Inside D&D: World of Warcraft®, you’ll find 9 new and reimagined subclasses that you can use to build Azeroth’s next great champion. To discover how all 13 World of Warcraft classes and their specializations translate to 5.5e with existing classes in D&D, check out our previous article.
Will you terrorize the battlefield as a sworn member of the Oath of the Ebon Blade, duck and weave as a Warrior of Mystic Brews, or channel your fury into elemental power with the Path of the Elements? Let’s dig in!
Explore the 9 Subclasses of Azeroth
Oath of the Ebon Blade (Death Knight)

Death Knights were once the most feared members of the Lich King’s army, before they broke their bonds and flew their own banner as the Knights of the Ebon Blade. Now, the Lich King’s army has been defeated and the Scourge contained, and new recruits are flocking to the Ebon Blade’s cause.
The Oath of the Ebon Blade subclass adjusts some features in the core Paladin class from the Player’s Handbook. For example, Death Coil replaces Lay on Hands with a pool of dice that can be used to deal damage to enemies or restore Hit Points to Undead, and Runic Smite replaces Paladin’s Smite by swapping the Divine Smite spell with Rune Strike, which deals Necrotic damage instead of Radiant.
Once they’ve taken their oath, a Death Knight of the Ebon Blade prepares unique spells based on their preferred specialization, though all of them can cast spells that manipulate entropy magic and summon the undead. Their Runeforging feature grants their primary weapon a rune that bestows a unique ability according to the Death Knight’s specialization: Blood, which manipulates life energy; Frost, which calls upon the forces of winter to slow and shatter foes; or Unholy, which curses and debilitates opponents. When they need to make a hit count, Runic Power allows them to expend a use of Channel Divinity to gain an additional benefit after landing a Rune Strike.
When a Death Knight summons their Otherworldly Steed, the summoned creature can be Undead, deal Necrotic damage, and can use a Ghostly Stride ability to move itself and its rider through solid objects for a turn. A locked door can’t protect a Death Knight’s quarry from storming in on an Undead warhorse.
As the Death Knight levels up and slays the foes of Azeroth, they’ll use Runic Mastery to activate a powerful once per day ability from the rune on their primary weapon. At their peak, the Death Knight can use a Bonus action to activate their Aspect of the Horsemen, which allows them to gain the benefits of runes outside their specialization.
Demon Hunter (Demon Hunter)

The Demon Hunter embraces the fel magic of the Burning Legion, fighting fire with fire by turning the demons’ magic against them. Their training begins by consuming the essence of a demon and gaining its powers—but with these magical gifts come physical features like fiendish horns and chiropteran wings that many in Azeroth find frightening and shocking. Still, the dark rituals and intense training produce a formidable warrior that strikes dread in the heart of the Burning Legion’s demonic forces.
The Demon Hunter subclass, like the Oath of the Ebon Blade subclass, modifies some of the features in the core class—in this case, Ranger. For example, the Demon Hunter’s Spellcasting Focus is an Arcane Focus (rather than a Druidic Focus) to reflect the nature of the class’ relationship with magic, the Void Warrior option has been added to the Fighting Style feature to allow for Warlock cantrips (rather than Druidic Warrior’s Druid cantrips), and the Ranger’s Feral Senses were replaced with the Demon Hunter’s Improved Spectral Sight to better see through illusions.
Demon Hunters harvest the energy of souls to fuel some of their abilities using the Soul Fragments feature. When a nearby enemy dies, a Demon Hunter can collect that soul fragment. Then, later, the Demon Hunter can cast certain spells with those fragments or use the Soul Cleave trait to emit a whirlwind of soul energy that damages nearby enemies and restores Hit Points. With Spectral Sight, even the initiate Demon Hunter has 10 feet of Blindsight.
Demon Hunters that have slain many Burning Legion hosts and continued to master the arcane arts will gain the Torment feature, which heightens the power of Hunter’s Mark and keeps a marked target’s focus on the hunter. As the Demon Hunter continues its training, they will use Illidari Knowledge to use soul fragments to cast additional spells, including Counterspell and a new ranged attack spell.
