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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A warrior type character could definitely be made into a god of carnage.

But I was talking about the single-classed Fighter. The fighter that didn't take any prestige classes.

Or, indeed, many many builds that tried to go for theme over mechanical optimization.
In my experience the archer themed straight single-classed fighter in my long-term high level 3.5 campaign was a mechanically optimized machine gunning murder machine who did the most consistent damage of the party.
 


A warrior type character could definitely be made into a god of carnage.

But I was talking about the single-classed Fighter. The fighter that didn't take any prestige classes.

Or, indeed, many many builds that tried to go for theme over mechanical optimization.
It's been a minute since 3E, but my PC was a single class fighter. There were significant differences in effectiveness of builds, but that applied to all classes.

But I'm not going to argue about old editions. I will say that in my experience single class fighters could be just as effective as everyone else.
 


In my experience the archer themed straight single-classed fighter in my long-term high level 3.5 campaign was a mechanically optimized machine gunning murder machine who did the most consistent damage of the party.
Archers were effective but mine was a two weapon fighter. Another PC was into grappling which ruined the plans of more than one caster.
 

  • Warlock Hexblade (I would say a very popular subclass)
Having played one, I can attest that Hexblade is a terrible subclass. The starting package is wildly overpowered and some of the higher level features are completely worthless. Also the lore and flavor was an absolute mess that no one really understands. It's popular for two uses; the only way to make a Blade Pact Warlock work effectively, and a quick multiclass dip before focusing on another class.

Well, at least going by the playtest, in Revised 5e both of those uses are gone. Blade Pact has been fixed so that it stands on its own and can be used with any subclass, not just Hexblade. And the multiclass dip is far less attractive, partly because the subclass doesn't start at 1st level anymore and partly because there are other ways to get most of the benefits.

So as far as I can see, all justification for the Hexblade as it currently exists is gone. Let it die, it was terrible.
 

Yeah, Hexblade's popularity can be largely attributed to the fact that it fixed blade pact. Now that many of those fixes have been rolled into the baseline blade pact, it's much less compelling as a subclass.

That said, I think there's still room for something in the same narrative vein - refactor it into a proper Shadowfell patron focusing on hexes, curses, and dark shadow magic that isn't explicitly designed around blade pact and I think it would work great.
 
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Yeah, Hexblade's popularity can be largely attributed to the fact that it fixed blade pact. Now that many of those fixes have been rolled into the baseline blade pact, it's much less compelling as a subclass.
Agreed... considering what we have seen in the OneDnD documents. We'll know better in a few days, I guess.
 

it can be fixed somewhat with basic rules:

1. all spellcasting that is not melee attack, cone blast or personal range provokes AoO. Roll Con save as per concentration rule to check if caster loses the spell.

2. Ready action for attack that can interrupt a spell per Concentration rules.

3. This is for ranged combat also, when you make a ranged attack, all melee attack vs. you have advantage until the start of your next turn.

4. moving through and not just out of threaten area provokes AoO.
You're not wrong, but I still think it's more fun my way.
 

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