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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But then the people who want nonmagical characters get upset they are upstaged by their magical friends doing wahoo things, which usually leads to calls that they also get to do wahoo things, but nonmagically. Which is why I think if they want to do wahoo things too, let them be magical as well.
That would throw out the baby with the bathwater.

What I could see working, however, is granting non-magical martials abilities that let them protect themselves against magic to certain degrees.

For example, if a level 20 strength-based character could bash a Wall of Force through sheer muscle strength, that'd be cool and in no way unbalanced.

Such a fighter would still not be able to perform actual magic, but would need less help from his wizard buddy withstanding the evil sorceress.
 


I see a bunch of subclasses (archetypes) that were previously published and not included in the 5E24 PHB:
  • Wizards' remaining schools of magic
  • Clerics' remaining domains
  • Warlock Hexblade (I would say a very popular subclass)
  • Rogue Swashbuckler (also very popular)
  • Barbarian Ancestral Guardian (personal pick)
  • Bard College of Swords
  • Fighter Arcane Archer
(my own list of choices)

It would be very interesting is WotC would address these (maybe through UA) to indicate if they feel:
  • either that the subclass is redundant with a published class/subclass of 5E24 (hexblade ? college of swords ?)
  • either that the subclass is fine as it is and can be paired with the revised main class of 5E24
  • or some suggestion of update to the subclass
 

A fighter is MUCH more viable in 5E than in 3E.

Maybe it's not enough for you to play one, but the improvements are definite and the disparity is small enough for me to say fighters are definitely pulling their weight in a 5E party.

Remember; in 3E a single-classed fighter were a joke.

Plus, I suspect actual parity between casters and martials is much less popular and desired than you appear to assume.

If a fighter can do just as many varied and wondrous things as a magic users, well, then almost by definition magic would feel... much less magical.

Zapp

PS. If behind your posts you are secretly longinging for a 4E style martial-caster parity, not saying you are, then let's simply disagree and end it there. I'm glad the majority of D&Ders rejected that approach if you ask me.

A fighter in 3E was a joke? Really? I mean, at around 14-15th level dedicated casters blew everyone out of the water but until then? Nah. My fighter was devastating. Admittedly, that was almost by accident since I never looked for broken builds and outside of general goals didn't really plan much, but a well built fighter was a beast. For example we were in a fight vs a pair of whatever 3E called the dragon-like LotR fell beasts and I told the rest of the group "you get that one, I've got this one" and we ended combat on the same round. Outside of combat he was still fun to play and contributed, which is all I've ever cared about.
 

But then the people who want nonmagical characters get upset they are upstaged by their magical friends doing wahoo things, which usually leads to calls that they also get to do wahoo things, but nonmagically. Which is why I think if they want to do wahoo things too, let them be magical as well.
I'm fine with them not doing wahoo magical things, but then I'm good with Level Up's balance between the Casts and the Cast-Nots. That game's combat maneuver system, along with class features, covers all the wahoo I feel is necessary.
 

A fighter in 3E was a joke? Really? I mean, at around 14-15th level dedicated casters blew everyone out of the water but until then? Nah. My fighter was devastating. Admittedly, that was almost by accident since I never looked for broken builds and outside of general goals didn't really plan much, but a well built fighter was a beast. For example we were in a fight vs a pair of whatever 3E called the dragon-like LotR fell beasts and I told the rest of the group "you get that one, I've got this one" and we ended combat on the same round. Outside of combat he was still fun to play and contributed, which is all I've ever cared about.
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.
 

Conan was rarely upstaged. Through strength of will (maybe a bunch of different ways to help saving throws), brute force (think extra damage bonuses), and cleverness (think of abilities that allow you to use the environment), Conan was always a match for a wizard or sorcerer. Heck, give the physical warrior straight up legendary saves and magic resistance at higher levels. It's not magic, it's determination.
Maybe there should be a fighter subclass in WotC 5e (or better yet a combat tradition for Level Up) that is more directly spellbreaker-y. It's not like casters aren't prevalent enough for such a thing to be a useful theme.
 


Maybe there should be a fighter subclass in WotC 5e (or better yet a combat tradition for Level Up) that is more directly spellbreaker-y. It's not like casters aren't prevalent enough for such a thing to be a useful theme.
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.
 

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