As a Demon Hunter hones their skill further, they always start combat with at least one soul fragment and Soul Cleave deals more damage. Once a Demon Hunter reaches the height of their power, no demon or voidwalker or undead pest can escape their Improved Spectral Sight feature and its 30 feet of Truesight.
Warrior of Mystic Brews (Monk)

The Warrior of Mystic Brews enjoys being underestimated and ignored, left to sit quietly in a tavern booth and eavesdrop on nearby informants. Their movements in battle indicate clumsiness, but they are actually paragons of deft and precise combat. These warriors are also talented brewmasters themselves, concocting magical beverages that bestow strange and powerful effects.
As they begin their training, Warriors of Mystic Brews gain proficiency in Performance to reflect their skill in passing themselves off as nonsensical or erratic, as well as proficiency in Brewer’s Supplies to prepare them for a future in magical beverage-making. At this same time, these Monks also learn their signature Drunken Technique, which grants them additional speed when they use Patient Defense and allows them to make an Unarmed Strike as part of the same Bonus action.
As they practice, study, and journey in Azeroth, the Monk will learn how to move in a sudden, swaying manner that tests their foes’ patience. With Tipsy Sway, a Warrior of Mystic Brews can easily return to standing from being knocked Prone and can redirect missed attacks to nearby enemies.
Warriors of Mystic Brews will use the Mystic Brew feature to create potions they can drink that will grant them damage Resistances, a pool of dice that can be used to boost their own healing, or the ability to conjure a Cone of flame. As their skill as a brewer heightens, they can learn new Mystic Brew options, including recipes that bestow luck and improve mobility.
Once they’ve fully honed their craft, this Monk uses Master Brewer to mix two recipes into one drink. Then, they’ll use Intoxicated Frenzy to charge throughout a room and attack everybody within reach, knocking them Prone on a hit.
Oath of the Holy (Paladin)

Azeroth, like anywhere else, needs heroes—champions who are dedicated to easing the suffering of the innocent and living their lives in service to others. Holy Paladins are steadfast in their determination to bring evildoers to justice, aid their allies in the never-ending struggle against the darkness, and restore those who have been harmed by the cruelties of the world. With the power of Light shining through them, Holy Paladins nurture life and treat others with goodwill.
Once they take their oath, a Holy Paladin will use Oath of the Holy Spells to heal many allies at once, protect their friends from death, and cleanse an ally of a debilitating effect or harmful spell. Additionally, the Beacon of Light feature uses Channel Divinity to wrap an ally with holy energy that restores half as many Hit Points to that ally whenever the Paladin heals anybody else.
As the Paladin slays evildoers and rescues the innocent, they will develop a Lightbringer's Aura to boost their healing abilities even further. Whenever the Holy Paladin heals creatures within its Aura of Protection, the Lightbringer’s Aura will grant them additional Hit Points. Later, with Infusion of Light, the Paladin can restore its own pool of Lay on Hands points by dealing Radiant damage to enemies—in essence, siphoning the power of life from the agents of Evil and delivering it into the hands of the Good (or at least, the Good enough).
At the apotheosis of their divine power, the Oath of the Holy Paladin can use their Holy Deliverance feature to boost their Aura of Protection. The aura now emanates sunlight (vampires beware), and Bloodied allies that start their turn in the aura regain Hit Points.
Discipline Domain (Priest)
Discipline Domain Priests do not limit themselves to the shadow or the light, instead recognizing that sometimes one must call upon the powers of either to fight the creatures of darkness. Most Discipline Priests believe that the ends justify the means, and that champions of Azeroth cannot afford to limit themselves in the struggles against the Burning Legion, the Lich King, or the creatures of the Void. To a Priest of the Discipline Domain, ignoring either source of power would be like tying a hand behind their back.
The Discipline Domain is a Cleric subclass. Right from the start, Discipline Priests gain access to Discipline Domain spells that will help them shield allies and devastate enemies. Further reinforcing the Discipline Priest’s dedication to balance, their Channel Divinity option Holy Bolt can damage an enemy and heal an ally at the same time. They’ll also use Atonement to grant a temporary blessing to any creature they heal with a spell; then, when they deal damage to a creature, those blessed allies will regain Hit Points! This allows the Discipline Priest to bring multiple party members back from 0 Hit Points without having to cast a spell like Mass Healing Word—instead, they can impose balance upon the universe by damaging enemies and healing allies at the same time.
