mellored
Legend
I am ranking subclasses on how well classes synergies with a cohesive party.
This is not the Tier list if your playing with random people. Life cleric, for instance, will never be a bad choice, but doesn't really combo with anyone else. Meanwhile Thief won't be able to Restrain anyone without a grappler/incapacitation in the party.
I haven't played most or seen many of them. So this is an early list, subject to change.
Lower levels abilities weighted more heavily than higher ones. And I am ignoring Conjure Minor Elementals.
S: Life of the Party.
Glamor: spamming Command to not only stop an enemy, but also can trigger opportunity attacks. Warcaster and Rogues will love this. THP is also really nice early levels, and out of turn movement.
Dance: Party wide initiative boost is likely an extra turn for someone. But also, you can let a grappler move an enemy into a damage zone on the enemies turn. Possibly drag someone yourself too.
World Tree: THP generator for the party, just keep the rage going before/between combat. Then adding the teleport into Cloud of Daggers, and extra reach and push and this is top Tier.
Elements: move enemies in and out of zones with ease. Plus monks being the best grappler and the ability to move allies around.
Mercy: Mercy opens up one possibility overpowered combo. Posion + Summon Undead (Putrid), for Paralyze. Probably a B otherwise.
Moon: while I haven't seen the Monster Manual yet, It looks like they will be able to grapple, push and prone just by hitting. All while keeping concentration on spiked growth for your allies to push people into.
Devotion: paladins are a top class, with a big bonus to allies saves. Devotion's bonus stacks with advantage. Probably the best aura too.
Thief: Rogues are some of the easiest targets to support. Giving them an extra (opportunity) attack via Command, Dissonant Whispers or Commander's Strike is top damage. They are also premier scouts letting the party pre-cast buffs. Thief can then turn a friendly grapple into restrained with a bonus action and some with rope / manacles. Also good for concentration free zones. Nothing funnier than Terrasque slipping on ball bearing. Plus the potential of magic items.
Great Old One (+Chain +Repelling Blast, ect): Hex giving disadvantage on saves is fantastic, if a bit late. Dissonant Whispers to provoke opportunity attacks, silent communication, Pact of the Chain for scouting, Lessons of the First One can grab Alert or Musician, and Repelling blast to shove into zones.
A: Team Player
Beserker: Someone needs to deal the damage and Beserker is one of the best at it. Also immune to friendly Hypnotic Pattern, and allies can push enemies next to you for retaliation.
War: Spirit guardians for a zone, Command for Opportunity attacks, and helping allies hit.
Druid (Land, Sea, Stars) Scout with familiars, spiked growth, pass without trace, turning into a flying mount for the gnome. All the subclass support teamwork as well, though moon is up a notch.
Fey Wanderer: for groups that do a lot of charming like with Hypnotic Pattern, you can add a lot of fear.
Soulknife: scout, group telepathy to report your findings, and the base powerful opportunity attacks for Command.
Celestial Patron (+Chain + Repelling Blast): a lot of bonus action heals to get allies off the floor. Also THP, though doesn't stack with Inspiring Leader.
Sorcer (Heightened, Twinned): Sorcerer are more defined by their metamagic. Heightened can really help control spells like hold person stick, and Twinned can get your party flying sooner. All subclasses seem about equal in terms of teamwork.
Illusionist: Bonus action to block line of sight. The first arrow or creature to touch it will cancel the effect, but you can do it while concentrating and casting something else. Plus lots of rituals.
B: Can Work with others.
Zealot
Wild Heart
Light
Battlemaster
Beastmaster: extra opportunity attacks for Command
Assassin
Arcane Trickster
Abjuration: the damage reduction helps concentration checks.
Diviner
C: Self sufficient.
Valor
Lore
Life
Trickery
Champion
Eldritch Knight
Psi Warrior
Gloom Stalker
Fiend Patron
Evoker
D: Party Poopers.
Shadow: while you could make a full team that can see though magical darkness (Devils Sight and Blind Fighting), this can often prevent spell casters from targeting the enemy your next to.
