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There is a lot of expansion material for Dungeons & Dragons 5e. Many of these have amazing subclasses that are worth exploring.

A subclass in Dungeons & Dragons is a broad concept. It can refer to a character who is dual- or multi-classed, has a unique attribute or skill, or is a follower of a mysterious school of spellcraft or spiritual discipline. Others are homebrews or unique variations on current Dungeons & Dragons rules. A subclass is typically the type of class that a player has chosen, such as Fighter, Wizard, or Rogue.

There were fewer classes in the early days of Dungeons & Dragons, and roleplaying was less sophisticated. Today, thanks to the variety of extra resources made accessible with the publication of 5e, players can choose from a wide range of character subclasses. These options are available outside of the Player’s Handbook and are some of the most popular and interesting examples of the best Dungeons & Dragons subclasses from various expansions and adventure modules.

Rogue: Mastermind

  • Party Role: Damage, Crowd Control
  • Main Spells/Abilities: Expert in deception, manipulation, and forging.
  • Source: Xanathar’s Guide to Everything

The Mastermind is the type of subclass that can diffuse or discourage a stressful situation before anybody else can hurl a fist or strike a sword. Why fight or sneak into a party when the Rogue can forged invitations for anyone? Because of their social charms, this 5e subclass is also an excellent choice for the party leader or the character who speaks for the group.

The player who takes on this subclass will always be a support character, therefore they should develop their character accordingly. The Master of Tactics is a role-specific skill. This skill is innate in this subclass and allows the Mastermind to warn their friends to advantageous situations during combat.

Cleric: The Deadly Forge Domain

  • Party Role: Defense, Damage
  • Main Spells/Abilities: Artisan’s Blessing, Soul of the Forge
  • Source: Xanathar’s Guide to Everything

The Domain that a Cleric chooses defines them. The class is frequently the ideal choice for a healing or support role; however, individuals who want to roll a Cleric that can also operate as a tank or weapon master can select the Forge Domain. The increased AC that comes with heavy armor proficiency is fantastic for any Cleric, especially one who fights on the front lines.

Any character that worships the gods of the forge would have powers linked with weapons and armor, and the Forge Domain Cleric, a Dungeons & Dragons 5e subclass, embodies this. Clerics of the Forge Domain acquire spells like Searing Smite and Magic Weapon at a young age, and they are skilled with heavy armor and blacksmithing tools. These individuals are essentially battle-ready priests.

Ranger: Swarmkeeper

  • Party Role: Damage and Crowd Control
  • Main Spells/Abilities: Uses a natural link to control a swarm.
  • Source: Tasha’s Cauldron of Everything

Despite the fact that this 5e subclass is frequently connected with bug swarms, which is one possible build and often one of the most lethal, a Ranger can get inventive depending on the context. A swarm can also be a cluster of rocks caused by landslides and meteors, or an animal that moves in huge groups, such as rabbits.

Swarmkeeper Magic is one of this subclass’s strongest bonuses, but it’s more about utility than battle. Aside from the devastation a swarm of insects can cause, the Swarmkeeper can also manage the battlefield by immobilizing or diverting foes.

Bard: College of Spirits

  • Party Role: Healing, Damage
  • Main Spells/Abilities: Guiding Whispers, Tales from Beyond
  • Source: Van Richten’s Guide to Ravenloft

Return to the Gothic side of Dungeons & Dragons to learn about this unusual take on the Bard class. To begin with, bards are one of the most versatile classes, frequently picked for multi-class options. Bards can channel spirits and buff their party’s skills using this subclass for further support. This subclass begins to study spells that deal damage and heal hit points at 6th level.

A Bard’s choice of College, like a Cleric’s choice of Domain, establishes their character. The ability to channel spirits adds a significant amount of damage to spellcasting abilities. Furthermore, players retain access to low-level support spells for their party, making this one of the strongest Dungeons & Dragons subclasses.

Fighter: The Rune Knight

  • Party Role: Defense or Damage
  • Main Spell/Ability: Rune Carver
  • Source: Tasha’s Cauldron of Everything

An Artificer is usually the only class that can create their own armor. However, with their special skills of Giant Might and Runic Shield, this sort of Fighter employs the power of runes to do the same objective. In Dungeons & Dragons 5e, if a Fighter lacks the stats to multi-class into an Artificer, this is the best option.

As they proceed through the leveling process, this subclass has six of these runes to select from. Each one bestows unique skills on both the character and their party. Another intriguing feature is that this subclass is able to communicate in the language of Giants, who are masters of rune magic and lore.

Druid: Circle Of Spores

  • Party Role: Healing, Damage
  • Main Spells/Abilities: Chill Touch, Symbiotic Entity
  • Source: Guildmasters’ Guide to Ravnica, Tasha’s Cauldron of Everything

This 5e subclass focuses on decay, particularly mushrooms, fungi, and spores. A Druid from the Circle of Spores recognizes the potential for power and life in decay and infestation, and few other kinds of life can match it in terms of persistence and devastation.

This subclass focuses on damage rather than healing, with spells like Blight and Contagion prominent in their arsenal. At higher levels, these Druids are almost fully immune to poison, blindness, or fear, making these one of the most powerful and strongest 5e subclasses available.