As these Priests further hone their practice, they’ll bestow creatures blessed by Atonement with a Luminous Barrier. This magical ward grants Temporary Hit Points and bestows Resistance to all damage while the creature has those Temporary Hit Points.
At the pinnacle of their power, a Discipline Priest can send their Holy Bolt to several enemies at once (healing an equal number of allies in the process, of course), and they can teleport immediately before firing the bolts.
Shadow Domain (Priest)
Shadow Domain Priests turn the powers of the Void against Azeroth’s greatest threats, using dark magic to obliterate demons, undead, and aberrations alike. Priests who embrace these powers can destroy the minds of their opponents, and in the process many become deeply corrupted. Shadow Priests lean into the danger and the madness, draining the life force from all kinds of nasty creatures and slinging it at the next monster to cross their path.
The Shadow Domain is also a Cleric subclass. Once a Priest has embraced the darkness, they gain access to Shadow Domain Spells (including several new entries) that prepare them to twist minds, drain life, and call upon forces dangerously close to the Old Gods. A Shadow Priest initiate can also use their Channel Divinity to take on a Shadowform, which allows them to Hide more easily and empowers their spells that deal Psychic or Necrotic damage. And with Devouring Plague, they can siphon health from creatures who fail a saving throw.
As they themselves fall deeper and deeper into shadow, the Shadow Priest will be able to take a Reaction that disperses themselves into shadowy energy as a defense mechanism. This Dispersion lasts 1 round, and when it ends, the Shadow Priest can expend Hit Point Dice to regain a massive amount of Hit Points. They can also Fly up to 40 feet, so when they reform into a corporeal champion of Azeroth, they can be out of melee range of the creature that attacked them.
At the height of the Shadow Priest’s power, their Shadowform will also restore Hit Points to nearby creatures when they deal Necrotic or Psychic damage to enemies.
Swashbuckler (Rogue)

The Swashbuckler Rogue sashays into battle with grace, agility, and panache. To the Swashbuckler, combat is just as much a performance as it is a brush with death. Flit around the battlefield with pomp and vigor as you goad and Charm the many monstrous and demonic threats to Azeroth.
Early on in their journey, the Swashbuckler will use Fancy Footwork to evade Opportunity Attacks from creatures they’ve already attacked that turn. When they enter battle, their Rakish Audacity will add a boost to their Initiative, and they can use Sneak Attack when darting into the backlines to solo an enemy mage or archer.
As the Swashbuckler duels their way into becoming a master of their craft, their Panache will add new options to their Cunning Strike repertoire, allowing them to goad opponents into attacking them (before Dashing away with Cunning Action!) or Charm creatures for a short time. Leveling up further, the Swashbuckler will add more options with Dashing Strikes, which can invigorate allies or parry enemy strikes.
Swashbucklers at the top of their game will use the Master Duelist feature to make an additional attack against a target they just hit with a Sneak Attack.
Path of the Spiritual Guardian (Shaman)

The Shaman is represented through two reimagined subclass options. The Path of the Spiritual Guardian Shaman calls upon the power of spirits to enhance their attacks and protect their allies. Channeling energies that would break lesser champions, the Spiritual Guardian Shaman may invoke ancestors, spirits of nature, or other primal forces to empower the party.
Once they begin their training, the Path of the Spiritual Guardian Shaman will summon Spiritual Protectors to Distract, Hinder, or Strike the opponent on a hit. As the Shaman continues their adventures in Azeroth, their Spirit Shield will protect nearby allies from harm.
At higher levels, the Spiritual Guardian Shaman can use Consult the Spirits to cast certain Divination spells without needing Material components. They may ask the spirits for advice about the party’s latest scheme or rely on them to spy on a nearby location.
With their final ability, Spirits’ Fury, this Shaman can make an additional attack when they land a powerful blow, becoming a relentless force of destruction on the battlefield.
