably not much less, possibly more.
 

Why are people acting like non-spellcasters aren't getting goodies in this book?

All of the Martials save Monk get Weapon Masteries, and Monk gets Martial Arts and Discipline Points to make up for the lack thereof.

This is a big leap forward in providing Martials with tactical options they can use that they don't have to trade away their normal damage dealing to get. And they find synergy with Fighting Styles, Maneuvers, and other class features like Extra Attack, Sneak Attack, Aim, Rage, etc.

Rangers' core shtick upgrade from the playtest and from Tasha's is essentially Breath of the Wild-style exploration abilities, which are very much non-magical and very martial but on theme. Rangers and Paladins do use slightly more spells now, and cast from first level (I hope they get cantrips too, hence no need for Blessed Warrior and Druidic Warrior fighting styles), but most of the time they're channeling those spell slots either into weapon-based spells (which lean heavily on supernatural martial arts rather than pure magic casting, despite being within the magic system), or else into a core class feature they'd prefer to use over casting in many cases (Smites, Primeval Awareness, etc).

The other side of this is that at a certain point there's only so much you can do without spells to make straight martial characters interesting.

At a certain point the abilities become obviously supernatural (and not just rules implementation weirdness) so you get monk and barbarian. Paladins kind of cross into that in-between supernatural fighter in heavy armor, but making their smites spells is just cleaner. They cast spells because they also have things like cure wounds and zone of truth which also seem quite appropriate to the theme. Besides, they've been casting spells since forever. It's just that in AD&D they didn't get the spells until a higher level.
 

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