If we're comparing things at high levels, I'll point out Berserker can stretch a single Rage all day long at level 15. Not that I think it's a good subclass, but at least it gets better while the other contenders here do not.
Battlerager Barb: Every ability is incredibly weak for when you get it and has no synergy whatsoever. Racial locked for whatever reason. This is by far the worst subclass IMO.
Champion: The "simple" fighter subclass is intended to do damage and be simple....which is about the only thing it does right. Its major feature (19 or 20 to crit) is weak compared to any other fighter subclass in terms of damage output. It has almost 0 versatility as it does not get any extra skills, kits, tools, cantrips, or languages. You are the most basic of basic *****es. The half-prof to skills feature is terrible as you will already likely have prof. in those skills anyway. Its only value is boosting initiative which can be replicated pretty easily. The extra fighting style is not bad but at 10th level its coming in at a time that most campaigns are ending.
Sun Soul Monk: The d4 pews are ok but the fact you can't do it for free as a BA is weird and honestly dumb. Its the only half-decent feature for this subclass though. Burning hands as a BA is now basically outclassed by several racial and other monk features (dragon monk is the better version of this subclass and I still think dragon is not great either) and it scales very poorly.
Costs 3 ki to cast a 3rd level burning hands (average damage 14 points) as it does to do quivering palm (55 average damage....or death) and the value only gets worse the more ki points you dump into it.
Searing Sunburst is a worse fireball that is not even a save for half damage feature. Its also a CON save which means creatures will likely not take any damage at higher levels until you can MAX your wisdom.
War Wizard: Do not get me wrong if you are a wizard you are doing great no matter what due to the class itself....but war wizard is not good. The inital features are fine but the later levels are supremely disappointing and could be overtly useless in a campaign with few spellcasters. now that creatures are moving towards more "Spell like effects" instead of actually casting spells the features get worse as well.
So, I don't think this is the worst subclass in the game, but I want to talk about Assassin because it feels like such a trap of a Subclass...
I completely agree with all of your points. Whilst by no means the worst subclass, the thing that irks me the the most is the fact that the awesome Assassinate ability, which is supposed to be the core feature of this subclass, is ridiculously situational. It's just really disappointing when you actually put this subclass into practise. Even if you somehow get the perfect setup for an encounter (you know enemies are near by, have the opportunity to sneak up on them, and they aren't already alert for any other reason)... just rolling terrible on initiative can scupper your best laid plans.
Worst subclass though? Easily 4 Elements Monk - takes a solid class, but severely impacts resource management for spell effects that aren't going to dazzle the other casters in your party (even though they'll politely say 'Wow, that was amazing!' because they are nice like that).
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If we're comparing things at high levels, I'll point out Berserker can stretch a single Rage all day long at level 15. Not that I think it's a good subclass, but at least it gets better while the other contenders here do not.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
My thoughts:
Battlerager Barb: Every ability is incredibly weak for when you get it and has no synergy whatsoever. Racial locked for whatever reason. This is by far the worst subclass IMO.
Champion: The "simple" fighter subclass is intended to do damage and be simple....which is about the only thing it does right. Its major feature (19 or 20 to crit) is weak compared to any other fighter subclass in terms of damage output. It has almost 0 versatility as it does not get any extra skills, kits, tools, cantrips, or languages. You are the most basic of basic *****es. The half-prof to skills feature is terrible as you will already likely have prof. in those skills anyway. Its only value is boosting initiative which can be replicated pretty easily. The extra fighting style is not bad but at 10th level its coming in at a time that most campaigns are ending.
Sun Soul Monk: The d4 pews are ok but the fact you can't do it for free as a BA is weird and honestly dumb. Its the only half-decent feature for this subclass though. Burning hands as a BA is now basically outclassed by several racial and other monk features (dragon monk is the better version of this subclass and I still think dragon is not great either) and it scales very poorly.
Costs 3 ki to cast a 3rd level burning hands (average damage 14 points) as it does to do quivering palm (55 average damage....or death) and the value only gets worse the more ki points you dump into it.
Searing Sunburst is a worse fireball that is not even a save for half damage feature. Its also a CON save which means creatures will likely not take any damage at higher levels until you can MAX your wisdom.
War Wizard: Do not get me wrong if you are a wizard you are doing great no matter what due to the class itself....but war wizard is not good. The inital features are fine but the later levels are supremely disappointing and could be overtly useless in a campaign with few spellcasters. now that creatures are moving towards more "Spell like effects" instead of actually casting spells the features get worse as well.
I completely agree with all of your points. Whilst by no means the worst subclass, the thing that irks me the the most is the fact that the awesome Assassinate ability, which is supposed to be the core feature of this subclass, is ridiculously situational. It's just really disappointing when you actually put this subclass into practise. Even if you somehow get the perfect setup for an encounter (you know enemies are near by, have the opportunity to sneak up on them, and they aren't already alert for any other reason)... just rolling terrible on initiative can scupper your best laid plans.
Worst subclass though? Easily 4 Elements Monk - takes a solid class, but severely impacts resource management for spell effects that aren't going to dazzle the other casters in your party (even though they'll politely say 'Wow, that was amazing!' because they are nice like that).
#Open D&D
Have the Physical Books? Confused as to why you're not allowed to redeem them for free on D&D Beyond? Questions answered here at the Hardcover Books, D&D Beyond and You FAQ
Looking to add mouse-over triggered tooltips to such things like magic items, monsters or combat actions? Then dash over to the How to Add Tooltips thread.