Path of the Elements (Shaman)
Shamans commune with the oft-chaotic cosmic forces of the world. And while some, like the Path of the Spiritual Guardian Shamans mentioned above, focus more on channeling these forces to protect allies and enhance themselves, the Path of the Elements Shaman specializes in destructive surges of magical energy. These Shamans channel the rawest and most chaotic primal forces found in nature and hurl them at whatever monster is unlucky enough to cross their path.
A Shaman who has just begun to walk the Path of the Elements will call upon the forces of nature with Raging Elements. While a rage is active, they can use a Bonus action to summon powers of ice, lava, or lightning. These powers build on each other, with Icefury empowering the next instance of Fire damage, Lava Burst empowering the next instance of Lightning damage, and so on. This encourages the Shaman to create balance amongst the chaos by moving from one damage type to another.
At higher levels, a Path of the Elements Shaman will use Echo of the Elements to cast certain utility elemental spells by expending a use of Rage. Then, the Primordial Bond feature will cause the elemental magic surging from the Shaman’s rage to bestow a protective effect.
In time, the Elemental Overload feature completes their evolution: their Raging Elements options now reduce enemy damage, deal lasting damage, or damage nearby enemies.
Azeroth is Waiting for its Next Hero
It’s time to join the fight against evil. Strap on your armor, grab your sword or staff, and get to work—Azeroth needs you.
Whether you plan to take the Oath of the Ebon Blade or channel the power of the elements, the Burning Legion should fear your next move. Preorder D&D: World of Warcraft® today to begin your journey!

Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
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Posted Oct 15, 2026Forgive me if this has been asked and answered, but to what extent can I pluck out these new subclasses and play them with the default PHB classes? Like, could I make a Shadow Cleric instead of a Shadow Priest? And an Elemental Barbarian instead of an Elemental Shaman? Or would the subclasses reference mechanical features that are part of the class reskins rather than the original classes? Or do we simply not know yet?
I might pick the book up either way, never played WoW but the subclasses, professions, and monsters sound interesting!
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Posted Oct 15, 2026You can use them in the standard class.
Shaman style Barbarians do not have the lvl 3 Primal Knowledge ability, instead they get totems and right now we do not know of the sub classes interact with totems but I do not think they do since resto shaman is just the World Tree Barbarian.
The changes to the base class for both the Demon Hunter and the Death Knight are baked into the subclass so by using those subclasses it automatically changes some of your base class features, The barbarian getting totems is more like the Tasha's alt abilities for the class it will probably be a choice or a switch you can toggle.
The changes for the monk and the wizard are represented by feats you can choose (1 for arcane and, 1 for fire and 1 for cold that can be taken by any spell caster.) The one for monks have a sex and wisdom 13 pre rec and modify your unarmed but I believe they will work for any class but not 100%.
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Posted Oct 15, 2026So Path of the Elements (Shaman) is like the Barbarian Version of Warrior of Elements Monk
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Posted Oct 15, 2026The Ebon Blade paladin seem to cover most bases of what they usually try to cram into the Oathbreaker.
So maybe an eventual future 5.5 Oathbreaker would drop the undead commander schtick ? As, in my mind, a paladin breaking their oath would not necessarily turn evil half necromancers.
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Posted Oct 15, 2026So, anyone else chuckle slightly at "Demon Hunter (Demon Hunter)"?
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Posted Oct 15, 2026This feels bad to me. Half of these are re-released subclasses with a blurb about how to re-skin them. It feels like minimal effort. I thought the whole point of 5.5e was that it was backwards compatible. I’d like to spend my money on something NEW, not something I already own, slightly tweaked. I’m tired of buying remasters and re-releases ... Come on you’re not Taylor Swift.
Shamans as Barbarians feel especially bad. The shaman fantasy is underserved in D&D, and they are full casters re-imagined as a class that can’t cast spells. Did they just search for the word totem.
This just leaves a bad taste in my mouth. I don’t need a book to re-skin something to fit a fantasy I can do that on my own. I expect an official product to do that work, to do what I can't to actually draw from the source material and make a New class or subclass that works natively , not just shove a shaman-shaped peg into a Barbarian-shaped hole and say “good enough.”
Super disappointed with this approach. I was already very skeptical about universes beyond. See you this time next year to complain about the Psi Warrior Jedi re-skin.
