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* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage. Basically, the Wizard boosts one school of magic but can use many other spells and playstyles, while the Sorcerer sticks to one way of fighting and uses that as much as they can.

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* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage. Basically, the Wizard boosts one school of magic but can use many other spells and playstyles, while the Sorcerer sticks to one way of fighting and uses that as much as they can. This links up with the lore prespective. Wizards gain their powers through ''studying'' and so they can diversify but sorcerers gain their powers through lineage or some magical accident etc. and so they have to work with what they got.

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* CripplingOverspecialization: From a gameplay perspective, Sorcerers are more narrowly focused than their Wizard counterpart and basically are designed to be used in a specific manner of play. Each origin means that a Sorcerer will basically need to double-down on what their origin focuses on if they want to stay consistent in damage. Basically, the Wizard boosts one school of magic but can use many other spells and playstyles, while the Sorcerer sticks to one way of fighting and uses that as much as they can.



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* WordsCanBreakMyBones: The cantrip [[IShallTauntYou Vicious Mockery]] does a tiny amount of psychic damage, which mean you can actually [[CherryTapping kill someone]] just by saying something ''really mean.''


* GlassCannon: All of them, but the Swashbuckler is a notable example since it's the only archetype meant to fight enemies head-on.

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* GlassCannon: All of them, rogues are somewhat fragile since they typically don't wear heavy armor but the their sneak attack can be brutal to enemies. The Swashbuckler is a notable example since it's the only archetype meant to fight enemies head-on.



** Phoenix Origin Sorcerers, unlike most of the other specializations, lacks the added defensive options or additional proficiencies that several other Sorcerer classes gain. However, their Mantle of Flame ability makes them incredibly strong, as it allows them to add their spellcasting modifier to ''any'' fire based spell used, and their do gain the ability at high levels to regain health when they damage an enemy with their fire spells.

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** Phoenix Origin Sorcerers, unlike most of the other specializations, lacks the added defensive options or additional proficiencies that several other Sorcerer classes gain. However, their Mantle of Flame ability makes them incredibly strong, as it allows them to add their spellcasting modifier to ''any'' fire based spell used, and their do they gain the ability at high levels to regain health when they damage an enemy with their fire spells.



* RealityWarper: When Wizards ''really'' high level they start getting ''really'' powerful.

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* RealityWarper: When Wizards get ''really'' high level they start getting ''really'' powerful.


* TheBerserker: They're barbarians who really like their age.

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* TheBerserker: They're barbarians who really like their age.rage.



* BoltOfDivineRetribution: Several powers have you calling these down on your opponents.

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* BoltOfDivineRetribution: Several powers have you calling these down your god's fury on your opponents.



* SummonMagic: The only Divine class which has access to these powers.

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* SummonMagic: The only Divine class which has access to these powers.
powers of calling other creatures for aid.



* PsychicPowers: The source behind their "ki powers".

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* PsychicPowers: The source behind their "ki powers".powers" is their mind.



* WalkOnWater

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* %%%* WalkOnWater



* CrystalBall: One of the Implements they can use.
* MindControl: The Telepathic build, of course.

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* CrystalBall: One of the Implements they can use.
use for their psyker talents is a classic crystal sphere.
* MindControl: The Telepathic build, of course.course, will bend the minds of their targets.



* SimpleStaff: One of the Implements they can use.

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* SimpleStaff: One of the Implements they can use.use is a staff, which, given they are manifesting their thoughts into reality, could also be a MagicStaff.



* ForestRanger: This is literally the archetype that Rangers draw from.

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* ForestRanger: This is literally the archetype that Rangers draw from.from; they are rangers and they are familiar with forests.



* HeroesPreferSwords: The "Serene Blade" build.

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* HeroesPreferSwords: The "Serene Blade" build.build focuses on sword skills for daring deeds.



* BreathWeapon: Many Dragon Magic powers are described as these.

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* BreathWeapon: Many Dragon Magic powers are described as these.firing from the caster's mouth; dragon, you know.



* InTheBlood: One possible reason for a sorcerer's powers.
* KnifeNut: Can cast spells through daggers.

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* InTheBlood: One possible reason origin for a sorcerer's powers.
powers is dragon blood in their lineage.
* KnifeNut: Can They can cast spells through daggers.



* MagicKnight: Perhaps one of the purest examples of a "Gish" class to be made for D&D.

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* MagicKnight: Perhaps They train with weapons while also studying magic. They are perhaps one of the purest examples of a "Gish" class to be made for D&D.



* WeaponOfChoice: Go on, guess.
** Though, because their class is keyed off of using "Light Blade" class weapons and "Heavy Blade" class weapons, it's just as viable for a swordmage to be wielding a [[SinisterScythe scythe]], [[BladeOnAStick glaive]] or ''[[AnAxeToGrind khopesh]]'' as it is for them to carry a dagger or sword.

