strangebloke
2018-01-28, 06:11 PM
Some classes get a lot from their subclasses. Some get... significantly less. What's the breakdown? I looked at each of the subclasses and ranked them, measuring the scale of the features they provide with the following metric.
I ranked the potency of each 'level' of each subclass from 1-4, with 1 being anemic or situational, and 3 being strong, and 4 being game changing when you get it. A 1 is somewhere between a ribbon and an expanded spell list, and a 4 is something on the order of paladin 6's aura effect or a rogue's sneak attack.
I'm not considering effects past level 16 because that is uncharted territory for me. I've neither played in a game that high level, nor have I ever met anyone IRL who has.
This is a very crude method, but I didn't want to waste too much time on this.
Here are the results for my calculation of Subclass strength:
1. Ranger (14)
2. Bard (11)
3. Fighter (10)
4. Paladin (10)
5. Cleric (10)
6. Druid (9)
7. Wizard (9)
8. Sorcerer (8)
9. Warlock (8)
10. Barbarian (7)
11. Rogue (6)
12. Monk(6)
What do you all think the ranking should be?
Here's my rambling, probably flawed look at everything:
Barbarian
Level 3: Rage bonus (2) -- Totem Barb also gets a minor out of combat bonus.
Level 6: Small, always-active bonus, or defensive rage bonus. (2)
Level 10: Out of combat utility (1) -- Zealot and Berserker get more at this level. For them, this is a 2.
Level 14: Reaction attack or an opportunity to inflict a status effect. (2) -- Zealot once again gets a better deal
final score: 7
Bard
Level 3: Bardic Inspiration Ability (3)
Level 3: Extra Proficiency (1)
Level 6: Key Ability (4)
Level 14: Strong Thematic ability (3)
Final score: 11
The whispers bard is ultra situational, so that messes up this analysis.
Cleric
Level 1: Bonus Proficiencies/Cantrips (1)
Level 1: Bonus Spells Known (2)
Level 1: Mediocre themed ability (1)
Level 2: Channel Divinity (2)
Level 6: Mediocre Combat ability (2)
Level 8: Damage bonus (2)
Final Score: 8
Druid
Level 2: New/Better resources (4)
Level 6: Minor Utility Ability (1) -- Shepherd does much better here than her peers.
Level 10: Improvement to Level 2 feature (3)
Level 14: Potent, Situational ability (1)
Final Score: 9
Fighter
Level 3: New Resource Pool (4)
Level 3: Ribbon (1)
Level 7: Ribbon/Skill bonus (1)
Level 10: Minor Feature w/ Synergy to level 3 feature (2)
Level 15: At-will debuff/resource refresh (2)
Final Score: 10
Might be too high. Fighter archetypes are heavily frontloaded.
Monk
Level 3: Improvement to Flurry of Blows and/or attack action (2)
Level 6: New Ki and/or at-will Ability (2)
Level 11: New Ki or at-will Ability (2)
Final Score: 6
Paladin
Level 3: Bonus Spells Known (2)
Level 3: Channel Divinity (2)
Level 7: Aura/Reaction improvement: (4)--Redemption gets a 2 here, and vpally gets a 3. Devotion, Ancients, and Conquest are all very strong.
Level 15: various (2)
final score: 10
Ranger
Level 3: Bonus Spells Known (2)
Level 3: At-will Damage (3)
Level 3: At-will utility (2)
Level 7: Defensive Boost (2)
Level 11: Some form of extra attack (4)
Level 15: At-will Defense (2)
final score: 14
Perhaps unsurprisingly, hunter and beastmaster come out a few points behind their peers, since both only get one feature at level 3.
Rogue
Level 3: Bonus Action Option/Assassinate/Footwork:(2)
Level 3: Ribbon (1)
Level 9: Ribbon (1) ~or~ combat skill usage (2)
Level 13: Ribbon (1) ~or~ combat skill usage (2)
final score: 6
Arcane Trickster obviously has a different distribution than the others. Overall I think they're the strongest rogue archetype, but that's just me. The abilities for rogues are very non-uniform, so this ranking is less meaningful than some.
Sorcerer
Level 1: Ribbon (1)
Level 1: Defensive Boost (2)
Level 6: Offensive Boost ~or~ new metamagic option (2)
Level 14: At-Will Mobility Boost (3)
final score: 8
Storm and Shadow have a much stronger level 18 than the other two, and Shadow gets darkness at level three which is a (2) ability. Shadow is very strong overall. Divine soul has better early abilities, but falls behind a bit at level six because empowered healing is not great.I didn't consider Wild Magic Sorc here. Overall, the sorcerer's features are heavily loaded onto the back end.
Warlock
Level 1: Expanded spell list (1)
Level 1: SR-based combat ability (2)
Level 6: SR-based defensive ability (2)
Level 10: Situational Defensive Boost (1)
Level 14: Offensive spell effect (2)
final score: 8
Unsure how to rank these because SR usage varies a lot from table to table. The hexblade is a bit stronger than the others IMO, getting more at level 1 and more overall.
Wizard
Level 2: 'x' Savant (1)
Level 2: Strong Ability (2)
Level 6: Weak ability (1)
Level 10: Strong Ability (2)
Level 14: Capstone (3)
Final score: 9
Sometimes the strong ability comes at level 6 instead of level 2. Sometimes (as for divination wizard) both the level 6 and the level 2 abilities are potent. Either way, the 14th level ability is almost always incredibly powerful. The wizard has spells, robust archetypes and... naught else. Their only default class features before level 18 are arcane recovery, spellcasting, and ASI.
