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5E Worst Classes Level 1.

THEMNGMNT

Adventurer
Maybe half the classes feel...incomplete?...at first level. But fighter, rogue, wizard, and cleric at least do what it says on the tin right from the start.
 
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Eltab

Hero
Monks are Skirmishers, not Tanks. Use your speed to run from friend to friend, smacking the enemy he is facing (hopefully taking them down) - one feature of status effect Dead is "makes no opportunity attacks".
Also, finish moving where you give your friend Advantage - let the enemy decide who he wants to hit, knowing the Tank will punish him severely if he hits you but does not down you.

At L1 where typical enemies do not have a lot of HP.
 


Undrave

Hero
No class that gets it's subclass at level 1 should be towards the bottom. You get extra features right from the start, many of which are pretty good. I gave some examples of the level 1 sorcerer above. If you want another, myself as a level 1 shadow sorcerer was significantly more effective at stealth and exploration than the rogue. Between stealth proficiency and minor illusion cantrip, it was no contest.

And having played wizards and sorcerers, I found the sorcerer to be better at level 1 for the reasons I gave up thread.
Divine and Shadow sorcerers sound cool... But out of the PHB options though?
 

Undrave

Hero
Monks are Skirmishers, not Tanks. Use your speed to run from friend to friend, smacking the enemy he is facing (hopefully taking them down) - one feature of status effect Dead is "makes no opportunity attacks".
Also, finish moving where you give your friend Advantage - let the enemy decide who he wants to hit, knowing the Tank will punish him severely if he hits you but does not down you.

At L1 where typical enemies do not have a lot of HP.
This works great!

... In 4e edition.

Unless you have a V-Human with Sentinel, the tank can't 'punish' the enemy for hitting you, AT ALL, and you can't give your friend Advantage by just standing there.
 

On the monk, I would just mention that there is a Theros only way to build a 1st level monk that is so far ahead on the DPS curve that you can't see fighters for dust.

Step 1: Choose to be a follower of Nylea. At 3 piety she grants you Hunters Mark [wisdom mod] times per long rest.

Step 2: Choose the "Pious" supernatural gift. This gives you a piety of 3 at level 1.


Once per day Hunter's Mark is good, but with a wisdom of 16 you can use it 3 times per day, which is probably enough to have it always on in every fight. And with the extra attack at level 1, monks are better placed to leverage hunters mark than clerics, druids or rangers.
 

Undrave

Hero
On the monk, I would just mention that there is a Theros only way to build a 1st level monk that is so far ahead on the DPS curve that you can't see fighters for dust.

Step 1: Choose to be a follower of Nylea. At 3 piety she grants you Hunters Mark [wisdom mod] times per long rest.

Step 2: Choose the "Pious" supernatural gift. This gives you a piety of 3 at level 1.


Once per day Hunter's Mark is good, but with a wisdom of 16 you can use it 3 times per day, which is probably enough to have it always on in every fight. And with the extra attack at level 1, monks are better placed to leverage hunters mark than clerics, druids or rangers.
Yeah but the other class also get to be followers of a god and a supernatural gift...
 

Yeah but the other class also get to be followers of a god and a supernatural gift...
Yes, but no other god gets anything as powerful as hunters mark, characters without high wisdom can only use the ability once per day, and characters who don't get an extra attack can only benefit from hunters mark once per round.

Oh, and there is no other supernatural gift that directly boosts damage. The DM might allow a fighter to cash in their supernatural gift for GWM or PAM, but they would still be behind.
 
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Undrave

Hero
Yes, but no other god gets anything as powerful as hunters mark, characters without high wisdom can only use the ability once per day, and characters who don't get an extra attack can only benefit from hunters mark once per round.

Oh, and there is no other supernatural gift that directly boosts damage. The DM might allow a fighter to cash in their supernatural gift for GWM or PAM, but they would still be behind.
On the other hand, a Fighter can get a +2 to WIS since they can get into heavy armor.
 

On the other hand, a Fighter can get a +2 to WIS since they can get into heavy armor.
They can. But that's only twice per day, and unless they choose two weapon style - a sub par choice later on - they will still be behind. Three times per day would likely mean taking a hit somewhere else.

The other nice thing about this choice for monk is it only gets better at higher levels.
 

Seramus

Adventurer
If they allow Theros gifts they probably allow UA Class Variants, where fighters can swap out of two weapon fighting later.

Of course, the Ranger starts looking really nice at level 1 with that UA.
 

Seramus

Adventurer
Nothing wrong with 'only being good at combat' at 1st level. In fact, a lot of people are rating the Fighter very high at 1st level, and that's literally all the Fighter can do.
Second wind actually gives the fighter an advantage with exploration since they can endure hazards and keep healing as long as the party has time. I would definitely put fighters above barbarians, since they can only push their button twice a day and it has conditions.
 

If they allow Theros gifts they probably allow UA Class Variants.
I don't see why that would follow. The reason for allowing Theros gifts is because Theros setting is an a priori assumption - it also requires Theros deities and Theros piety. UA class variants have no connection to the Theros setting.
 

Seramus

Adventurer
I don't see why that would follow. The reason for allowing Theros gifts is because Theros setting is an a priori assumption - it also requires Theros deities and Theros piety. UA class variants have no connection to the Theros setting.
Theros is a setting with several additional features above and beyond the core rules. A DM who allows those additional features is likely open to allowing UA.
 

Second wind actually gives the fighter an advantage with exploration since they can endure hazards and keep healing as long as the party has time. I would definitely put fighters above barbarians, since they can only push their button twice a day and it has conditions.
To be fair at low level the exploration pillar is largely poking things with 10 foot poles and climbing stuff and not getting lost or falling down a pit.

No one really can click their fingers pit of that stuff yet.
 

Seramus

Adventurer
To be fair at low level the exploration pillar is largely poking things with 10 foot poles and climbing stuff and not getting lost or falling down a pit.
Yep. And those things cause damage when you fail, and the fighter can just recover and keep going if there's time. Fighter Disarm is totally a trope.

 

dnd4vr

The Smurfiest Wizard Ever!
So... how would we rate all the PHB classes at first level?

  • Fighter, Cleric and Rogue
  • Barbarian and Wizard
  • Paladin and Bard
  • Druid
  • Ranger and Monk
  • Sorcerer
  • Warlock

Something like that?
Not a bad list. I rate Cleric low myself, but as we all know a lot is a matter of the the build and preferences on play style and goal of the build.

The comments about lacking subclasses at level 1 made me think to dig up an idea I had a while ago of given all classes their subclasses at level 1. Here was the first draft:

Subclasses at Level 1.png
 

Theros is a setting with several additional features above and beyond the core rules. A DM who allows those additional features is likely open to allowing UA.
A ridiculous assertion.

Theros has core rules for Theros.

Setting specific rules have nothing to do with UA. I run an Eberron campaign using Eberron rules, but that doesn't mean I allow open season for UA content (I don't allow it at all).
 

Krachek

Adventurer
There is no strategic play to do with level 1 character.
the best class is the one who do get crit by enemy, and still roll well.

my hint would be that interesting play begin at level 4-5 and keep level 1 for session 0,
 

Seramus

Adventurer
Setting specific rules have nothing to do with UA. I run an Eberron campaign using Eberron rules, but that doesn't mean I allow open season for UA content (I don't allow it at all).
There will always be purists, but in general someone who runs settings with many add-on benefits like supernatural gifts is more likely to allow add-ons like UA. Same with Eberron and dragonmarks. You don't have to believe me, that's my experience.
 
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