All the printed subclasses from 5e24, ranked from to on several different axes. The ratings are not strictly comparable across classes - a B-ranked Wizard subclass might still compare favorably to an A-ranked Ranger subclass.
Classes with a smaller span between the top and bottom end of their subclasses are better internally balanced, which is a sign of good design. In general, the 2024 subclasses are far better balanced than the 2014 versions, but there are still a few outliers.
Tier Definitions
- Overpowered: This subclass is problematically strong, compared to the other options, which are left overshadowed.
- Excellent: There is nothing wrong with this subclass, and it will excel in almost all campaigns.
- Good: There might be something that is left to be desired with the design or implementation of this subclass, but it is still very possible to make a great character with it.
- Passable: There are some issues that prevent this subclass from being as good as it can be.
- Bad: This subclass has glaring issues or presents trap choices that reduces the overall power of a character, and is best avoided.
Barbarian
- Path of the Berserker: One of the best damage dealers in the game, with all features working towards a singular goal.
- Path of the Wild Heart: Very versatile, and with some out-of-combat utility, which the barbarian can always use more of.
- Path of the World Tree: Out of this world control and tankiness make this an extremely strong choice.
- Path of the Zealot: Feels like a somewhat watered down Berserker, where their best features didn't make it from 5e14.
Bard
- College of Dance: Could really use Extra Attack in order to not fall behind as a semi-martial.
- College of Glamour: Struggles against enemies where Charm is not an option, but when it gets to shine, it shines very bright.
- College of Lore: Versatility is the name of the game for bards, and the Lore bard has more of it than any other bard.
- College of Valor: One of the best gishes, weaving spellcasting and swordplay effortlessly.
Cleric
- Life Domain: Healing is just not the best combat tactic to double down on. Gets better as group size increases.
- Light Domain: Blasting with a splash of defensive support is always good, but there is nothing truly standout about this subclass.
- Trickery Domain: Extremely good spell list, despite it taking a hit since 5e14.
- War Domain: Has to use resources to do what it could do automatically in 5e14, where it already was pretty weak.
Druid
- Circle of the Land: The only subclass without a good use of Wild Shape. The versatility is nice, but it's not quite enough.
- Circle of the Moon: Sadly, it is still using monster statblocks, albeit in a better way than before. Despite this, it delivers some good results, with a lot of flavor.
- Circle of the Sea: Very cohesive kit with the tools to excel in most circumstances.
- Circle of the Stars: Strangely lacks an expanded spell list, which is the only thing holding it back from the highest tiers, as it is otherwise excellent.
Fighter
- Battle Master: With nigh-infinitely many ways to build it, this is one of the most versatile subclasses in the entire games.
- Champion: Unlike in 5e14, there is nothing wrong with this subclass. There is also nothing to love about it.
- Eldritch Knight: Adding magic has never been bad, and while its spellcasting is highly limited, it is still good.
- Psi Warrior: Feels like a watered down Battle Master. It's not bad, its just not as good as its cousin.
Monk
- Warrior of Mercy: A surprisingly capable healer, who can still throw down when needed.
- Warrior of Shadow: Relying on Darkness can be problematic, and the monk does not need more mobility.
- Warrior of the Elements: Probably the most improved subclass from 5e14, it is now a supreme battlefield controller.
- Warrior of the Open Hand: The lower level features simply lack impact.
Paladin
- Oath of Devotion: Boring spell list, and the Channel Divinity is not as good when there are no power attack feats.
- Oath of Glory: Often overlooked, the features shore up some of the paladin's most serious deficiencies.
- Oath of Ancients: The features are good, but most are highly situational.
- Oath of Vengeance: Carried by its excellent spell list and Channel Divinity options, this avenger is truly a force to be reckoned with.
Ranger
- Beast Master: Hampered by its non-interaction with Hunter's Mark, this is still a good subclass.
- Fey Wanderer: Good and flavorful features that extend its kit into the social sphere, giving it an extra niche.
- Gloom Stalker: Contender for biggest nerf since 5e14. It still works, but it doesn't have the same impact at the table.
- Hunter: Too many choices for way too little benefit. Too often, it is a choice between bad options.
Rogue
- Arcane Trickster: Spellcasting makes this the most versatile rogue by far, which is an achievement.
- Assassin: Underwhelming damage, and a reliance on extremely niche situations for its features to do anything.
- Soulknife: Fantastic features that improves everything you want to do as a rogue.
- Thief: Excels with crafty play, and later on with the right magic items.
Sorcerer
- Aberrant Sorcery: Good spell list, good features. There is nothing not to like here.
- Clockwork Sorcery: Leans into the control aspect of magic, and does it very well.
- Draconic Sorcery: With a spell list, this is now one of the best choices for an elemental caster.
- Wild Magic: Not having a spell list pulls it down, but it is still an excellent choice if you like randomness.
Warlock
- Archfey: Making the subclass focus on one of the most fun spells in the game makes it fun to play.
- Celestial: The healing features are decent, but it does not reach the top marks.
- Fiend: Consuming souls and hurling their foes through hell, this subclass has it all.
- Great Old One: All the features reinforce the strong theme, and also provide good benefits.
Wizard
- Abjurer: The features are not enough to lift the wizard out of being squishy.
- Diviner: While Portent is great, that is pretty much all the subclass gets, and that is not quite enough for a non-guaranteed outcome.
- Evoker: Blasting spells are rarely the strongest, but this at least makes them more reliable to place.
- Illusionist: Truly excellent features, especially with creative play.