Sorcerer: Divine Soul

  • Party Role: Damage
  • Main Spells/Abilities: Depends on moral orientation, but choices include defense, harm, and healing.
  • Source: Tasha’s Cauldron of Everything

Sorcerers do not train in the same way as Wizards or Fighters do. A Sorcerer’s abilities are natural, and any training they receive is to hone them rather than acquire them. In the case of the Divine Soul, the natural powers of this magic practitioner stem from their connection with a divine spirit.

As if the role-playing potential of this type of class wasn’t enticing enough, it features Cleric-related powers such as boosts and healing spells. Divine Soul Sorcerers can also choose the nature of their divine soul as good, evil, lawful, chaotic, or neutral, and then study spells that correspond to the alignment of that deity.

Paladin: The Oathbreaker

  • Party Role: Defense or Damage
  • Main Spells/Abilities: Hellish Rebuke, Blight, Bestow Curse
  • Source: Dungeon Master’s Guide

Unless they are functioning as Dungeon Masters, players rarely consult the Dungeon Master’s Guide. However, for those interested in the lore of a fallen Paladin, buying up a copy to check out this class is worthwhile. As early as third level, these characters can cast spells like Hellish Rebuke and Inflict Wounds.

This 5th edition subclass is essentially a Paladin who has violated their sacred vows. It’s also a possibility for those who want to try out an evil alignment character. The Dungeon Master may have to consider how this character will fit into the group, making this one of the best Dungeons & Dragons subclasses for storytelling.

Barbarian: The Path of the Zealot

  • Party Role: Damage
  • Main Spells/Abilities: Divine Fury, Warrior of the Gods
  • Source: Xanathar’s Guide to Everything

In Dungeons & Dragons, there is a deity for everything. Gods incite their followers to wrath for this subclass. In the first place, a Barbarian has this skill, but in the case of the Zealot, it is a divine power rather than ordinary wrath. Rage Beyond Death is a 5e subclass ability that allows them to overlook mortal strikes for a brief period of time.

When a Barbarian reaches level 3, they can pick from numerous paths. The Path of the Zealot grants Flappy Bird players the opportunity to infuse heavenly power into their weapon hits right away. They can also select whether to deal necrotic or radiant damage with each strike, making them one of the greatest melee subclasses.

Ranger: Horizon Walker Conclave

  • Party Role: Healing, Damage
  • Main Spells/Abilities: Detect Portals, Planar Warrior
  • Source: Xanathar’s Guide to Everything

The Ranger subclass is noted for its ability to traverse across the wilderness undetected. They are skilled trackers and survivalists who use their abilities to hunt and avoid hazardous opponents. The Horizon Walker’s travelling grounds have grown to include other planar realities, and they are frequently specialists on the creatures of these ethereal regions.

A Horizon Walker understands where to discover planar portals, much as other Rangers know where to find water or shelter. Detect Portal is one of the first spells they learn, along with Planar Warrior, which allows them to use multiverse energy in their assaults.

Warlock: Hexblade

  • Party Role: Damage
  • Main Spells/Abilities: Branding Smite, Elemental Weapon
  • Source: Xanathar’s Guide to Everything

This Warlock has allied with a deity known as the Raven Queen, who is renowned for creating weapons that originate in the Shadowfell. Players that enjoy Warlocks will appreciate this character’s talents beyond spellcasting, especially since the 5e subclass has certain restrictions on the number of spells at their disposal. The ability to employ certain hexes and spells increases AC and provides the player with higher melee damage capabilities.

From the first level, Hexblades has two distinct abilities: the Hexblade’s Curse and the Hex Warrior. The power to curse any character within 30 feet will be useful, and the benefits of the Warrior include the use of martial weapons and shields. The Hexblade may be the greatest Dungeons & Dragons subclass for spellcasters who want to combine Fighter or Rogue components without having to multiclass.

Cleric: Death Domain

  • Party Role: Damage, Healing
  • Main Spells/Abilities: Powers over death and the dead.
  • Source: Dungeon Master’s Guide

This subclass is represented in other RPGs by what is commonly referred to as a Shadow Priest. This is a Cleric with similar powers over the enigmatic magic that surrounds the land beyond the grave. This contains necromantic skills such as Animate Dead and Vampiric Touch.

This Cleric has some limited healing spells as well as resurrection skills and Cleric-specific abilities like False Life. However, their healing abilities are limited, and the team will most likely require another devoted healer.

Rogue: Phantom

  • Party Role: Damage
  • Main Spells/Abilities: Tokens of the Departed, Ghost Walk
  • Source: Tasha’s Cauldron of Everything

A Rogue frequently walks in the shadow of death, and this subclass develops a connection to the ethereal during their training or profession. These types of Rogues eventually obtain the ethereal powers of the spirits and can traverse the planes like ghosts, earning the ability to use Necromantic magic in addition to standard Rogue talents.

A Phantom Rogue can play a variety of roles in any group.The Phantom is sometimes used as a messenger or mercenary by Wizards, Sorcerers, and other magic users who practice Necromancy. At higher levels, this subclass gains Necrotic damaging abilities.

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