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** As far as playable races go, [[BirdPeople Kenku]] are one of the more polarizing ones released. This is because of their [[TheSpeechless inability to speak normally]], instead they mimic sounds in order to communicate. A divide naturally sprung up over this aspect: a good roleplayer can easily make a fun and interesting character with this handicap, while a less confidant roleplayer will likely be stuck feeling frustrated they can't speak or communicate their thoughts clearly. This also presents a major issue in the form of a {{Griefer}}; a player can quickly use a Kenku as an excuse to be annoying to the other players or disrupt the session with random noises or phrases taken out of context. Due to this, there is a divide in Kenku's being seen as a difficult but rewarding race to play, or being an annoying and gimmicky race that is too difficult to handle.

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** As far as playable races go, [[BirdPeople Kenku]] are one of the more polarizing ones released. This is because of their [[TheSpeechless inability to speak normally]], instead they mimic sounds in order to communicate. A divide naturally sprung up over this aspect: a good roleplayer can easily make a fun and interesting character with this handicap, while a less confidant roleplayer will likely be stuck feeling frustrated they can't speak or communicate their thoughts clearly. This also presents a major issue in the form of a {{Griefer}}; a player can quickly use a Kenku as an excuse to be annoying to the other players or disrupt the session with random noises or phrases taken out of context. Due to this, there is a divide in Kenku's Kenku being seen as a difficult but rewarding race to play, or being an annoying and gimmicky race that is too difficult to handle.
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* ComplacentGamingSyndrome: If the Monk is a Shadow Monk, expect that Shadow Monk to take two levels in Rogue (sometimes more, but two is the most common due to taking the least amount of time and investment) if they don't already ''start'' in Rogue and move into Monk around level two or so. There are two major reasons a Shadow Monk wants this. First, without Expertise a Shadow Monk is honestly just a lesser Rogue; a Rogue will easily do their job of sneaking better 100% of the time and out-damage them to boot. It's more than likely they'll have a better starting AC, since any Rogue worth their salt will do everything possible to start with a Dex mod of 3-4, whereas a Monk would need that ''and'' a good Wis mod to bump up AC. Getting Expertise in Stealth and Perception makes the Shadow Monk comparable, if not better in some cases, than a Rogue in sneaking, even once Reliable Talent comes online for Rogues. (Largely as a result of Pass Without Trace, nigh-free invisibility, and teleportation allowing them to make up for a lack of consistency in their rolls.) The other reason is access to free bonus action versions of their favorite actions in battle and on a mission - dash, disengage, and hide. If there aren't any shadows nearby to teleport in, a Shadow Monk greatly appreciates the ability to still hide ''somewhere.''
* TierInducedScrappy: If the Ranger is the worst ''Class'' in 5e, then the Way of the Four Elements is the worst ''subclass.'' The goal of the Four Elements is to give players a lot of fun abilities that allows them to adapt to any situation, like a Cleric or a Wizard. The problem with this is just how harshly this cuts into the Monk's natural resource pool. Unlike the Sorcerer, who only uses its Sorcery on the abilities it gets in its base class, the Monk has useful features that make use of its Ki both in its base form and in the various subclasses it uses. This isn't normally a problem for most Monk subclasses, where they tend to only need to use a few of the Ki-sapping features a subclass offers (Such as the Open Hand actually comboing with Flurry of Blows to give Flurry of Blows neat extra features, or asking for four Ki points to get a chance to ''kill someone instantly'', or the Shadow Monk spending 2 Ki points to cast ''Pass Without Trace,'' something they won't have to do all the time if they just make use of their Ki-free features and their naturally high stealth) within a given situation, and usually at a relatively cheap resource cost. The Four Elements abilities, however, ''all'' use Ki, and most of the beneficial ones utterly price-gouge the Monk. For example, those 4 Ki points that have the potential to kill someone instantly or do incredible damage as an Open Hand Monk is apparently equal to a single use of ''Fireball'' for the Elemental Monk, and it's actually ''more'' expensive to cast ''Fire Wall.'' The most tragic aspect of this, however, is Water Whip. When first introduced, the Way of the Four Elements was considered sub-par at best, though Water Whip was considered one shining reason to use it- a bonus action attack a Monk could use before their own natural two attacks that did decent damage, pulled an enemy closer, and potentially knocked them prone, allowing the Monk to make full use of their hit-and-run playstyle to bully a prone target. It only cost 2 Ki points, which still meant the Monk guzzled Ki points if used on a round-by-round basis, but this was considered an acceptable cost. When the errata came around declaring that Water Whip was an ''action,'' the subclass lost any remaining luster; making it an action defeats the entire purpose of using it, since the Monk can't capitalize on the effects of the Whip itself, and 3d10 + Wisdom Mod is simply not that great for the cost of a full action.

