If you leave a comment, please feel free to elaborate why. Is it a mechanic thing? Is it a character relateability thing? What leads you to those chars?
But I find a lot of my non pure casters tend to dip two to three levels in Warlock. There's just a lot of fund to be had with any of the three pacts. Want a Knight Radiance from Stormlight? Dip Lock before going Paladin or Fighter. Want a pixie familiar like Kokiri in LoZ? Pact of the Chain.
Tome is a bit different since you kinda need 9 levels to fully take advantage of the Ritual casting and that makes it a full multiclass vs a dip, but still an option vs Ritual Caster feat depending on your build.
While I mostly play sorcerers, and I haven't had the chance at an artificer, I LOVE warlocks. Before I got into DND, I loved wizards in every rpg I've ever played. In rpgs though, I always dabble a little in physical abilities, and love dark powers. Warlocks really bring it all in for me, especially with invocations, I like being able to say, "I got that covered." when a ridiculous situation comes up, and you can use a handy invocation as your tool. Don't need to burn spell slots for a few of them, and they are just neat little tricks some of the time.
It's just sad that they don't have the power to cast more than 5 spells without resting.
I really enjoy full casters, but occasionally multiclass into half casters. I've played (or at least brewed and want to play) clerics, druids, wizards, artifizards, sorlocks, and sorcadins.
Right now it's artificer. Until the artificer released it was a toss-up between rogue and bard depending on mood, with an honorable mention to fighters.
Probably a multi-class warlock. Having a few extra spell slots to hex with is great, and I don't feel like Warlocks lose out a lot. I prefer celestial warlocks, but I've got a hexblade I will try the next time I am forced into playing a melee class. For straight classes, it's divine soul sorcerer, with an honorable mention to Arcana or Light domain clerics.
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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.
For one thing - clerics have the most subclasses to choose from of any class. Each domain makes your cleric a little bit of another class. Nature domain makes you a bit of a druid. Knowledge or Arcane domain makes you a bit of a wizard. Trickery makes you a bit of a rogue/illusionist. Nobody is just a cleric.
And you're never just a healbot either. Many domains give you proficiency in heavy armor and some even get martial weapons. So you can tank the center of combat, keep your buddies safe, and still throw down some serious damage! The only combat drawback is your limit of one attack per round, but most domains get a +1d8 to +2d8 damage output per hit. And with Magic Weapon active you can both heal and attack every round.
Cleric are also amazeballs at crowd control. Obviously, against undead your Turn Undead just clears the room. Light Clerics can impose disadvantage on enemy attacks with Warding Flare. Plus - it's all fun and games until the HEALER starts throwing FIREBALLS downrange! Grave clerics can break an enemy's crit. Forge can give their armor or weapon a +1 bonus at level ONE! Plus fire resistance! Knowledge domain turns your healbot into a skillbot and a toolbot. Oh, yeah, and you can READ MINDS!!!
Plus, clerics get to select which spells to prepare, from the entire spell list, every morning. Got a battle coming up, take healing and protections spells today. Got some intrigue planned today? Prep Zone of Truth and True Seeing. A cleric with even an average charisma makes an amazing spy! And at top levels, when the fight goes south, and the wizard's Shapechange dropped after a failed Con save, and the paladin's out of spell slots, and the barbarian's in single digit HP... just bust out Mass Heal and *BAM!* you toss out 700 hit points of heals! And it's 722 if you're a Life cleric!
Seven Hundred And Twenty Two Hit Points!!! In one action! BOOM!
Why play a cleric?
I got a better question... WHY PLAY ANYTHING ELSE????
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Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Right now I'm having a lot of fun playing a Tempest Cleric - bads wanna hit me? Take some damage. :) I do enjoy the versatility of being both a tank and a healer.
I also really, really enjoyed playing a Fighter in my last campaign, there were way more options to play with than I was expecting. You really can build a Fighter to suit any party or situation.
For me (when I get to play instead of DM) my go to is a Drow, Sailor (Pirate), Chaotic Good, Ranger (Gloomstalker)/Warlock (Celestial, Pact of Chain)/Wizard (Bladesinger), total level 12 (4 levels in each), sounds a bit odd and the spell DC's aren't high but I do love the combo.
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* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
I have a soft spot for the Storm Sorcerer (Thor Fanboy). I've been playing versions of the same character in 4e (3 year-long campaign; ended at 24 level) and 5e (DDAL; currently 16th level Storm Sorcerer/Tempest Cleric). I think 5e has improved my ability to enjoy classes such as the Sorcerer. It has a lot of versatility in how they cast their spells --- so long as the player knows that they have to be extremely careful when picking Known Spells.
I think the other two 5e classes that shine are the Fighter and the Cleric.
Rogues and monks. I love the crazy stuff you can pull with rogues, they have really good class abilities and I just like to play sneaky characters. I like monks because I really like martial arts stuff, and you can PUNCH A GHOST TO DEATH. Beautiful.
Barbarian. I love playing a tanky barbarian (drives my DM nuts) and charging into battle.
My favorite character has so far been a Gnome Barbarian (Bear Totem) who preferred Sword and Shield. I rolled pretty good stats at 15, 15, 16, 14, 11, 14--haven't rolled well since... Had a homebrew necklace that allowed him to summon a Capybara as a mount that possesed no real advantages other than being a good swimmer. Would poof away if hit and wouldn't listen if less than 10 was rolled. Barbarian could run nearly as fast...
It probably helps that I prefer D&D in levels 2-13 (maybe 15?) and quickly lose interest once we start dealing with planar travel and demi gods. I prefer thinking of dragons as my ultimate enemies.
What's your favorite class to play as?
If you leave a comment, please feel free to elaborate why. Is it a mechanic thing? Is it a character relateability thing? What leads you to those chars?
