The Fighter class (in general) has the fewest moving parts to track all at the same time. That means that it’s easier to play that while learning the rules than it would be to play some of the other classes and learn the rules at the same time. Once you learn the rules fairly well, then the rest of the classes just add to them incrementally by comparison.
Edit: Fighter also has the absolute least restrictions on anything (like Monks and Barbarians cannot wear armor, and Monks and Rogues are restricted to specific weapon options), so that it lends itself more easily to any player concept.
Also, Fighters get the most ASIs of any class, which makes it more forgiving of “mistakes” in character progression choices made early on by less experienced players.
2nd Edit: You don’t have to pick the champion as the subclass, there are other subclasses. The Samurai or Arcane Archer (or maybe even Cavalier) would both probably be good choices for new players. Eldritch Knight adds spellcasting, and I would personally save that mechanic for a second character. Battle Master is generally considered the “best,” but it’s can be a bit much to juggle while also still learning the rules.
If you do go Barbarian, don’t pick the Berzerker. There are some... disappointments with the features that might frustrate a new player enough to not have fun.
Monks can wear armor: I had one with negative wis and leather armor (it was a dwarf) a pretty decent character build lol.
Monks can't wear armor and use martial arts. Since that's an iconic part of monks, I'd say to save that for another campaign rather than the first. Barbarians, on the other hand, can wear up to medium armor and still rage. Set your dex to 14 and forget it. Unarmored defense with a 18, 19, or 20 con along with a 14 dex will be on par with most medium armour, but the likelihood of starting with anything over a 16 is slim.
The nuance of fighter and barbarian tends to run low in the overall scheme of things but can be enough to allow the player to have the full reins of the character and not be overwhelmed.
However, any character can be limited enough generally to allow a player to get a feel of the overall chassis without overwhelming the player. Rogue has lots of nuance, but if another player can help track things early and advice like "just attack what the fighter attacks" is given and followed it's not too bad. Warlocks have lots of customization available, but can be reduced to "hex, EB spam, bonus action move hex, EB spam." Some of the more nuanced aspects can be tracked by another player while the new player comes to terms with their character.
I think the best course is to find out what the player wants, help them create a character, give them a handful of options generally, and they should have fun.
If anything, an experienced player can take a simpler class so that their choices are limited at level up while allowing a player to choose a character that intrigues them and then the experienced player can keep track of the thr bookkeeping and level up options. (Have a few suggestions to let the player choose from so that their options aren't overwhelming. Perhaps have some prebuilt level ups and have them choose from them. As they get there hang of things, let them make more choices.)
One of the great things about Fighter is that it's an easy class the multiclass out of. Take some levels of fighter, then swap over to wizard, cleric, druid, rogue, or whatever and you've got free proficiency with all weapons and armor, constitution as a proficient save, and a fighting style. Not a bad deal.
Honestly, rogue is the best multiclass class, it fits with literally anything.
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Cult of Sedge
Rangers are the best, and have always been the best
One of the great things about Fighter is that it's an easy class the multiclass out of. Take some levels of fighter, then swap over to wizard, cleric, druid, rogue, or whatever and you've got free proficiency with all weapons and armor, constitution as a proficient save, and a fighting style. Not a bad deal.
Honestly, rogue is the best multiclass class, it fits with literally anything.
I disagree- the rogue has may class abilities that really do not mesh well with those of other classes, particularly spellcasters.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
For a player’s first character, let’s try to not recommend any Multiclassing.
I'm not recommending that they multiclass, but if someone starts out as a fighter and decides that they've more or less gotten a handle on the base rules and now want to try something a big more complex, they can multiclass to something and still have the fighter's abilities to draw upon while they're getting used to their new stuff.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
For a player’s first character, let’s try to not recommend any Multiclassing.
I'm not recommending that they multiclass, but if someone starts out as a fighter and decides that they've more or less gotten a handle on the base rules and now want to try something a big more complex, they can multiclass to something and still have the fighter's abilities to draw upon while they're getting used to their new stuff.
I didn’t mean you specifically, but all of us in general.
Assuming a level one start I would recommend the Barbarian, the rogue has to much going on and requires substantial game knowledge to get the most out of it, fighters are boring pre level three and even then slightly less boring and underwhelming until level five, monks are just broken overpowered especially at earlier levels but also require a lot of game knowledge to get the most out of them.
As others have said barbarians have simple to understand and simple to use abilities right out of the gate, plus a pool of well established RP tropes to dip into for the new player. They are mechanically very efficient for a low investment of knowledge and effort on the part of the player, which can be essential to ensure the player feels they have contributed to moving the story along by tanking damage for the squishies or inflicting damage on a threat to the squishies, without being overwhelmed by rules or bored with the class.
I think if I had to suggest any of these classes to someone who was starting at level 1 and knew *Absolutely Nothing* about D&D or the game mechanics thereof, I'd suggest the Barbarian. The rage feature really helps in mid-game character enrichment, and the absence of Arcane or Divine magic make it an easy class to understand.
I was kinda surprised that Cleric didn't make it on the list; they can be somewhat tricky, but actually it's a great starting class for someone who wants to use magic, but would also like to face the bad guys with some armor and quality weapons.
If a newby had their heart set on a magic user I'd consider recommending a cleric. In general though, I'd not recommend magic users for newbies. Not only do you have to learn the mechanics, you have to learn what your spells do.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The strength of dnd 5th ed is the gradual phase in to complexity. If you start at first level take your time there to learn the basics then go to 2nd not hurry out of it then go to third the first big complexity then any class is good so the best beginning character is one the player thinks is cool. The problem is that we are trying to push the speed of advancement. All of the classes are complex at 10th level that a new player would get lost in but if its 20 sessions in they will have learned their character gradually.
