Zardnaar
Legend
So I'm thinking of redoing class tier lists as it takes time to master a new edition or revision of a game. You play the game a lot, see what works, what doesn't and what looked good in theory or didn't work so well in the table. I have been running encounters more or less RAW using the encounter guidelines since we got the PHB in 2024 and the DMG in early 2025. I do watch a few of the "major" youtubers who do these types of videos and every now and then some of the more obscure ones who may not have the viewership but notice something a bigger one may miss. Some of them are singing a slightly different tune now as hey have gained more experience with 5.5.
So lately I have been playing a weekly game with two groups. 1 is for newbies using the 2024 starter and the other is campaign 2. Campaign 1 made it to level 13 (started at lvl 1, switched to 5.5 lvl 4). We also do a variety of one shots and playtesting up to level 10-12. As always most things are subjective but at least this is where I'm coming from, why, how etc. I'm sure people will disagree. I will be weighting heavily towards the 1st 10 levels and level 13+ falling into mostly theorycraft levels. Games generally dont go that high or take to long to get there. Even if you make it more PC shenanigans make it more likely the DM calls it a day. I may mention what is good later I just won't spend much effort rating it.
Other things to consider.
When a class "switches on" and when it peaks in power relative to the other classes. If your game goes to level 5,10,13 that may be useful to know.
How many subclasses are good. Some great classes are often 2 good subclasses. Classes with less "dud" will get a higher rating. None are D tier they've ironed them out. A few are C tier or B-.
So generic criteria. I have been using. Borrowed from the Dungeon Dudes.
Impact.
Basically how good its effect is. Eg fireballing a horde of CR1 or less mooks is a big impact.
Frequency.
How often can you do it or how often it comes up. Bypassing psychic damage might be great but its not going to be needed that often lets face it. Skill Expertise: Underwater Basketweaving......
Cost.
What resources does this cost you. Eg could be time, action economy, concentration, hit dice, opportunity cost.
Synergy
How well it interacts with your class features, the world etc.
Changes to the 5.5 Meta cf 5.0
As a general rule 5.5 monsters have more hit points, hit a lot harder and have more variety in the types of damage they inflict. This on top o the new encounter rules means I don't want to be doing certain things. Relative to 5.5 burst damage, alpha strikes and some of the worst offending spells, feats, abilities have been nerfed. Everyone gets an origin feat which means classes in effect have lost exclusive access to level 1 spells and cantrips and Tashas feats added to the PHB have made it more common to also steal spells from other classes eg Fae Touched. Most classes were boosted and a few were barely touched. CR 5 can turn up at lvl 3, nasty AoEs start around CR3, level 5s can face several CR3s and CR 16-19 can turn up level 10-13. DCs can hit 15-20 range as well. I will assume it won't be 5MWD. If 5MWD is a thing in your game you've already won and a rating is somewhat irrelevant or would require a different ranking. .
Things I Value More in 5.5 cf 5.0.
Most of the following has been important in all editions I just place a higher priority in 5.5.
Winning initiative. Things that boost or manipulate initiative I like a lot. Eg the Alert feat. Monster initiative has also been boosted. You lose and here comes some nasty AoE (7d6 CR 3, 8d6 CR 5) that often can't be counter spelled.
Dice manipulation. Lower opportunity cost on feats like lucky and inspiration granting ones. Backgrounds like musician. Hell even abilities like empower. Any help on saving throws is great.
Not getting hit. Seems obvious. A lot of 5.5 critters hit like a truck or automatically grapple you or knock you prone or some other nasty effect. High AC, disadvantage to get hit etc. A crit and some nice dice rolls on a second and third attack can often drop a PC from level 1-13. Seems to be a recurring theme.
Damage Mitigation. Incoming damage can be a lot. halving or reducing/avoiding it helps a lot. Low CR critters can hit like a truck (eg Hobgoblins and Goblin Hexers). This keeps going all the way up especially on new to 5.5 creatures vs 5.0 updates.
Defenses. More non AC mostly mental stats. Extra attention to wisdom. There are a lot of wisdom saves attacks on critters now. CR2s can be packing hold person. Getting paralyzed and having anything hit you isn't great. Dexterity still the worst of the major saves, constitutions more important early on wisdom later on. I've seen a CR2 DC 12 hold person take out a level 12 character.
Emanations. Well they got buffed and recurring reliable effect often ranges between very good to ball breaking.
