With the Fifth Edition of Dungeons & Dragons well into its life cycle, it’s interesting to take a look at some of the more defining aspects of this edition. In many ways, D&D 5e has become the most accessible version of the game ever released.

Due to compounding social factors which have made the world of geekdom more mainstream than ever and the foresight of Wizards of the Coast to make this version much simpler and streamlined, Dungeons & Dragons has never been more popular. Fortunately, with so many new players, the game has a ridiculous number of customizable classes. However, certain aspects of the enduring RPG will never quite change, most notably the tendency to have an overpowered class or 10.

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College Of Eloquence (Bard)

For some reason, people sleep on this class. In an era of Dungeons & Dragons when every encounter is about advantage/disadvantage and damage output, clever character builds that utilize skills outside of combat often get overlooked. That’s a real shame when it comes to a class as gifted as the College of Eloquence Bard from Mythic Odysseys of Theros. Not focused on combat but heavily prioritizing roleplay, this class is a powerhouse of character interaction. The key to its build is the “Silver Tongue” feature, allowing for any roll on a persuasion or deception check that is a nine or less to be treated as a 10. That means any respectable bard is likely incapable of any lie worse than a 15 with this feat. And unlike the roguish feat “Reliable Talent,” this feat is granted at only level 3, a huge advantage so early on.

School Of Divination (Wizard)

A necessity in any adventuring party is a utility spellcaster, and Wizards might just be the best magical class in D&D. Every party needs a player who can step in and impact the roll of the dice. Whether it be tipping the scales in a party’s favor or negatively affecting the enemy’s chances, it’s always best to minimize chance as much as possible. So when the Player’s Handbook introduced a class of Wizard that could see through time and not only influence rolls but straight-up decide the value of the roll based on one of their daily prerolls, it was clear that seasoned players were going to recognize the build’s potential. Considering how many subclasses have been added over the past few years, it’s a true testament to the strength of this build that it remains the go-to Wizard subclass.

Arcane Trickster (Rogue)

This subclass has become a staple of 5e and it’s no wonder why. Aside from its popular portrayal by Sam Riegel as the character Nott in Critical Role, this class was quickly identified by players both experienced and inexperienced to be the pick of the litter in the Player’s Handbook.

While it is a Rogue subclass, there are hints of Wizard thrown in to make especially unique. While its MAD (Multi-Attribute Dependency) does demand a couple of high dice rolls to make the class viable, it more than makes up for that with its many insanely powerful feats. The typical Roguish feat of “Reliable Talent” makes it so the player’s late-game rolls will almost never fail, the player’s ability to cast spells as high as 4th level eliminates the dependency on sneak attacks. Also, the “Spell Thief” feature makes for great roleplaying and an excellent means to debuff a powerful enemy.

Horizon Walker (Ranger)

It was a rough start in 5e for fans of the classic Ranger class. The Player’s Handbook revealed only a few lackluster options for this D&D staple. There was nothing that a Ranger could bring to the table which classes such as Fighters, Druids or Barbarians couldn’t already do and do more effectively. The class was in desperate need of a rework and serious buff. The release of Xanathar’s Guide to Everything accomplished that. An entire section of the book was made just to supply player’s with more viable options for Rangers. While every option was good, the standout was Horizon Walker. Feats like “Detect Portal”, “Planar Warrior” and “Ethereal Step” all make the subclass imposing. In fact, every feat in this subclass is strong. That’s not to mention getting a meme spell like Banishment mid-game. Ultimately, this subclass gave Rangers a fresh new look while also restoring the mastery of combat and travel that made it so beloved in previous editions.

Oath Of Vengeance (Paladin)

There are simply so many great Paladin subclasses that it’s hard to miss for both novice and experienced players. That said, Oath of Vengeance from the Player’s Handbook is likely the strongest. A ridiculous slew of early game feats thanks to Channel Divinity makes this a perfect class for beginners. At level 3 this subclass hits its stride and never slows down. With so many options for powerful spells , everything from common enemies to legendary monsters will become significantly easier to handle with an Oat of Vengeance Paladin in the party.

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Twilight Domain (Cleric)

From Tasha’s Cauldron of Everything comes this incredible subclass. The Twilight Domain Cleric can be seen being loathed and debated over in many different forums. Especially hated by DMs, this subclass might be verging on completely broken in the early game. While mid- and late-game scaling can take the edge off, the domain carries a multitude of troubling abilities. It’s one of the few Cleric domains privy to heavy armor and martial weapons, a top tier spell list, and the insane “Twilight Sanctuary” power which allows any player starting their turn within the aura to receive free HP. The increase in survivability of the party makes this subclass one of the most overpowered in 5e.

The Totem Warrior (Barbarian)

Sometimes the creators just get it right the first time. Of all the barbarian subclasses, players need look no further than the very first option in the Player’s Handbook.

A versatile class which is highly dependent on the choices the player makes, it not only supplies players with a durable and heavy-handed tank, but also an excellent roleplaying journey to decide what path works best for them. Mixing elements of the Druid class, this beastly warrior will remain formidable throughout the length of any campaign.

Way of Mercy (Monk)

At level 17, a player need expend only five ki points to bring any corpse which died in the last 24 hours back to life and free of most conditions that may have been affecting it. That’s it. That’s enough said. But there’s more. The subclass retains all of the great aspects which have already made Monk one of the best 5e additions. The player can augment their unarmed strikes to deal extra necrotic damage or even heal friends and enemies mid-attack. This subclass from Tasha’s Cauldron of Everything makes for the most badass healer a party could hope for.

Aberrant Mind (Sorcerer)

Sorcerers are often viewed as one of the most polarizing classes in Dungeons & Dragons 5e. Often too fragile, almost always with too few spells, only the real standout subclasses make Sorcerers worth playing, and Aberrant Mind is the most exceptional. In many ways, the subclass intentionally avoids the pitfalls of the others. Requiring no components for spells and allowing for a spell list nearly twice as long as any other Sorcerer subclass (save for Clockwork Soul) Aberrant Mind manages not only to make the Sorcerer class more viable but downright terrifying. Not to mention the psionic magic makes for interesting roleplay.

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Champion (Fighter)

While many subclasses that are heralded as “overpowered” tend to be unstoppable in early game and then scale back by mid or late game, the opposite is true of the Champion subclass from the Player’s Handbook. Coupling the already insane action economy of the Fighter class with the added likelihood of a critical with a natural 19 (and later 18) the “crit-fishing” tactic that so many parties use is perfected with this subclass taking lead. Becoming especially difficult to kill in late game, a properly constructed Champion can prove to be the most infuriating close-quarters combatant in all of 5e. With 16 maneuvers available for the player to choose from, a Champion can be both entirely unique and nearly unstoppable.

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