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* ComplacentGamingSyndrome: If the Monk is a Shadow Monk, expect that Shadow Monk to take two levels in Rogue (sometimes more, but two is the most common due to taking the least amount of time and investment) if they don't already ''start'' in Rogue and move into Monk around level two or so. There are two major reasons why a Shadow Monk wants would want this. First, without Expertise Expertise, a Shadow Monk is honestly just a lesser Rogue; a Rogue will easily do their job of sneaking better 100% of the time and out-damage them to boot. It's more than likely they'll have a better starting AC, since any Rogue worth their salt will do everything possible to start with a Dex mod of 3-4, whereas a Monk would need that ''and'' a good Wis mod to bump up AC. Getting Expertise in Stealth and Perception makes the Shadow Monk comparable, if not better in some cases, than a Rogue in sneaking, even once Reliable Talent comes online for Rogues. (Largely as a result of Pass Without Trace, nigh-free invisibility, and teleportation allowing them to make up for a lack of consistency in their rolls.) The other reason is access to a free bonus action versions version of their favorite actions in battle and on a mission - dash, disengage, and hide. If there aren't any shadows nearby to teleport in, a Shadow Monk greatly appreciates the ability to still hide ''somewhere.''
* TierInducedScrappy: If the Ranger is the worst ''Class'' in 5e, then the Way of the Four Elements is the worst ''subclass.'' The goal of the Four Elements is to give players a lot of fun abilities that allows them to adapt to any situation, like a Cleric or a Wizard. The problem with this is just how harshly this cuts into the Monk's natural resource pool. Unlike the Sorcerer, who only uses its Sorcery on the abilities it gets in its base class, the Monk has useful features that make use of its Ki both in its base form and in the various subclasses it uses. This isn't normally a problem for most Monk subclasses, where they tend to only need to use a few of the Ki-sapping features a subclass offers (Such as the Open Hand actually comboing with Flurry of Blows to give Flurry of Blows neat extra features, or asking for four Ki points to get a chance to ''kill someone instantly'', or the Shadow Monk spending 2 Ki points to cast ''Pass Without Trace,'' something they won't have to do all the time if they just make use of their Ki-free features and their naturally high stealth) within a given situation, and usually at a relatively cheap resource cost. The Four Elements abilities, however, ''all'' use Ki, and most of the beneficial ones utterly price-gouge the Monk. For example, those 4 Ki points that have the potential to kill someone instantly or do incredible damage as an Open Hand Monk is apparently equal to a single use of ''Fireball'' for the Elemental Monk, and it's actually ''more'' expensive to cast ''Fire Wall.'' The most tragic aspect of this, however, is Water Whip. When first introduced, the Way of the Four Elements was considered sub-par at best, though Water Whip was considered one shining reason to use it- it - a bonus action attack a Monk could use before their own natural two attacks that did decent damage, pulled an enemy closer, and potentially knocked them prone, allowing the Monk to make full use of their hit-and-run playstyle to bully a prone target. It only cost 2 Ki points, which still meant the Monk guzzled Ki points if used on a round-by-round basis, but this was considered an acceptable cost. When the errata came around declaring that Water Whip was an ''action,'' the subclass lost any remaining luster; making it an action defeats the entire purpose of using it, since the Monk can't capitalize on the effects of the Whip itself, and 3d10 + Wisdom Mod is simply not that great for the cost of a full action.