Favorite pure class is either Artificer or Bard.
But I find a lot of my non pure casters tend to dip two to three levels in Warlock. There's just a lot of fund to be had with any of the three pacts. Want a Knight Radiance from Stormlight? Dip Lock before going Paladin or Fighter. Want a pixie familiar like Kokiri in LoZ? Pact of the Chain.
Tome is a bit different since you kinda need 9 levels to fully take advantage of the Ritual casting and that makes it a full multiclass vs a dip, but still an option vs Ritual Caster feat depending on your build.
While I mostly play sorcerers, and I haven't had the chance at an artificer, I LOVE warlocks. Before I got into DND, I loved wizards in every rpg I've ever played. In rpgs though, I always dabble a little in physical abilities, and love dark powers. Warlocks really bring it all in for me, especially with invocations, I like being able to say, "I got that covered." when a ridiculous situation comes up, and you can use a handy invocation as your tool. Don't need to burn spell slots for a few of them, and they are just neat little tricks some of the time.
It's just sad that they don't have the power to cast more than 5 spells without resting.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
I really enjoy full casters, but occasionally multiclass into half casters. I've played (or at least brewed and want to play) clerics, druids, wizards, artifizards, sorlocks, and sorcadins.
Never been a player so can't vote. Though my favorite class to play is DM. Get to play everything that way and not locked into one class or subclass.
Right now it's artificer. Until the artificer released it was a toss-up between rogue and bard depending on mood, with an honorable mention to fighters.
Probably a multi-class warlock. Having a few extra spell slots to hex with is great, and I don't feel like Warlocks lose out a lot. I prefer celestial warlocks, but I've got a hexblade I will try the next time I am forced into playing a melee class. For straight classes, it's divine soul sorcerer, with an honorable mention to Arcana or Light domain clerics.
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
Cleric! Absolutely!
For one thing - clerics have the most subclasses to choose from of any class. Each domain makes your cleric a little bit of another class. Nature domain makes you a bit of a druid. Knowledge or Arcane domain makes you a bit of a wizard. Trickery makes you a bit of a rogue/illusionist. Nobody is just a cleric.
And you're never just a healbot either. Many domains give you proficiency in heavy armor and some even get martial weapons. So you can tank the center of combat, keep your buddies safe, and still throw down some serious damage! The only combat drawback is your limit of one attack per round, but most domains get a +1d8 to +2d8 damage output per hit. And with Magic Weapon active you can both heal and attack every round.
Cleric are also amazeballs at crowd control. Obviously, against undead your Turn Undead just clears the room. Light Clerics can impose disadvantage on enemy attacks with Warding Flare. Plus - it's all fun and games until the HEALER starts throwing FIREBALLS downrange! Grave clerics can break an enemy's crit. Forge can give their armor or weapon a +1 bonus at level ONE! Plus fire resistance! Knowledge domain turns your healbot into a skillbot and a toolbot. Oh, yeah, and you can READ MINDS!!!
Plus, clerics get to select which spells to prepare, from the entire spell list, every morning. Got a battle coming up, take healing and protections spells today. Got some intrigue planned today? Prep Zone of Truth and True Seeing. A cleric with even an average charisma makes an amazing spy! And at top levels, when the fight goes south, and the wizard's Shapechange dropped after a failed Con save, and the paladin's out of spell slots, and the barbarian's in single digit HP... just bust out Mass Heal and *BAM!* you toss out 700 hit points of heals! And it's 722 if you're a Life cleric!
Seven Hundred And Twenty Two Hit Points!!! In one action! BOOM!
Why play a cleric?
I got a better question... WHY PLAY ANYTHING ELSE????
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
Right now I'm having a lot of fun playing a Tempest Cleric - bads wanna hit me? Take some damage. :) I do enjoy the versatility of being both a tank and a healer.
I also really, really enjoyed playing a Fighter in my last campaign, there were way more options to play with than I was expecting. You really can build a Fighter to suit any party or situation.
For me (when I get to play instead of DM) my go to is a Drow, Sailor (Pirate), Chaotic Good, Ranger (Gloomstalker)/Warlock (Celestial, Pact of Chain)/Wizard (Bladesinger), total level 12 (4 levels in each), sounds a bit odd and the spell DC's aren't high but I do love the combo.
I have a soft spot for the Storm Sorcerer (Thor Fanboy). I've been playing versions of the same character in 4e (3 year-long campaign; ended at 24 level) and 5e (DDAL; currently 16th level Storm Sorcerer/Tempest Cleric). I think 5e has improved my ability to enjoy classes such as the Sorcerer. It has a lot of versatility in how they cast their spells --- so long as the player knows that they have to be extremely careful when picking Known Spells.
I think the other two 5e classes that shine are the Fighter and the Cleric.
IT
Rogues and monks. I love the crazy stuff you can pull with rogues, they have really good class abilities and I just like to play sneaky characters. I like monks because I really like martial arts stuff, and you can PUNCH A GHOST TO DEATH. Beautiful.
Hombrew: Way of Wresting, Circle of Sacrifice
Barbarian. I love playing a tanky barbarian (drives my DM nuts) and charging into battle.
My favorite character has so far been a Gnome Barbarian (Bear Totem) who preferred Sword and Shield. I rolled pretty good stats at 15, 15, 16, 14, 11, 14--haven't rolled well since... Had a homebrew necklace that allowed him to summon a Capybara as a mount that possesed no real advantages other than being a good swimmer. Would poof away if hit and wouldn't listen if less than 10 was rolled. Barbarian could run nearly as fast...
It probably helps that I prefer D&D in levels 2-13 (maybe 15?) and quickly lose interest once we start dealing with planar travel and demi gods. I prefer thinking of dragons as my ultimate enemies.
Ah. I should of put that as an option too. Sorry.