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* WeaponOfChoice: Go on, guess.
** Though,
You'll never guess what weapon ''sword''mages favor. Seriously, because their class is keyed off of using "Light Blade" class weapons and "Heavy Blade" class weapons, it's just as viable for a swordmage to be wielding a [[SinisterScythe scythe]], [[BladeOnAStick glaive]] or ''[[AnAxeToGrind khopesh]]'' as it is for them to carry a dagger or sword.



* GaiasVengeance: Their class fluff actually explains they have been empowered by the Primal Spirits to defend nature.

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* GaiasVengeance: Their class fluff actually explains they have been empowered by the Primal Spirits to defend nature.



** Fey Pact gets two: Either the [[LaserBlade Sword of the White Well]] or the [[AnIcePerson Blade of Winter's Mourning]] AKA the best weapon in the game.

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** Fey Pact gets two: Either the [[LaserBlade Sword of the White Well]] or the [[AnIcePerson Blade of Winter's Mourning]] AKA the best weapon in the game.Mourning]].



* {{Necromancer}}: The other school from ''Heroes of Shadow''.

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* {{Necromancer}}: The other school from ''Heroes of Shadow''.Shadow'' focuses on the dead.



* LethalJokeCharacter: Very weak in combat, dealing lower damage than even the Assassin. Also, MadeOfIron.

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* LethalJokeCharacter: Very weak in combat, dealing lower damage than even the Assassin. Also, MadeOfIron.HealingFactor.



%%%* VoluntaryShapeshifting: Into a bat.

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%%%* * VoluntaryShapeshifting: Into They can turn into a bat.

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* IronicName: the literal etymology of the word "warlock" translates to "oathbreaker." In DnD, maintaining one's pact is crucial to the class' power.


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* IronicName: the literal etymology of the word "warlock" translates to "oathbreaker." In DnD, maintaining one's pact is crucial to the class' power.


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* IronicName: the literal etymology of the word "warlock" translates to "oathbreaker." In DnD, maintaining one's pact is crucial to the class' power.


* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time.

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* SupportPartyMember: Bardic Inspiration and other class abilities are meant to aid party members and their diverse skills enable them to slip into any role their party needs at the time. Notably, by default the Bard explicitly cannot use Bardic Inspiration on themselves -- only certain Colleges allow it, otherwise the benefit ''must'' go to another allied character.


* WeakButSkilled: Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in many of them at max level. All bards can choose any three skills at character creation with Lore Bards choosing ''another'' three.

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* WeakButSkilled: Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in many four of them at max level. All bards can choose gain proficiency in any three skills at character creation with Lore Bards choosing ''another'' three.
three.


** High-level Zealots cannot die or be knocked unconscious from being knocked to 0 hit points while raging. 20th level Zealots can just not stop raging, meaning they can shrug off any amount of damage if it doesn't take enough at one time to take fatal massive damage. They still die or go unconscious as soon as they have to stop raging, though, but if they ''do'' die then their allies will have an easier time reviving them. One of the features is a supernatural eternal-battle designation that frees a cleric from requiring material components.

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** High-level Zealots cannot die or be knocked unconscious from being knocked to 0 hit points while raging. 20th level Zealots can just not stop raging, meaning they can shrug off any amount of damage if it doesn't take enough at one time to take fatal massive damage. They still die or go unconscious as soon as they have to stop raging, though, but if they ''do'' die then their allies will have an easier time reviving them. One of their features, Warrior of the features Gods, is a supernatural eternal-battle designation that frees a cleric from requiring material components.



* PsychicStatic: A Berserker Barbarian cannot be charmed or frightened while they are raging because their mind is too full of "RRAAA! IMMA GONNA KILL EVERYTHING!" to swayed by supernatural influence or fear.

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* PsychicStatic: A Berserker Barbarian Barbarian's Mindless Rage feature means they cannot be charmed or frightened while they are raging because their mind is too full of "RRAAA! IMMA GONNA KILL EVERYTHING!" to be swayed by supernatural influence or fear.



* BareFistedMonk: Due to their extensive martial arts training, Monks are the only class which automatically gets the ability to use a full d4 when making unarmed attack rolls.

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* BareFistedMonk: Due to their extensive martial arts training, Monks are the only class which automatically gets the ability to use a full d4 when making unarmed attack damage rolls.



* TheBeastmaster: One of the two default archetypes is one with the animal companion and it is not particularly well liked for two reasons: 1) your companion is limited to creatures with a Challenge Rating of one-fourth and lower; and 2) you have to spend an Action to give it any order other than moving, rather than it acting on it's own or using Animal Handling to give it orders as a Free Action. The ''Unearthed Arcana: The Ranger Revised'' article reworked the archetype. As of November 2018, the errata has added new text to give your animal companion to be a bit more independent and viable at higher level play.

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* TheBeastmaster: One of the two default archetypes is one with the animal companion and it is not particularly well liked for two reasons: 1) your companion is limited to creatures with a Challenge Rating of one-fourth and lower; and 2) you have to spend an Action to give it any order other than moving, moving [[note]] Until seventh level. Exceptional Training makes this a little better. [[/note]] , rather than it acting on it's own or using Animal Handling to give it orders as a Free Action. The ''Unearthed Arcana: The Ranger Revised'' article reworked the archetype. As of November 2018, the errata has added new text to give your animal companion to be a bit more independent and viable at higher level play.



