D&D General Best 5.5e Subclasses for an "Old-School" D&D Experience

lonewolf23k

Explorer
So, just saw a Bob the Worldbuilder video about the Caverns of Thracia adventure, and it got me thinking about how one would best simulate an "Old-School" dungeon crawl experience in D&D 5.5. And that means deciding which subclasses "fit" such an experience.

Here are my quick picks at a glance:
-Barbarian: Path of the Berzerker. It's the most stripped-down to basics version of the Barbarian. You're a big, beefy warrior who flips out and kills everything around you.
-Bard: College of Lore. Torn between the College of Lore for spellcasting focus, or College of Valor for the old-school sword-fighting "Tandem the Spoony" experience.
-Cleric: Life Domain. The essential Healing Cleric.
-Druid: Circle of the Moon. Lets you cast Cure Wounds even when Wild Shaped.
-Fighter: Either Champion for a Fighter who focuses on hitting hard with crits, or Battlemaster for a Fighter with a range of fighting moves.
-Monk: Warrior of the Open Fist. Most basic Kung Fu Fighting experience.
-Paladin: Oath of Devotion. The most Paladin-y of Paladin Subclasses.
-Ranger: Beast Master for the "Ranger with a Pet" angle, or Hunter for the "specializes in killing monsters" angle.
-Rogue: The Thief. You're going into dungeons, get the subclass that specializes in disarming traps.
-Sorcerer: Draconic Sorcery. You are a Blaster, pure and simple.
-Warlock: Fiendish Patron or Great Old One Patron. The Warlock really should feel dark and mysterious, and these two patrons fit the bill best.
-Wizard: Any of them work, really, although the Evoker best fits the spell-slinging combat wizard concept the best.
Bonus Round ~ Artificer: The Battle Smith wins this one for me. Best gear maker, and you get a nice combat robot sidekick.

What do you think of my picks? Do you agree or disagree?
 

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If you really want old school then just pick the worst martial subclasses existing (or even leave them away) and the strongest spellcaster subclasses existing and you get it. And none with any magical features.

5.5 did make martial subclasses better though, so maybe use the bad 5e martial subclasses instead, like original berserker and original champion.


For spellcaster things which really break things like divination wizard.
 

Your initial picks are close but valor bard over lore and land druid over moon. Pet class didn't exist until 3.5. It was a ribbon ability pre 3E. Wildshape wasn't super important it came online at 7th lvl iirc.

Ranger would be hunter.

Artificer wouldn't exist but alchemist did sorta. They turned up late 2E as a wizard. Sorcerer would be dragon or wild if 2E counts as old school.

Warlock all 4 work thematically. Far realm wasn't much of a thing pre 2E iirc.
 
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Moon druid is nothing like a 1e druid - moon druid uses combat wildshape as a standard combat move and gets strong forms early, then can use 1st level spell slots for wild shape so can spend bascially all of their combat time in an effective wild shape. 1e druids didn't get wild shape at all until 7th level, and it was pretty limited both in forms allowed and times usable per day. Land druid is probably the best fit, since they're casting focused, stars and sea are both casters but lean more into special abilities than basic spells which feels more modern than 1e. If you're allowing the non-reprinted subclasses, Spores Druid also might be a good choice - the spore specific stuff doesn't really fit 1e, but they're very good at being casters who also melee, which was often the playstyle for 1e druids.

Similarly Beast Master Ranger doesn't work, 1e rangers didn't get a beast companion at all so the good pet has the wrong feel. Hunter matches much better mechanically with 1e ranger.

I'd definitely go valor bard as the original bard had to have levels as a fighter before becoming a bard, so would typically have strong fighting ability.
 



Amazing how the old school list almost matches the default subclasses in the SRD/Free Rules...🤔

 

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