D&D 5E Classes that Suck

Levistus's_Leviathan

5e Freelancer
Okay. There is a thread currently active discussing the Monk and whether or not it sucks. I have not gotten involved in that thread, because it is currently around 47 pages and there's not much for me to add to the current discussion.

Monks are not the main topic of this thread, but they can be discussed. Monks have their flaws, IMHO, and don't quite suck but are lacking at certain levels. There are a few classes that do deserve the "suck" label on them, and these are the ones I think deserve it, in order of worst to not as bad:
  1. Rangers.
  2. Sorcerers
  3. Warlocks and Monks, tied.
Okay, lets start with the Ranger. Why does the Ranger suck? (I'm sure most of you are aware of its flaws, but I will state them here because this is the topic of the thread):
First, and foremost, Favored Enemy. At first glance, it seems like a nice boost; a free language, advantage on certain Intelligence (History) checks, a bonus to damage against certain creatures. The problem with this feature is, it is totally dependent on the DM's campaign. If you build an amazing ranger character with a backstory that explains why you hate this certain type of creatures (lets say Dragons), and how you've trained yourself for years at being an expert at tracking them, and you can't wait to show off how good your character is at slaying dragons. Then, your DM starts off the campaign, and you are whisked away to the Feywild in the first session where the only dragons you fight in the entire campaign are Faerie Dragons. You suddenly don't feel so happy about the character you made, if the only creature you ever fight that qualifies as your favored enemy is a tiny rainbow dragon the size of a cat. Then, later in the campaign, you finally level up to level 6, and you finally choose Fey as your second favored enemy, and suddenly the DM's campaign goes to the Shadowfell, where there are no fey to be seen.

Is this the DM's fault? Technically yes, but maybe the DM wasn't purposefully trying to screw your character. It becomes apparent to you, the DM, and the rest of the party that Rangers suck. Not because it's easy for the DM to cheat you out of the ability, but because the DM can cheat you out of the ability, even accidentally. This isn't how class features should function. It is a core ability to the Ranger, that you get before Hunter's Mark, and it can be so easily subverted.

Then, at level 1 you also get Natural Explorer. Another ability that at first glance deceives you to think it's good. The benefits to it are all good, but there's one key thing. You only get to choose one terrain you get those benefits in. This has the same problem as Favored Enemy, the DM can accidentally screw you over very easily. If you're playing in Descent into Avernus, I'm sorry, but no matter what terrain you choose, your ability will mostly be useless for this campaign. That's not really the DMs fault, it's the rule's fault. It sucks.

Then, spellcasting. You get some fairly good spells, but everyone takes Hunter's Mark, and you suck if you don't. At level 2, congratulations! You now only have one more spell to choose. Also, you only get to change one of them when you level up. You don't even prepare your spells, like Artificers and Paladins (which are the only other half-casters in the game). So, in summary of this ability, it's a nice boost, but you are still the worst half-caster in the game.

Then, your Archetypes. Besides the fact that they didn't even bother being creative in the name of this feature, the subclasses from the PHB suck. Both of them suck. The Beast Master is the worst of all of them, too. The Hunter, when compared to the subclasses in Xanathar's, sucks (no spell lists, not as good abilities, etc).

Primeval Awareness, which also sucks. It's kind of like the paladin's Divine Sense, but worse in every way besides range and a boost in the creature types. This ability is a nightmare for DMs, but also annoying for players because you don't know how many creatures the are, where they are, or what they are.

Land's Stride and Vanish are fine abilities, but they come too late and are not good enough when compared to other classes' abilities of similar levels.

Hide in Plain sight is also almost completely useless, and has the same problem as Favored Enemy and Natural Explorer.

Finally, Foe Slayer, which is one of the worst capstone abilities in the game.

Rangers suck, their abilities suck, and most of their spells suck, as concentration is taken by Hunter's Mark 99/100 times. This is not to say that you can't make a ranger that is good at damage dealing. You can, fairly easily, but the class isn't good enough at the things it is supposed to be good at, and isn't overall as good as other classes when compared.

Now, Sorcerers. They are probably the worst Arcane Casters in the game and need major revisions. Here's why:

First, their spell lists. Did you know that Sorcerers only have one spell that is unique to their spell lists? That's Chaos Bolt, and every other caster in the game (except Artificers) have more unique spells.