* ComplacentGamingSyndrome: Oath of the Ancients Paladins are one of the more commonly picked subclasses for Paladins, in large part of their level 7 Aura of Warding, which gives any allies within 10 feet of the Paladin ''resistance'' to all magic damage. When you combine this with the already existing aura that gives nearby allies a bonus to saves equal to your charisma modifier, it can absolutely trivialize some fights. Your party gets hit by the Fireball spell? Well even if they fail the save, they still take half damage. Pass the save? That halved damage gets reduced even more! The other abilities it gets are also pretty useful as well, making it potentially the strongest Paladin subclass in terms of how good it is.
* TierInducedScrappy: Oath of Redemption Paladins don't see much use due to the very strict nature of their oaths; their supposed to be all about RedemptionEqualsLife unless someone goes to the extreme and thus has to be killed. The idea behind them is that, you try to redeem a person and prevent violence by convincing them to stand down and stop being violent. In practice however, its one of the most restrictive subclasses because it punishes you for fighting; if you chose to fight without trying to make your enemy suffer a HeelRealization, its going to cost you your oath, and your abilities all are more focused on preventing fights rather then assisting them, which makes it useless when fighting many foes who are AlwaysChaoticEvil like Demons, Devils, and other monsters or evil aligned beings. It also requires the rest of the party to let the Redemption Paladin do their redeeming thing without fighting, which then requires cooperation and goodwill from the actual players; this can get boring and frustrating for the players who want to fight without really caring about trying to prevent the fight. This means its possible you may start to convince a foe to back down, only for your party to just kill them anyway. Even their level 20 ability is focused on making you get hit to be useful, and if you attack back, your ability ends instantly. Its essentially taking the idea of redeeming someone by being a BadassPacifist, which isn't applicable in every situation, both story-wise and gameplay-wise. The roleplay potential of it is arguably the only reason its picked; in the hands of a skilled player, it can make for a interesting character and has some amount of LoopholeAbuse, but gameplay wise few people will want to use it.

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* ComplacentGamingSyndrome: Oath of the Ancients Paladins are one of the more commonly picked subclasses for Paladins, in large part of their level 7 Aura of Warding, which gives any allies within 10 feet of the Paladin ''resistance'' to all magic damage. When you combine this with the already existing aura that gives nearby allies a bonus to saves equal to your charisma modifier, it can absolutely trivialize some fights. Your party gets hit by the Fireball spell? Well Well, even if they fail the save, they still take half damage. Pass the save? That halved damage gets reduced even more! The other abilities it gets are also pretty useful as well, making it potentially the strongest Paladin subclass in terms of how good it is.
* TierInducedScrappy: Oath of Redemption Paladins don't see much use due to the very strict nature of their oaths; their they're supposed to be all about RedemptionEqualsLife unless someone goes to the extreme and thus has to be killed. The idea behind them is that, that you try to redeem a person and prevent violence by convincing them to stand down and stop being violent. In practice practice, however, its it's one of the most restrictive subclasses because it punishes you for fighting; if you chose to fight without trying to make your enemy suffer a HeelRealization, its it's going to cost you your oath, and all your abilities all are more focused on preventing fights rather then than assisting in them, which makes it useless when fighting many foes who are AlwaysChaoticEvil like Demons, Devils, and other monsters or evil aligned evil-aligned beings. It also requires the rest of the party to let the Redemption Paladin do their redeeming thing without fighting, which then requires cooperation and goodwill from the actual players; this can get boring and frustrating for the players who want to fight without really caring about trying to prevent the fight. This means its it's possible you may start to convince a foe to back down, only for your party to just kill them anyway. Even their level 20 ability is focused on making you get hit to be useful, and if you attack back, your ability ends instantly. Its It's essentially taking the idea of redeeming someone by being a BadassPacifist, which isn't applicable in every situation, both story-wise and gameplay-wise. The roleplay potential of it the class is arguably the only reason its it's picked; in the hands of a skilled player, it can make for a an interesting character and has some amount of LoopholeAbuse, but gameplay wise gameplay-wise few people will want to use it.