I ranked the potency of each 'level' of each subclass from 1-4, with 1 being anemic or situational, and 3 being strong, and 4 being game changing when you get it. A 1 is somewhere between a ribbon and an expanded spell list, and a 4 is something on the order of paladin 6's aura effect or a rogue's sneak attack.
I'm not considering effects past level 16 because that is uncharted territory for me. I've neither played in a game that high level, nor have I ever met anyone IRL who has.
This is a very crude method, but I didn't want to waste too much time on this.
Here are the results for my calculation of Subclass strength:
1. Ranger (14)
2. Bard (11)
3. Fighter (10)
4. Paladin (10)
5. Cleric (10)
6. Druid (9)
7. Wizard (9)
8. Sorcerer (8)
9. Warlock (8)
10. Barbarian (7)
11. Rogue (6)
12. Monk(6)
What do you all think the ranking should be?
Here's my rambling, probably flawed look at everything:
Barbarian
Level 3: Rage bonus (2) -- Totem Barb also gets a minor out of combat bonus.
Level 6: Small, always-active bonus, or defensive rage bonus. (2)
Level 10: Out of combat utility (1) -- Zealot and Berserker get more at this level. For them, this is a 2.
Level 14: Reaction attack or an opportunity to inflict a status effect. (2) -- Zealot once again gets a better deal
final score: 7
Bard
Level 3: Bardic Inspiration Ability (3)
Level 3: Extra Proficiency (1)
Level 6: Key Ability (4)
Level 14: Strong Thematic ability (3)
Final score: 11
The whispers bard is ultra situational, so that messes up this analysis.
Cleric
Level 1: Bonus Proficiencies/Cantrips (1)
Level 1: Bonus Spells Known (2)
Level 1: Mediocre themed ability (1)
Level 2: Channel Divinity (2)
Level 6: Mediocre Combat ability (2)
Level 8: Damage bonus (2)
Final Score: 8
Druid
Level 2: New/Better resources (4)
Level 6: Minor Utility Ability (1) -- Shepherd does much better here than her peers.
Level 10: Improvement to Level 2 feature (3)
Level 14: Potent, Situational ability (1)
Final Score: 9
Fighter
Level 3: New Resource Pool (4)
Level 3: Ribbon (1)
Level 7: Ribbon/Skill bonus (1)
Level 10: Minor Feature w/ Synergy to level 3 feature (2)
Level 15: At-will debuff/resource refresh (2)
Final Score: 10
Might be too high. Fighter archetypes are heavily frontloaded.
Monk
Level 3: Improvement to Flurry of Blows and/or attack action (2)
Level 6: New Ki and/or at-will Ability (2)
Level 11: New Ki or at-will Ability (2)
Final Score: 6
Paladin
Level 3: Bonus Spells Known (2)
Level 3: Channel Divinity (2)
Level 7: Aura/Reaction improvement: (4)--Redemption gets a 2 here, and vpally gets a 3. Devotion, Ancients, and Conquest are all very strong.
Level 15: various (2)
final score: 10
Ranger
Level 3: Bonus Spells Known (2)
Level 3: At-will Damage (3)
Level 3: At-will utility (2)
Level 7: Defensive Boost (2)
Level 11: Some form of extra attack (4)
Level 15: At-will Defense (2)
final score: 14
Perhaps unsurprisingly, hunter and beastmaster come out a few points behind their peers, since both only get one feature at level 3.
Rogue
Level 3: Bonus Action Option/Assassinate/Footwork:(2)
Level 3: Ribbon (1)
Level 9: Ribbon (1) ~or~ combat skill usage (2)
Level 13: Ribbon (1) ~or~ combat skill usage (2)
final score: 6
Arcane Trickster obviously has a different distribution than the others. Overall I think they're the strongest rogue archetype, but that's just me. The abilities for rogues are very non-uniform, so this ranking is less meaningful than some.
Sorcerer
Level 1: Ribbon (1)
Level 1: Defensive Boost (2)
Level 6: Offensive Boost ~or~ new metamagic option (2)
Level 14: At-Will Mobility Boost (3)
final score: 8
Storm and Shadow have a much stronger level 18 than the other two, and Shadow gets darkness at level three which is a (2) ability. Shadow is very strong overall. Divine soul has better early abilities, but falls behind a bit at level six because empowered healing is not great.I didn't consider Wild Magic Sorc here. Overall, the sorcerer's features are heavily loaded onto the back end.
Warlock
Level 1: Expanded spell list (1)
Level 1: SR-based combat ability (2)
Level 6: SR-based defensive ability (2)
Level 10: Situational Defensive Boost (1)
Level 14: Offensive spell effect (2)
final score: 8
Unsure how to rank these because SR usage varies a lot from table to table. The hexblade is a bit stronger than the others IMO, getting more at level 1 and more overall.
Wizard
Level 2: 'x' Savant (1)
Level 2: Strong Ability (2)
Level 6: Weak ability (1)
Level 10: Strong Ability (2)
Level 14: Capstone (3)
Final score: 9
Sometimes the strong ability comes at level 6 instead of level 2. Sometimes (as for divination wizard) both the level 6 and the level 2 abilities are potent. Either way, the 14th level ability is almost always incredibly powerful. The wizard has spells, robust archetypes and... naught else. Their only default class features before level 18 are arcane recovery, spellcasting, and ASI.