For the worst class in all of D&D, I have to go with a class from the 1e AD&D original Unearthed Arcana.
Some of you might think I mean the Barbarian, which includes this gem of toxic gameplay:
[Barbarians] will, at low levels of experience, refuse to employ any sort of magic item if they recognize it as such. They will often seek to destroy magic items, and if successful they receive an experience-point award as if they possessed the destroyed items.
(The class also has a 25% + 5% chance of successfully detecting magic at will, by the way.)
And that includes this helpful table:
Level | Actions and Abilities |
---|
2 | May associate freely with clerics |
3 | May use magic potions |
4 | May use magic weapons
May strike creatures hit only by + 1 weapons
Gains + 1 on saving throws versus spell |
5 | May use magic armor |
6 | May associate with magic-users - if necessary!
May strike creatures hit only by + 2 weapons |
7 | May use weapon-like miscellaneous magic items |
8 | May associate with magic-users - occasionally
May strike creatures hit only by + 3 weapons
Gains + 2 on saving throws versus spell
May summon a Barbarian Horde (see below) |
9 | May use protection scrolls |
10 | May use most magic items available to fighters
May strike creatures hit only by + 4 weapons |
12 | Gains + 3 on saving throws versus spell
May strike creatures hit only by + 5 weapons |
Which just seems like a
great idea for a class that you're told likes to break magic items and is suspicious of [arcane] magic and magic-users.
But, no, the worst class in all of D&D is
the Cavalier from AD&D's Unearthed Arcana.
You know how some people would play a Paladin and be a huge wangrod about it? Well, Cavalier basically codifies that you
must play a wangrod. A huge, obnoxious, often without player agency wangrod. First, take the Paladin code and turn it up to 11. Then keep going. Oh, and the class description specifically says that the DM can freely reduce
or eliminate earned experience if you violate the spirit
or letter of the code of conduct. The Cavalier:
- You get a bunch of random bonuses. Mostly arbitrary to-hit bonuses with a few weapons (lance, longsword, mace/flail), and you get the increased attack rate from free specialization in one weapon. You also get a bunch of mounted combat bonuses, for all the good they'll ever do you. Oh, and immunity to fear and 90% resistance to "magical or magic-like phenomena which affect the mind", including charm, hold, domination, sleep, mind blast, etc., but "not the effects of high comeliness" (yes, this was the book that introduced that awkward 7th stat). There are other bonuses, but they're largely a mess of horsemanship stuff and alignment or behavior restrictions.
- If your character doesn't begin play as a noble -- and why would your DM let you do that when Cavalier is the only class that lets you improve your attributes as you level up and get a bunch of weapon bonuses -- you start at negative XP as a level 0 horsemen. After earning 1,000 XP, you become a level 0 Lancer. After earning a further 500 XP, you finally reach level 1. That's right. You effectively start the game at level -1.
- You must have the best available weapons and armor. The character refuses to wear armor other than plate, banded, splint, chain, scale or ring in that order even if you have better magical armor. If you have chain mail +2 (AC 3) and nonmagical banded mail (AC 4), you must wear the banded mail. Further, you must have the best quality weapons and armor, meaning you must seek to engrave and decorate your armor. This does nothing. You just have to.
- Must select from specific weapon proficiencies before you can pick any others. The list contains 11(!) weapons. All of them are melee-only weapons, except for javelin and dagger (if you're an elf Cavalier, you're allowed a composite short bow). Cavaliers start with 3 weapons, and earn an additional one every other level. This means that, yes, non-elven Cavaliers must wait until level 20 to become proficient in a bow. The description even explicitly says this:
Weapons that deal out damage at a distance (including pole arms, missile weapons, and the two-handed sword) call into question the cavalier’s personal bravery, and as such are avoided by all except the most powerful of cavaliers. The cavalier may use these questionable weapons at normal non-proficiency penalties, but their use may violate the character’s chivalric code.
My favorite part is the code:
The code for a feudal campaign may be summed up as follows. The DM may adjust this code to fit his or her own campaign.
- Noble service cheerfully rendered
- Defense of any charge unto death
- Courage and enterprise in obediences to rule
- Respect for all peers and equals
- Honor to all above your station
- Obedience and respect from all beneath your station Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armor)
- Military prowess exercised in service to your lord
- Courtesy to all ladies (if the cavalier is male)
- War is the flowering of chivalry
- Battle is the test of manhood
- Combat is glory
- Personal glory above all in battle
- Death to all who oppose the cause
- Death before dishonor
If you're a DM, you rather quickly notice how easy it will be to manipulate this player. But it gets even better. The class also has a rather obnoxious limit on combat encounters:
As a result of the code and desire for battle, cavaliers cannot be controlled in battle situations. They will charge any enemy in sight, with the following order of preference:
- Powerful monsters (dragons, demons, giants, etc.) serving enemy leaders, then the leaders themselves.
- Opponent cavaliers of great renown, enemy flags and standards.
- Opponent cavalry of noble or elite status
- Other opponent cavalry
- Opponent elite footmen
- Opponent camp and headquarters
- Opponent melee troops
- Levies or peasants
The cavalier’s charge will be made at full speed, regardless of army cohesion, intervening friendly troops, or other such considerations.
I seriously have no idea how they expected this to actually turn out in a real game. I know of no group that allowed this class more than one campaign (and often not more than one session).
Oh, and the book moves Paladin to be a Cavalier sub-class instead of a Fighter sub-class. So Paladin is suddenly all of the above
and has to deal with the Paladin code at the same time.