Next, they don't know enough spells. They only get 15 spells known total, no spell lists for subclasses, and have less spells known than any Xanathar's subclasses for Rangers. Yes, rangers, a half-caster, have more known spells than a full caster. They also can't change their spells enough, having to wait for a level up to change one spell.

Then, sorcery points, the Ki of Spellcasting. They don't get enough of it. Ki recharges on Short Rests, which means at early levels Way of the Four Elements Monks (which are also awful) can cast more 1st level and higher spells in a day than sorcerers.

Metamagic, the main feature of the Sorcerer class. There's not enough options, and you don't get to know enough of them. You get 2 at level 3, and then can't change them or pick any more options until level 10.

Sorcerous Restoration is also one of the worst capstone abilities in the game. (Also, by this level, Wizards get an at will 1st and 2nd level spell, and can actually cast those levels of spells more than Sorcerers)

Monks, which have been discussed heavily in the other thread. Sure, at certain levels they can deal quite a bit of damage, but they normally have to spend Ki to keep up or deal more damage than the other classes, and they have a dry period where they don't suck, but also don't get enough to be a good class at those levels.

Warlocks:

Okay, warlocks don't suck as much as Rangers and Sorcerers, but they are lacking in some ways as well. They only have 2 spell slots from level 2 until they get to level 11, are normally reduced to eldritch blast spamming, and while playing a warlock, if you don't take enough short rests, you can definitely feel like you suck.

Okay, please comment below. Any other classes that you think would clarify to make this list? Any that you think shouldn't be on it?
 

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Mistwell

Crusty Old Meatwad (he/him)
In my opinion the only class that sucks is monk.

Ranger and Sorcerer could use more support.

Warlocks are good. No problems with them, since they introduced the hexblade.
 

Sorcerer is a full caster. For that reason alone, it doesn't and indeed can't suck.

Ranger is the only class in 5e that actually does, in fact, suck. And even then, it doesn't suck as much as the worst fare in 3e and 4e did.

EDIT: Also a reason why Rangers suck is that they are 100x more bonus-action dependent than every single other class combined. And that's one flaw even the Class Variants UA didn't address.
 

Weiley31

Legend
The Ranger, unless its the Revised or UA Class Features Variant, is at the negative top for sure. Revised and UA Class Feature Variant Ranger fixes almost all of its issues basically to the point that if neither of them are used or offered as an option at your table, your DM then has a strange blood vendetta against the Ranger for killing its pet favored enemy.

The Warlock. mostly due to the Hexblade for introducing a viable Dip just for non-chip dipping goodness.

Okay only one of those two statements are a true fact.


I know the Arcane Archer is wet toilet paper basically. To the point that I simply argue that they should get Eldritch Blast as a Cantrip, and have it scale off of your INT modifier. That way you have a kind of default "side arcane shot" to use basically so that way you can save your more specialized arcane shots when ya need it.
 

DND_Reborn

The High Aldwin
I think everyone I've ever talked to about it agree Rangers need a bump. The Scout Rogue makes a better Ranger in some ways.

Sorcerers definitely need more known spells and more exclusive spells. It is pretty sad they are the only class that can't know 2 spells per level they can cast. They also need more metamagic IMO.

Warlocks should get an invocation at level 1, but I know why this was avoided (to avoid single level dips, same with sorcerers and metamagic).

As for the other classes, some minor additions here or there would smooth things out but nothing major. There are A LOT of subclasses that are pathetic, however, and over half of them never see play at our tables.
 

Hohige

Explorer
Sorcerer.... Well, sucks? lets see




The Shadow Sorcerer

216b281d011885f9f4c3557ab2f68a8d.jpg


The Shadow Sorcerer level 7 can Twin Polymorph into 2 Giant Ape. For ****ing powerful beats that deals +9 to hit, 3d10+6 x 4 with 150 HP.
As bonus action The Shadow Sorcerer uses Hound of III Omem that is a buffed Dire Wolf with Pack Taticks for free advantage, If the Hound hits, DC 13 or knock prone (OMG, Knock Prone against 3 ****ing powerful beast is a death sentense).
The best part is... The Hound apply disadvantage against all Sorcerer's Spells.
The Hound combo with Giant Apes and still apply disadvantage... It's insane...

Are you trying hide? The hound know your location.

The Sorcerer can deal 100 damage per turn (If all hits, HIGH CHANCE) + Sorcerer spells (With Disadvantage)...

It's long duration combo that is insane.
If the Sorcerer wants to spend more resources, the sorcerer can summon multiple hounds for still more insanity.