Hunter: probably the weakest in the game, and has no synergies.
This is not the Tier list if your playing with random people. Life cleric, for instance, will never be a bad choice, but doesn't really combo with anyone else. Meanwhile Thief won't be able to Restrain anyone without a grappler/incapacitation in the party.
I haven't played most or seen many of them. So this is an early list, subject to change.
Lower levels abilities weighted more heavily than higher ones. And I am ignoring Conjure Minor Elementals.
S: Life of the Party.
Glamor: spamming Command to not only stop an enemy, but also can trigger opportunity attacks. Warcaster and Rogues will love this. THP is also really nice early levels, and out of turn movement.
Dance: Party wide initiative boost is likely an extra turn for someone. But also, you can let a grappler move an enemy into a damage zone on the enemies turn. Possibly drag someone yourself too.
World Tree: THP generator for the party, just keep the rage going before/between combat. Then adding the teleport into Cloud of Daggers, and extra reach and push and this is top Tier.
Elements: move enemies in and out of zones with ease. Plus monks being the best grappler and the ability to move allies around.
Mercy: Mercy opens up one possibility overpowered combo. Posion + Summon Undead (Putrid), for Paralyze. Probably a B otherwise.
Moon: while I haven't seen the Monster Manual yet, It looks like they will be able to grapple, push and prone just by hitting. All while keeping concentration on spiked growth for your allies to push people into.
Devotion: paladins are a top class, with a big bonus to allies saves. Devotion's bonus stacks with advantage. Probably the best aura too.
Thief: Rogues are some of the easiest targets to support. Giving them an extra (opportunity) attack via Command, Dissonant Whispers or Commander's Strike is top damage. They are also premier scouts letting the party pre-cast buffs. Thief can then turn a friendly grapple into restrained with a bonus action and some with rope / manacles. Also good for concentration free zones. Nothing funnier than Terrasque slipping on ball bearing. Plus the potential of magic items.
Great Old One (+Chain +Repelling Blast, ect): Hex giving disadvantage on saves is fantastic, if a bit late. Dissonant Whispers to provoke opportunity attacks, silent communication, Pact of the Chain for scouting, Lessons of the First One can grab Alert or Musician, and Repelling blast to shove into zones.
A: Team Player
Beserker: Someone needs to deal the damage and Beserker is one of the best at it. Also immune to friendly Hypnotic Pattern, and allies can push enemies next to you for retaliation.
War: Spirit guardians for a zone, Command for Opportunity attacks, and helping allies hit.
Druid (Land, Sea, Stars) Scout with familiars, spiked growth, pass without trace, turning into a flying mount for the gnome. All the subclass support teamwork as well, though moon is up a notch.
Fey Wanderer: for groups that do a lot of charming like with Hypnotic Pattern, you can add a lot of fear.
Soulknife: scout, group telepathy to report your findings, and the base powerful opportunity attacks for Command.
Celestial Patron (+Chain + Repelling Blast): a lot of bonus action heals to get allies off the floor. Also THP, though doesn't stack with Inspiring Leader.
Sorcer (Heightened, Twinned): Sorcerer are more defined by their metamagic. Heightened can really help control spells like hold person stick, and Twinned can get your party flying sooner. All subclasses seem about equal in terms of teamwork.
Illusionist: Bonus action to block line of sight. The first arrow or creature to touch it will cancel the effect, but you can do it while concentrating and casting something else. Plus lots of rituals.
B: Can Work with others.
Zealot
Wild Heart
Light
Battlemaster
Beastmaster: extra opportunity attacks for Command
Assassin
Arcane Trickster
Abjuration: the damage reduction helps concentration checks.
Diviner
C: Self sufficient.
Valor
Lore
Life
Trickery
Champion
Eldritch Knight
Psi Warrior
Gloom Stalker
Fiend Patron
Evoker
D: Party Poopers.
Shadow: while you could make a full team that can see though magical darkness (Devils Sight and Blind Fighting), this can often prevent spell casters from targeting the enemy your next to.
Hunter: probably the weakest in the game, and has no synergies.
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