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<blockquote data-quote="Lackhand" data-source="post: 6497441" data-attributes="member: 36160"><p>I like 5e Fighters quite a lot. I know what you mean about them being underpowered; I feel like that's common around 'casters; fighters get some nice tricks but they just can't raise the dead.</p><p></p><p>Spellcaster-wise:</p><p>Clerics are the clerics from 3e, toned down a bit. They're "full casters" in that they get 9 levels of spells -- nobody gets just 7 anymore. Some, like those with the domains of War or Storms may feel more fighter-like, while those with the domain of Light or Nature may feel more caster-like. Their spells are still pretty much our old friends -- curing wounds and removing diseases, blessings and auguries, resisting elements and raising the dead. Those domains again will modify their spell list, though, giving them a bit more oomph.</p><p>Not really easy unless you really like healing and your party needs a lot of it.</p><p></p><p>Paladins are "cleric-light" in a sense.</p><p>They have far fewer and less potent spells, which makes them easier in a way.</p><p>They come in 3 flavors: Oath of Devotion, the paladins you know and are used to; Oath of the Ancients who are sort of fey-knights, championing joy and freedom; Oath of Vengeance, smiters of the wicked with a bit of a Dark Side edge.</p><p>They have a few moving parts, but they're not too bad as casters (any of the 3 oaths).</p><p></p><p>Rangers can have a pet or pick a favored for and there's one in my group and I don't have a lot to say about them.</p><p></p><p>Druids are a lot like clerics. They have fewer healing effects and blessing effects, and more effects that hinder or damage the foe. They also get shapechanging and can choose whether to focus on shape shifting or casting.</p><p>They're a bit complex, and I wouldn't recommend them out of the gate. With that said, they're not that bad, and if they focus on shape shifting the main non-spell trick they have is whether to cast or shift at any given point.</p><p></p><p>Fighters and Rogues both have a subclass that gets some access to a small number of spells, which might be a good way to dip your toes in. If so, they might be the easiest casters of all.</p><p></p><p>Wizards. Wizards never change. They use a spellbook. They are the most flexible caster by far, but have relatively few gewgaws to play with that aren't spells, and there's a lot of spells out there.</p><p></p><p>Every choice from here on out is at least a little simpler: they're "spontaneous casters", those who don't need to prepare spells each day. It makes them much less flexible, but it's a whole host of complexity you don't have to handle.</p><p></p><p>Bards. These were a partial-caster in previous editions but now gets all 9 levels of spells (and don't require levels of fighter, thief and druid first)! They're Charisma-based and most of their spells show it: buffs, enchantments, illusions, etc. They also have some class features around aiding, though the spells seem more impactful to me. If you're enjoying fighter but want a little more caster, College of Valor Bard might be up your alley!</p><p></p><p>Sorceror. These are stronger than they were in 3e, and a ton of fun. Fairly simple, possibly the simplest. A really strong choice, though they're not subtle: pretty much all their spells are combat focused and pretty attack-y at that. They're definitely straightforward though!</p><p>The story behind them is that they've got a hint of dragon-touched ancestry which they're able to channel into incredibly potent magic. There are also Wild Sorcerors, who are touched by wild magic, to a similar end -- but with unpredictable results.</p><p></p><p>Warlock: different even than the other spontaneous caster, warlocks are those who have leveraged a bargain with unwholesome powers. Sort of a cleric of an unworshipped being (the choices now are Fiend, Fey or Cthullhoid Old One), their magic is much more limited than any other caster's.</p><p>They know a tiny number of spells which can be used once per short rest -- once per hour. They also get a variety of odd powers which don't fit in the spell-system, like constant spiderclimb or darkvision effects.</p><p>They're probably the most straightforward spellcaster to play. Overall.</p><p></p><p>Note that technically there are also a few types of monk which feel a lot like spellcasters you might look at.</p><p></p><p>Happy gaming!</p></blockquote><p></p>
[QUOTE="Lackhand, post: 6497441, member: 36160"] I like 5e Fighters quite a lot. I know what you mean about them being underpowered; I feel like that's common around 'casters; fighters get some nice tricks but they just can't raise the dead. Spellcaster-wise: Clerics are the clerics from 3e, toned down a bit. They're "full casters" in that they get 9 levels of spells -- nobody gets just 7 anymore. Some, like those with the domains of War or Storms may feel more fighter-like, while those with the domain of Light or Nature may feel more caster-like. Their spells are still pretty much our old friends -- curing wounds and removing diseases, blessings and auguries, resisting elements and raising the dead. Those domains again will modify their spell list, though, giving them a bit more oomph. Not really easy unless you really like healing and your party needs a lot of it. Paladins are "cleric-light" in a sense. They have far fewer and less potent spells, which makes them easier in a way. They come in 3 flavors: Oath of Devotion, the paladins you know and are used to; Oath of the Ancients who are sort of fey-knights, championing joy and freedom; Oath of Vengeance, smiters of the wicked with a bit of a Dark Side edge. They have a few moving parts, but they're not too bad as casters (any of the 3 oaths). Rangers can have a pet or pick a favored for and there's one in my group and I don't have a lot to say about them. Druids are a lot like clerics. They have fewer healing effects and blessing effects, and more effects that hinder or damage the foe. They also get shapechanging and can choose whether to focus on shape shifting or casting. They're a bit complex, and I wouldn't recommend them out of the gate. With that said, they're not that bad, and if they focus on shape shifting the main non-spell trick they have is whether to cast or shift at any given point. Fighters and Rogues both have a subclass that gets some access to a small number of spells, which might be a good way to dip your toes in. If so, they might be the easiest casters of all. Wizards. Wizards never change. They use a spellbook. They are the most flexible caster by far, but have relatively few gewgaws to play with that aren't spells, and there's a lot of spells out there. Every choice from here on out is at least a little simpler: they're "spontaneous casters", those who don't need to prepare spells each day. It makes them much less flexible, but it's a whole host of complexity you don't have to handle. Bards. These were a partial-caster in previous editions but now gets all 9 levels of spells (and don't require levels of fighter, thief and druid first)! They're Charisma-based and most of their spells show it: buffs, enchantments, illusions, etc. They also have some class features around aiding, though the spells seem more impactful to me. If you're enjoying fighter but want a little more caster, College of Valor Bard might be up your alley! Sorceror. These are stronger than they were in 3e, and a ton of fun. Fairly simple, possibly the simplest. A really strong choice, though they're not subtle: pretty much all their spells are combat focused and pretty attack-y at that. They're definitely straightforward though! The story behind them is that they've got a hint of dragon-touched ancestry which they're able to channel into incredibly potent magic. There are also Wild Sorcerors, who are touched by wild magic, to a similar end -- but with unpredictable results. Warlock: different even than the other spontaneous caster, warlocks are those who have leveraged a bargain with unwholesome powers. Sort of a cleric of an unworshipped being (the choices now are Fiend, Fey or Cthullhoid Old One), their magic is much more limited than any other caster's. They know a tiny number of spells which can be used once per short rest -- once per hour. They also get a variety of odd powers which don't fit in the spell-system, like constant spiderclimb or darkvision effects. They're probably the most straightforward spellcaster to play. Overall. Note that technically there are also a few types of monk which feel a lot like spellcasters you might look at. Happy gaming! [/QUOTE]
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