If a newby had their heart set on a magic user I'd consider recommending a cleric. In general though, I'd not recommend magic users for newbies. Not only do you have to learn the mechanics, you have to learn what your spells do.
True; my first class/character was a wizard, and as a newbie, it was a headache to figure out!
With the announcement of the next book, Tasha's Cauldron of Everything, there will now be several new, simpler classes. WotC is doing a full conversion of the Sidekick NPC classes from the Essentials Kit into PC playable ones. With simpler mechanics, these would be ideal for younger players, or those who need the training wheels to figure out how to play before taking on something more complete.
Monks can't wear armor and use martial arts. Since that's an iconic part of monks, I'd say to save that for another campaign rather than the first. Barbarians, on the other hand, can wear up to medium armor and still rage. Set your dex to 14 and forget it. Unarmored defense with a 18, 19, or 20 con along with a 14 dex will be on par with most medium armour, but the likelihood of starting with anything over a 16 is slim.
The nuance of fighter and barbarian tends to run low in the overall scheme of things but can be enough to allow the player to have the full reins of the character and not be overwhelmed.
However, any character can be limited enough generally to allow a player to get a feel of the overall chassis without overwhelming the player. Rogue has lots of nuance, but if another player can help track things early and advice like "just attack what the fighter attacks" is given and followed it's not too bad. Warlocks have lots of customization available, but can be reduced to "hex, EB spam, bonus action move hex, EB spam." Some of the more nuanced aspects can be tracked by another player while the new player comes to terms with their character.
I think the best course is to find out what the player wants, help them create a character, give them a handful of options generally, and they should have fun.
If anything, an experienced player can take a simpler class so that their choices are limited at level up while allowing a player to choose a character that intrigues them and then the experienced player can keep track of the thr bookkeeping and level up options. (Have a few suggestions to let the player choose from so that their options aren't overwhelming. Perhaps have some prebuilt level ups and have them choose from them. As they get there hang of things, let them make more choices.)
Honestly, rogue is the best multiclass class, it fits with literally anything.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
For a player’s first character, let’s try to not recommend any Multiclassing.
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I'm not saying
I disagree- the rogue has may class abilities that really do not mesh well with those of other classes, particularly spellcasters.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I'm not recommending that they multiclass, but if someone starts out as a fighter and decides that they've more or less gotten a handle on the base rules and now want to try something a big more complex, they can multiclass to something and still have the fighter's abilities to draw upon while they're getting used to their new stuff.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I didn’t mean you specifically, but all of us in general.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Assuming a level one start I would recommend the Barbarian, the rogue has to much going on and requires substantial game knowledge to get the most out of it, fighters are boring pre level three and even then slightly less boring and underwhelming until level five, monks are just broken overpowered especially at earlier levels but also require a lot of game knowledge to get the most out of them.
As others have said barbarians have simple to understand and simple to use abilities right out of the gate, plus a pool of well established RP tropes to dip into for the new player.
They are mechanically very efficient for a low investment of knowledge and effort on the part of the player, which can be essential to ensure the player feels they have contributed to moving the story along by tanking damage for the squishies or inflicting damage on a threat to the squishies, without being overwhelmed by rules or bored with the class.
I think if I had to suggest any of these classes to someone who was starting at level 1 and knew *Absolutely Nothing* about D&D or the game mechanics thereof, I'd suggest the Barbarian. The rage feature really helps in mid-game character enrichment, and the absence of Arcane or Divine magic make it an easy class to understand.
💙🤍~*Ravenclaw*~ 🔮
I was kinda surprised that Cleric didn't make it on the list; they can be somewhat tricky, but actually it's a great starting class for someone who wants to use magic, but would also like to face the bad guys with some armor and quality weapons.
💙🤍~*Ravenclaw*~ 🔮
If a newby had their heart set on a magic user I'd consider recommending a cleric. In general though, I'd not recommend magic users for newbies. Not only do you have to learn the mechanics, you have to learn what your spells do.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
The strength of dnd 5th ed is the gradual phase in to complexity. If you start at first level take your time there to learn the basics then go to 2nd not hurry out of it then go to third the first big complexity then any class is good so the best beginning character is one the player thinks is cool. The problem is that we are trying to push the speed of advancement. All of the classes are complex at 10th level that a new player would get lost in but if its 20 sessions in they will have learned their character gradually.
Put your spoiler here.
True; my first class/character was a wizard, and as a newbie, it was a headache to figure out!
💙🤍~*Ravenclaw*~ 🔮
With the announcement of the next book, Tasha's Cauldron of Everything, there will now be several new, simpler classes. WotC is doing a full conversion of the Sidekick NPC classes from the Essentials Kit into PC playable ones. With simpler mechanics, these would be ideal for younger players, or those who need the training wheels to figure out how to play before taking on something more complete.
Murder hobo class?
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Rangers
Rangers are a good class. Wizards equipped with thunderwave, are a good 1st level class for starters... i would know lol
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
You know, a Ranger is an excellent recommendation!
💙🤍~*Ravenclaw*~ 🔮
Avoid beast master if you're going with ranger. It's mechanically a headache and not very good.
Hunter is the best, never tried gloomstalker tho.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Even Hunter is not good for a beginner. It's way too easy to wind up selecting options that sound cool but are functionally quite useless.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.