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Posted Oct 15, 2026That's unfortunate because I think that was legitimately awful design work. WotC has really made me hate my favorite class in 5.5E to the point I rather just DM than play this edition.
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Posted Oct 15, 2026My recommendation to help rogues is at lvl 6 to let them add their prof bonus number of dice to their sneak attack. This allows them to use cunning strikes without impacting your damage or just giving you more damage if that is what you need.
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Posted Oct 15, 2026The reason why the Oathbreaker has some necromantic abilities is because it's meant to be 5e's version of the Blackguard. Blackguards, also known as Antipaladins, are Paladins who've forsaken their oaths and subsequently fallen from grace. When the Blackguard was first introduced in 3e, one of its main abilities was controlling undead.
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Posted Oct 15, 2026I definitely think the idea of taking old subclasses, and remaking them into a setting book for a "universes beyond" (blech) setting is really just a bad move. I played WoW, but not everyone wants to play WoW, so trying to get this book just for those subclasses is a waste of money for them. Hopefully they get reprinted for a new players book, but we haven't seen any of those in the pipeline.
I've said in post articles how these kind of feel like lazy shortcuts to making a setting book, so I won't get into it too much here.
If you don't want to do WoW, like say you wanna use Forgotten Realms, or don't want to use this book to do WoW, the hero subclasses will probably be useless to you. As for the rest of them... Swashbuckler will be easy to use, Mystic Brews sounds like a more magical version of Drunken Master but it can still fit. Path of The Spirit Guardians should still be the same.
Path of elements fits thematically, but might be a wierd one. Casting spells for rage? They better be good god damn spells. Path of Holy sounds like it could work for most settings like a healing based paladin, even if the name would be weird outside of WoW. The shadow and discipline Clerics... those might be trickier.i imagine they would be very WoW themed, and unless you're setting has a similar Light/Void theme that WoW has (with light being similar to the positive plane while Void is more like the Far Realms), then it might not make as much sense- but maybe it will? Hard to tell.
Ultimately, I'm still not sold on this. The Shaman "class" especially is still such a let down, and there's no way that a single subclass that sometimes casts spells with Rage is going to feel like the spellcasting class from WoW.
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Posted Oct 15, 2026The Mystic Brew cone attack is fire because it's inspired by Brewmaster Monk from WoW and they have a Breath of Fire attack. It's also based on Fire breather performers who drink alcohol then spit it out on torches to make big balls of fire
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Posted Oct 15, 2026So as far as reimagined older subclasses that ship sailed with Ravenloft. While DnD might release a Xanathar or Tasha like book they are skewing to themed releases instead of generic compendiums.
Oath of the Ebon Blade is a Death Knight, drop the turns you undead and it works for an Oathbreaker or Blackguard.
Demon Hunter: I will have to read this but a demonic themed ranger who uses the souls of those they slane could work in any setting.
Sorcerer: The changes for the Evoker themed sorcerer, yeah just trash this.
Cleric: Shadow is perfect for Shar, Bhaal, death gods, maybe even Cyric and Mask, definitely more of a villain or anti hero. Discipline works as a generic choice for just about any god.
Druid: Changes granting a fixed tank and dps wild shape that scales with level is great.
Ranger: Beastmaster changes are great.
Monk: Mystic Brewer a great subclass that fits any setting. New martial arts feats appreciated.
Fighter: New battle master maneuver always welcome but highlights how all fighter should know 2-3 manuvers and have 1-2 dice.
Paladin: Healing focused Paladin ok concept feels like the flip side of a Devotion Paladin.
Rogue: Swashbuckler is nice but the lack of a level 5-6 subclass feature for rogues and/or an increase in sneak attack dice makes rogues a hard class to play.
Warlock: new invocations are much needed
Wizard: New spell casting feats are nice.
Over all the added spells will help all classes
Barbarians: This is hard to judge, Totems instead of Primal senses is a nice option but the use of a bonus action competes with most subclasses. The Barbarian as a Shaman is interesting, not what I would have done but outside of a new class I'm not sure what would be better.