* RealityWarper: When Wizards ''really'' start getting powerful.

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* RealityWarper: When Wizards ''really'' high level they start getting powerful.''really'' powerful.
** A conjuration specialist could twist their surroundings however they want.



* SpellBook: Now only required to memorize 1st to 9th level spells. Level 0 spells, or cantrips, have been changed so that they're at-will and can be cast an unlimited number of times.

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* SpellBook: Now only required to memorize 1st to 9th level spells. Level 0 spells, or cantrips, have been changed so that they're at-will and can be cast an unlimited number of times. Every day the wizard has to review this book to prepare their spells. If they lose it then they have to start over with a new one.


%%* SpellBook: '''[[CaptainObvious Spellbook]]''' Features.

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%%* SpellBook: '''[[CaptainObvious Spellbook]]''' '''Spellbook''' Features.



* TheGunslinger: [[CaptainObvious The Gunsmith, obviously.]] They have a [[CoolGun custom gun]] called the Thunder Cannon that they use as their primary weapon.

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* TheGunslinger: [[CaptainObvious The Gunsmith, obviously.]] obviously. They have a [[CoolGun custom gun]] called the Thunder Cannon that they use as their primary weapon.



* GeniusBruiser: Clerics of the Knowledge domain can temporarily gain proficiency in any skill or tool through the divine knowledge of their gods. They are also ''[[CaptainObvious Clerics]]'', able to wield weapons and armour and throw down in combat quite effectively.

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* GeniusBruiser: Clerics of the Knowledge domain can temporarily gain proficiency in any skill or tool through the divine knowledge of their gods. They are also ''[[CaptainObvious Clerics]]'', ''Clerics'', able to wield weapons and armour and throw down in combat quite effectively.


** The battle master is probably the most blatant example of this trope, gaining a mechanical servant called an iron defender, which is shaped like a beast. As its name implies, its abilities focus on acting as as defender for the battle master and its allies, and is even capable of healing them with one ability.

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** The battle master smith is probably the most blatant example of this trope, gaining a mechanical servant called an iron defender, which is shaped like a beast. As its name implies, its abilities focus on acting as as defender for the battle master smith and its allies, and is even capable of healing them with one ability.


* ArmorIsUseless: Unarmored defense means that their AC will generally be just as high or even higher without armor. And they can't wear heavy armor at all. Averted with Battleragers, which rely on their spiked armor.

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* ArmorIsUseless: Unarmored defense means that their AC will generally be just as high or even higher without armor. And they can't wear heavy armor at all. all (but they can still use shields). Averted with Battleragers, which rely on their spiked armor.armor.
*AttackAttackAttack: Reckless Attack grants them advantage on all attack roles for that turn in exchange for granting all their enemies advantage on theirs because they have forsaken defense for offense.



* PsychicStatic: A barbarian cannot be charmed while they are raging because their mind is too full of "RRAAA! IMMA GONNA KILL EVERYTHING!" to influenced by supernatural forces.

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* PsychicStatic: A barbarian Berserker Barbarian cannot be charmed or frightened while they are raging because their mind is too full of "RRAAA! IMMA GONNA KILL EVERYTHING!" to influenced swayed by supernatural forces. influence or fear.


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*SpiderSense: All Barbarians have Danger Sense which is an "uncanny" instinct-like reflex to danger, thus providing them with advantage on Dex saves as long as they are aren't unconscious, blinded or deafened.


* WeakButSkilled: Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in one of them. All bards can choose any three skills at character creation with Lore Bards choosing ''another'' three.

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* WeakButSkilled: Bards are rather squishy in combat due to their D8 hit dice and few learn to use heavy armor but they have a vast repository of abilities and get expertise in one many of them.them at max level. All bards can choose any three skills at character creation with Lore Bards choosing ''another'' three.


** High-level Zealots cannot die or be knocked unconscious from being knocked to 0 hit points while raging. 20th level Zealots can just not stop raging, meaning they can shrug off any amount of damage if it doesn't take enough at one time to take fatal massive damage. They still die or go unconscious as soon as they have to stop raging, though.

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** High-level Zealots cannot die or be knocked unconscious from being knocked to 0 hit points while raging. 20th level Zealots can just not stop raging, meaning they can shrug off any amount of damage if it doesn't take enough at one time to take fatal massive damage. They still die or go unconscious as soon as they have to stop raging, though.though, but if they ''do'' die then their allies will have an easier time reviving them. One of the features is a supernatural eternal-battle designation that frees a cleric from requiring material components.


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*PsychicStatic: A barbarian cannot be charmed while they are raging because their mind is too full of "RRAAA! IMMA GONNA KILL EVERYTHING!" to influenced by supernatural forces.


** Valor bards go beyond this. Their inspiration can be added damage rolls or AC as well.

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** Valor bards go beyond this. Their inspiration can be added to damage rolls or AC as well.

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