I'm new to 5e, but have a 10 levels worth of DM experience for 4e. Maybe I'm a bit stuck in the old "some picks are good and others are trash" way of thinking. I remember some flavourful choices for 4e were traps, because they even tho some classes and features had a selling point, they didn't always deliver on the promise when it came down to actual gameplay.

I'm trying to pick and wrap my head around the different oaths, and I simply don't get it. What are the traps? What are the selling points? What do specific Oaths enable you to do that others don't?

I remember a lot of classes having choices that allowed you to cross roles. In 5e it seems to be down to much simpler choices, such as which weapons you use or individual spell choices instead of which class features you choose.

If you want to have a similar discussion with other classes, regarding "player experience" and "choices made easy" as I learn the ins and outs of 5e feel free to message me at mhbjarkistef @ gmail com :)

Happy playing, everyone!