** The ranger was generally seen as the weakest class in the game upon initial release, particularly its Beast Master sub-class. Two years later, the developers released a full rework of the class that was much better-received. While the developers did not outright replace it, and have said they do not intend to, making it an official option went a great way to fix the class. To coincide with this, later subclasses have been given better overall abilities and skills to help the base ranger class have more power to it, making it possible for a non-rework ranger to be strong in spite of the limits, and even better if its a rework ranger.

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** The ranger was generally seen as the weakest class in the game upon initial release, particularly its Beast Master sub-class. Two years later, the developers released a full rework of the class that was much better-received. While the developers did not outright replace it, and have said they do not intend to, making it an official option went a great way to fix the class. To coincide with this, later subclasses have been given better overall abilities and skills to help the base ranger class have more power to it, making it possible for a non-rework ranger to be strong in spite of the limits, and even better if its it's a rework ranger.
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Phrasing and other minor corrections


* AuthorsSavingThrow: Tasha's Cauldron of Everything introduced a new Eldritch Invocation, Investment of the Chain Master, that addressed many of the complaints with Pact of the Chain. The Warlock's familiar only takes a bonus action to command to attack rather the Warlock's entire action, the damage it deals is considered magical (bypassing the resistance to non-magic piercing/bludgeoning/slashing damage that most enemies past early game have), any save that it forces an opponent to make, such as a puesdodragon's poisoned stinger tail or quasit's scare ability, use the Warlock's own spell save DC rather than the (low) DC that the familiar has by default, and the Warlock can use their reaction to grant their familiar resistance to damage when its injured to help compensate for how fragile the familiar is.

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* AuthorsSavingThrow: Tasha's Cauldron of Everything introduced a new Eldritch Invocation, Investment of the Chain Master, that addressed many of the complaints with Pact of the Chain. The Warlock's familiar only takes a bonus action to command to attack rather the Warlock's entire action, the damage it deals is considered magical (bypassing the resistance to non-magic piercing/bludgeoning/slashing damage that most enemies past early game have), any save that it forces an opponent to make, such as a puesdodragon's poisoned stinger tail or quasit's scare ability, use the Warlock's own spell save DC rather than the (low) DC that the familiar has by default, and the Warlock can use their reaction to grant their familiar resistance to damage when its it's injured to help compensate for how fragile the familiar is.



** The [[LivingWeapon Hexblade Patron]] is basically '''the''' way to play a [[MagicKnight Bladelock]], and trying with any other patron will see you [[CantCatchUp outclassed in basically every way]]. They get medium armor, a single-target hex buff, and Charisma to attacks and damage - fixing their issue of being a MAD class. And since they get this at first level it ''also'' makes them a [[MinmaxersDelight popular 1 level dip for other Charisma gishes like the Bard or Paladin]]. Many would have preferred their abilities to be merged with the preexisting Pact of the Blade instead, and that's those who ''don't'' think they're just flat out overpowered.
** While Pact of the Blade is no longer here (because of said arguably-overpowered Hexblade), the Pact of the Chain's benefit, as explained above, is very weak and fragile, never improves or scales up, and making use of their best ability means making sure it's right inside the range of any Area of Effect spells an enemy wants to throw. Without the buffs it got from ''Tasha's Cauldron of Everything'', its the weakest Pact option.

