Most of the above is pretty good advice but a couple of things I disagree with:
Ghosty's list of the classes missed artificer . They are master's of invention who meld their invention and magic. They are able to infuse magic into mundane objects.
I would warn you however about what he said about druids wildshaping into a beast during combat. While all druids can wildshape into a beast only moon druids can wildshape into beasts that are effective in combat. Even if a beast is not effective in combat it can still be useful as I (star) druid I hsve wildshaped to scout (noone takes any notice of a rat in a dungeon) or utility (I turned into a horse to pull a cart). While all druids are powerful summoners Shepherd druids are the masters of it and subclasses like stars and wildfire have alternative uses for their wildshape.
I would agree with Ghosty (and disagree with Panda) that rangers aren't that bad for a beginner and that sorcerer and monk can be quite complicated (and I would add bard to that list). I would say the easiest classes to play as a new player are barbarian, fighter and (if you want to cast spells) a cleric. I would put both Ranger and Rogue in the next tier, slightly tricky for a new player but quite managable.
If you want to play a gnome rogue (it is rogue not rouge though I something think it is spelt incorrectly more often that not on the forum) go for it. The main tricky bit with a rogue is to be effective you really need to use your sneak attack almost every round if you can get advantage on your attack, failing that you need ot attack someone who is already in melee with an ally of yours. It takes a it bit of experiance to work out how you can manage that.
I actually intentionally left articifer and blood hunter out, for one, because they're both "new", and are a little more nuanced than other classes, especially artificer, so I wouldn't recommend it for beginners. Artificers can also be pretty setting specific, so you'd have to clear stuff with the DM too. The wildshape thing is only really combat applicable for moon durids, so you're right. I wrote those pretty fast so didn't think everything through perfectly ;) I think I agree with your assessment of classes. Clerics are definitely the easiest casters to pick up, and was actually my first character. Rogues do take some nuance, but are fun for the learning process and help teach you the apsects of combat.
Artificers are neither new nor are they setting-specific. Blood Hunters aren't new either, the issue is that it's not an official class it's a homebrew from a web series (same with the Gunslinger fighter).
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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.
Most of the above is pretty good advice but a couple of things I disagree with:
Ghosty's list of the classes missed artificer . They are master's of invention who meld their invention and magic. They are able to infuse magic into mundane objects.
I would warn you however about what he said about druids wildshaping into a beast during combat. While all druids can wildshape into a beast only moon druids can wildshape into beasts that are effective in combat. Even if a beast is not effective in combat it can still be useful as I (star) druid I hsve wildshaped to scout (noone takes any notice of a rat in a dungeon) or utility (I turned into a horse to pull a cart). While all druids are powerful summoners Shepherd druids are the masters of it and subclasses like stars and wildfire have alternative uses for their wildshape.
I would agree with Ghosty (and disagree with Panda) that rangers aren't that bad for a beginner and that sorcerer and monk can be quite complicated (and I would add bard to that list). I would say the easiest classes to play as a new player are barbarian, fighter and (if you want to cast spells) a cleric. I would put both Ranger and Rogue in the next tier, slightly tricky for a new player but quite managable.
If you want to play a gnome rogue (it is rogue not rouge though I something think it is spelt incorrectly more often that not on the forum) go for it. The main tricky bit with a rogue is to be effective you really need to use your sneak attack almost every round if you can get advantage on your attack, failing that you need ot attack someone who is already in melee with an ally of yours. It takes a it bit of experiance to work out how you can manage that.
I actually intentionally left articifer and blood hunter out, for one, because they're both "new", and are a little more nuanced than other classes, especially artificer, so I wouldn't recommend it for beginners. Artificers can also be pretty setting specific, so you'd have to clear stuff with the DM too. The wildshape thing is only really combat applicable for moon durids, so you're right. I wrote those pretty fast so didn't think everything through perfectly ;) I think I agree with your assessment of classes. Clerics are definitely the easiest casters to pick up, and was actually my first character. Rogues do take some nuance, but are fun for the learning process and help teach you the apsects of combat.
Artificers are neither new nor are they setting-specific. Blood Hunters aren't new either, the issue is that it's not an official class it's a homebrew from a web series (same with the Gunslinger fighter).
artificers are new in the sense that the rest of the classes were released in the phb, same applies to blood hunter, but yes I also didn't include blood hunter because they're technically homebrew. Artificers don't have to be setting specific, but they are easier to play and arguably more fun in a more modern setting.
My recommendation is to read (or reread) chapters 7, 9, and 10 of the rules since most of the rules that come up every session are in those three chapters.
My recommendation is to read (or reread) chapters 7, 9, and 10 of the rules since most of the rules that come up every session are in those three chapters.
This - perhaps with particular focus on understanding the action economy. Make sure to understand how your class optimises use of bonus actions.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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Artificers are neither new nor are they setting-specific. Blood Hunters aren't new either, the issue is that it's not an official class it's a homebrew from a web series (same with the Gunslinger fighter).
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.
artificers are new in the sense that the rest of the classes were released in the phb, same applies to blood hunter, but yes I also didn't include blood hunter because they're technically homebrew. Artificers don't have to be setting specific, but they are easier to play and arguably more fun in a more modern setting.
Updog
My recommendation is to read (or reread) chapters 7, 9, and 10 of the rules since most of the rules that come up every session are in those three chapters.
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This - perhaps with particular focus on understanding the action economy. Make sure to understand how your class optimises use of bonus actions.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.