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


log in or register to remove this ad




It is likely to be, based on weapon mysteries alone, before other considerations.
Since each weapon mastery is going to give the martial classes (minus the Monk) an extra perk of sorts, they'll either make the Battle Master slightly more OP or make it less likely IMO that the subclass will be chosen.

Combat maneuvers are something any martial ought to be able to pick up without picking the Martial Adept Feat.
 

Since each weapon mastery is going to give the martial classes (minus the Monk) an extra perk of sorts, they'll either make the Battle Master slightly more OP or make it less likely IMO that the subclass will be chosen.

Combat maneuvers are something any martial ought to be able to pick up without picking the Martial Adept Feat.
I think that manoeuvres will synergise nicely with weapon mastery.
 

I think that manoeuvres will synergise nicely with weapon mastery.
After the adventurers pay a visit a weapon's store and get to try out their wares. ;) "I am looking for a weapon that works very well with this combat maneuver." Performs a combat stance and a maneuver before a store employee. "I think we got the right weapon for you, sir." ;)
 

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?
Clerics get their powers primarily from gods, paladins get their power primarily from their oaths, and warlocks get their power primarily from patrons that are not gods. The exact definition of each class is poorly defined and somewhat self-contradictory, but the 2014 player's handbook states that warlock patrons are not gods. As such, a celestial patron would be a celestial being that is not a god giving a mortal power through a pact. The description for the current version (pre-2014 PHB) gives the examples of an ancient empyrean, solar, ki-rin, or unicorn. These are not the kinds of beings that would normally give a cleric or paladin power, but could give a warlock power. Ergo, a god makes someone a cleric (or paladin if the person is bound closely to an oath) but a celestial being that is not a god (like a unicorn) makes someone a warlock.
 

Remove ads

Remove ads

Top