The Sneaky Mage.
The V. Human Shadow Sorcerer level 7 with Prodigy feat (Stealth expertise) and Ritual Caster for Find Familiar.
So, It's +10 Stealth Check + Familiar' help action for advantage.

Now the can cast spells against enemies with IMPUNITY. Yes, It's the power of SUBTLE SPELL.

The Hound of III Omem and Careful Fear or Hypnotic Pattern is too insane and your party will love you... It's literally a game changer, both spells is save or die.


With Sorcerer's FLEXIBLE CASTING, the sorcerer can spend all level 3 or lower spells slots into Sorcery points, then, Sorcery Points into higher level spells slots.
So, at level 7, the Sorcerer can cast Twin Polymoph 3x/DAY... Look. 3x day against once/day Wizard.
The Sorcerer 2 giant ape for 3 hours/day x Wizard 1 giant ape for 1 hour/day...
It isn't fair.

Moon Druid: "I'm a joke to you?"




The Divine Soul Sorcerer


With flexible casting, creating more 4th level spell slot, the DSS Controls 24 Undeads with Animate Dead (Against wizard at maximum 12) for 24 hours and still casts twinned Polymorph for 2 Giant Ape for 1 hour.

With Inspire Leadership feat, the Sorcerer add more 12 THP for each Skeleton and allies for extra Sweet HP. The Skeletons are with a longbow.
Damage per turn, If all hits. 4,5 (1d8) +2 = 6,5x 24 = 156 average damage per turn.
Two Giant ape with +9 to hit, for extra 90 average damage if all hits.




The Dragon Sorcerer

Other combo that literally overshadow the Wizard.

Protector Aasimar Red Dragon Sorcerer level 6 with Elemental adept feat (Fire)

Action to activate Aasimar's Radiant Soul for extra sweet damage and flight speed.

Bonus action: Quicken Empowered Elemental Afinity FIREBALL

28 avg * 1,22 (Empower metamagic) +5 Elemental afinity +6 Radiant Soul.

45 avg AOE fire damage that ignores cover and fire resistence.

All in a single turn. No prebuff or concentration


Or just quicken empowered elemental afinity fireball that deals 40 avg damage
action for Empowered elemental afinity Fire bolt for 19 avg damage
It's 59 avg damage.


Wizard's fireball is avg 28 damage.

59 vs 28 is not even fair.

PS: You can swat Empower spell for Twin metamagic for the Sweet Twin Polymorph and Twin Firebolt.
Yes, Super Fireball + Twin Polymorph is avaiable.


The Sorcerer can use flexible casting to create more and more fireballs.
Sorcerer 6 fireballs/day vs Wizard 3 fireballs/day
b4b666854dec0740a6c22a950f045635.jpg
 

J-H

Hero
Oh look, Hohige is the Sorcerer King poster. Ugh. True Magic bla bla blah.

The Ranger's Favored Enemy feature needs a re-work, as does the capstone. The base chassis is very weak, so it needs a strong subclass. Gloomstalker provides one, but unfortunately, most of the other subclasses don't.

Monks are okay, with a few subclasses being sub-par.

I've decided that a Warlock makes a better Sorcerer. If the invocations count as spells, a Warlock has more spellcasting choices than a Sorc, and a LOT more cantrips if you're a Tomelock. Cantrips are what you spend a lot of combat time doing. Warlocks are generally OK enough, but have some rough edges. After doing some test-builds, I decided that I'd rather play a Tomelock than a Sorcerer any day.

Sorcerers need more spell points and more metamagics known, plus 3-5 spells known based on their subclass.
 

Stalker0

Legend
I don't think sorcerers "suck" in the mechanical way that is being discussed with Monks. Its not too hard to make a sorc that can bring the pain.

But their mechanics just don't quite "work". Wotc has been terrified of metamagic since 3rd edition, and they only deal it out in small bland doses. Sorcerers really are so terribly limited in spells known...and for no real good reason. In 3rd edition it made some sense because spontaneous casting was very useful. Now every spellcaster has it....yet the sorc is still left with limited spells known. So sorcs just don't have some of the hooks that DMs can tie into like other classes.

This is the best highlight for me. The sorceror...the "innate" spellcaster, still requires material components. The pathfinder sorcerer? First level gets an automatic feat that negates material components....because of course a sorcerer shouldn't need material components...that just makes sense.
 


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