Monster hp and damage has bloated. Monster saves have not. A lot of basic A and S tier control spells target wisdom saves (sleep, tashas hideous laughter, command, hold person, hold monster, hypnotic pattern, slow, fear along with Spirit Guardians and Conjure Woodland Being). Any monster with a weak wisdom save isn't really worth the CR its printed on.
So lately I have been playing a weekly game with two groups. 1 is for newbies using the 2024 starter and the other is campaign 2. Campaign 1 made it to level 13 (started at lvl 1, switched to 5.5 lvl 4). We also do a variety of one shots and playtesting up to level 10-12. As always most things are subjective but at least this is where I'm coming from, why, how etc. I'm sure people will disagree. I will be weighting heavily towards the 1st 10 levels and level 13+ falling into mostly theorycraft levels. Games generally dont go that high or take to long to get there. Even if you make it more PC shenanigans make it more likely the DM calls it a day. I may mention what is good later I just won't spend much effort rating it.
Other things to consider.
When a class "switches on" and when it peaks in power relative to the other classes. If your game goes to level 5,10,13 that may be useful to know.
How many subclasses are good. Some great classes are often 2 good subclasses. Classes with less "dud" will get a higher rating. None are D tier they've ironed them out. A few are C tier or B-.
So generic criteria. I have been using. Borrowed from the Dungeon Dudes.
Impact.
Basically how good its effect is. Eg fireballing a horde of CR1 or less mooks is a big impact.
Frequency.
How often can you do it or how often it comes up. Bypassing psychic damage might be great but its not going to be needed that often lets face it. Skill Expertise: Underwater Basketweaving......
Cost.
What resources does this cost you. Eg could be time, action economy, concentration, hit dice, opportunity cost.
Synergy
How well it interacts with your class features, the world etc.
Changes to the 5.5 Meta cf 5.0
As a general rule 5.5 monsters have more hit points, hit a lot harder and have more variety in the types of damage they inflict. This on top o the new encounter rules means I don't want to be doing certain things. Relative to 5.5 burst damage, alpha strikes and some of the worst offending spells, feats, abilities have been nerfed. Everyone gets an origin feat which means classes in effect have lost exclusive access to level 1 spells and cantrips and Tashas feats added to the PHB have made it more common to also steal spells from other classes eg Fae Touched. Most classes were boosted and a few were barely touched. CR 5 can turn up at lvl 3, nasty AoEs start around CR3, level 5s can face several CR3s and CR 16-19 can turn up level 10-13. DCs can hit 15-20 range as well. I will assume it won't be 5MWD. If 5MWD is a thing in your game you've already won and a rating is somewhat irrelevant or would require a different ranking. .
Things I Value More in 5.5 cf 5.0.
Most of the following has been important in all editions I just place a higher priority in 5.5.
Winning initiative. Things that boost or manipulate initiative I like a lot. Eg the Alert feat. Monster initiative has also been boosted. You lose and here comes some nasty AoE (7d6 CR 3, 8d6 CR 5) that often can't be counter spelled.
Dice manipulation. Lower opportunity cost on feats like lucky and inspiration granting ones. Backgrounds like musician. Hell even abilities like empower. Any help on saving throws is great.
Not getting hit. Seems obvious. A lot of 5.5 critters hit like a truck or automatically grapple you or knock you prone or some other nasty effect. High AC, disadvantage to get hit etc. A crit and some nice dice rolls on a second and third attack can often drop a PC from level 1-13. Seems to be a recurring theme.
Damage Mitigation. Incoming damage can be a lot. halving or reducing/avoiding it helps a lot. Low CR critters can hit like a truck (eg Hobgoblins and Goblin Hexers). This keeps going all the way up especially on new to 5.5 creatures vs 5.0 updates.
Defenses. More non AC mostly mental stats. Extra attention to wisdom. There are a lot of wisdom saves attacks on critters now. CR2s can be packing hold person. Getting paralyzed and having anything hit you isn't great. Dexterity still the worst of the major saves, constitutions more important early on wisdom later on. I've seen a CR2 DC 12 hold person take out a level 12 character.
Emanations. Well they got buffed and recurring reliable effect often ranges between very good to ball breaking.
Monster hp and damage has bloated. Monster saves have not. A lot of basic A and S tier control spells target wisdom saves (sleep, tashas hideous laughter, command, hold person, hold monster, hypnotic pattern, slow, fear along with Spirit Guardians and Conjure Woodland Being). Any monster with a weak wisdom save isn't really worth the CR its printed on.
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