Wow Shamans are melee damage dealers who can spec into range damage or healing. Dnd doesn't need a dedicated healer like WoW does so the world tree granting 2-4 d6 temp ho every round for free or the Spirit Guardian doing practically the same on a reaction feels very healerie to me. The lake of element ranged for all subclassed is what is a pain point. If the way do the Elements is able to make it feel like you are casting combat spells then it will be ok.
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Posted Oct 15, 2026No Restoration Druids?
Like, you could have brought back some 3E spells - I have a druid in my 3.5E campaign, she's been casting Regenerate Wounds spells. Fast Healing 2 or 3 for 10+ rounds; better overall than a Cure Wounds spell of the same level, but slower to finish it's job.
Also, no Frost Mages?
... some big missed opportunities there ...
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Posted Oct 17, 2026Them shoving every single Mage spec into Evocation Wizard is so... Lazy. I'm terribly disappointed overall. And feel like the WC5e subreddit did a much better job creating the classes in 5e, and it wouldn't be that hard to tweak them for use with 5.5e. I'm now worried about how the races will look... what I've heard about elves, and trolls has not not been promising.
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Posted Oct 17, 2026Interesting, the main one I'm concerned about is the Unholy Death Knight. They state it's about curses, but that's only a small portion of it. The key aspect about an Unholy Death Knight is that they're a summoner, to the point of even being able to call the four horsemen. But we all know how DnD likes to crap on summons, and so this blurb isn't giving me much confidence there. Hopefully they'll get the Demon Hunter right.
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Posted Oct 17, 2026THIS!!!
While I agree that AU was a good expansion in a while, this one is just lazy and also HOW DOES DRACONIC SORCERER TRANSLATE TO EVOKER HOW
Hopefully WOTC is gonna realize the problem soon and make ones that are at least as good as AU or everyone is gonna suffer (and also BRING BACK TASHA’S AND XANATHAR’S BOOKS)
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Posted Oct 17, 2026For new invocations, would have loved some generic ones usable by non-WOW warlocks.
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Posted Oct 18, 2026I was so hyped for this book, even though it's been about 15 years since I've played WoW. Evey tease that came out just looked better and better. I've even got a lot of room in my heart for some of the lazier conversions (Mage, Rogue, Hunter).
But Shamans as Barbarians has killed my joy completely. I will not buy this book. Not for a penny. It's such an inexcusably bad call. Warcraft III and its expansion had at least 3 units and 2 heros that could be called some sort of shamans (shamans, witch doctors, spirit walkers, farseers, and shadow hunters off the top of my head) every single one cast spells, and was defined by being a spell caster. WoW shamans are full casters. Even enhancement casts a ton of spells and would fit best as a gish or half caster.
I thought maybe we'd get them built on druids, as they're so similar and it wouldn't take much to build some subclasses and altered class features to get a blaster caster for Elemental, a gish for Enhancement, and a healer for Resto.
Hell, bard would need a massive flavor makeover, but we've already got healing and gishes, making a blaster.bard would be a bit outside the classes identity, but it could certainly work. Maybe make totems an alternate bardic inspo?
Clerics would have been a great fit. Med armor, front line full casters. With light, war, and life we have the three shaman roles in the PHB. I would want a large amount of changes, ideally fully new subclasses and altered class features to make them fit right (again, a proper gish on the scale of bladesinger of valor bard for enhance).
Instead we get the one class in the game whose primary feature negates spellcasting as the representative for a primary caster. Who thought of that? What innovative genius saw a class that has 2 of 3 builds sitting in the back hucking lightning or heals, while the third build is a spell enhanced melee fighter, and said we need to make these guys not just unable to cast spells, but also unable to concentrate on spells. You know, the guys who cast bloodlust, the best buff spell ever.
This is just so baffling that it makes my head hurt just trying to comprehend the thought process that went into the decision. It's awful. I hate it.
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Posted Oct 18, 2026If shamans are barbarians, I have to assume we're completely up a creek on getting any of their iconic spells.
RIP to chain heal, riptide, earth shield, water shield, lightning shield, all the shocks, lava burst (that isn't just some weak-ass Storm Herald BS), freaking BLOODLUST!?!
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Posted Oct 18, 2026This along with Evoker being only DRACONIC SORC (tbh this is more about them being lazy as hell than not fitting well thematically but you know what I mean)