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** The [[LivingWeapon Hexblade Patron]] is basically '''the''' way to play a [[MagicKnight Bladelock]], and trying with any other patron will see you [[CantCatchUp outclassed in basically every way]]. They get medium armor, a single-target hex buff, and Charisma to attacks and damage - fixing their issue of being a MAD class. And since they get this at first level level, it ''also'' makes them a [[MinmaxersDelight popular 1 level dip for other Charisma gishes like the Bard or Paladin]]. Many would have preferred their abilities to be merged with the preexisting Pact of the Blade instead, and that's those who ''don't'' think they're just flat out overpowered.
** While Pact of the Blade is no longer here (because of said arguably-overpowered Hexblade), the Pact of the Chain's benefit, as explained above, is very weak and fragile, never improves or scales up, and making use of their best ability means making sure it's right inside the range of any Area of Effect spells an enemy wants to throw. Without the buffs it got from ''Tasha's Cauldron of Everything'', its it's the weakest Pact option.



* CreatorsPet: One accusation the class gets is that its favored heavily by the developers to the point of absurdity compared to the other magic-focused classes. In almost every major update or playtest material, the wizard gets either a bunch of new spells, or gets a new subclass, despite already having a pretty good starting set of subclasses. To put into perspective how many subclasses they have, most classes have between seven or nine official subclasses of 2021. The wizard has ''thirteen'', the second highest amount of officially published subclasses after the Cleric, and unlike the Cleric which has domain's that offer unique gameplay advantages and play styles, the Wizard's all make minor adjustments with only one or two unique abilities. This seems to be because unlike the sorcerer, druid, and warlock, wizards are easy to make new abilities for since they are so basic in playstyle, but fans of the other classes are often vocal about their dislike of the favoritism. Part of the hate is ''also'' that said subclasses are often comically overpowered, janky or poorly designed, or both, and sorcerer fans in particular are extremely resentful of many poorly-received attempts to create a "metamagic wizard" in an edition where the sorcerer class is already seen as flawed and troubled and metamagic is one of their very small number of unique tricks. At the very least, when it's the only class in the game with ''multiple'' subclass options that can turn all damage they deal into neigh-irresistible [[NonElemental force damage]], there's ''something'' there.

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* CreatorsPet: One accusation the class gets is that its it's favored heavily by the developers to the point of absurdity compared to the other magic-focused classes. In almost every major update or playtest material, the wizard gets either a bunch of new spells, or gets a new subclass, despite already having a pretty good starting set of subclasses. To put into perspective how many subclasses they have, most classes have between seven or nine official subclasses as of 2021. The wizard has ''thirteen'', the second highest amount number of officially published subclasses after the Cleric, and unlike the Cleric which has domain's that offer unique gameplay advantages and play styles, the Wizard's all make minor adjustments with only one or two unique abilities. This seems to be because unlike the sorcerer, druid, and warlock, wizards are easy to make new abilities for since they are so basic in playstyle, but fans of the other classes are often vocal about their dislike of the favoritism. Part of the hate is ''also'' that said subclasses are often comically overpowered, janky or poorly designed, or both, and sorcerer fans in particular are extremely resentful of many poorly-received attempts to create a "metamagic wizard" in an edition where the sorcerer class is already seen as flawed and troubled and metamagic is one of their very small number of unique tricks. At the very least, when it's the only class in the game with ''multiple'' subclass options that can turn all damage they deal into neigh-irresistible [[NonElemental force damage]], there's ''something'' there.



** 3.5 Monks are noted for getting many abilities that are either done better with spells or gotten much quicker by other classes (over 20 levels they get the ability to reduce fall damage, that's a first level spell for a caster or 2000 gold for everyone else) and they don't synergize at all (Monks have one ability that makes them move fast, and another that requires them to stand still). It's to the point that when asked to optimize a Monk, most suggestions are to play another class. Truenamers also get a ''lot'' of flack for getting ''[[GameBreakingBug weaker as they level up]]'' as they need to meet an (already hard check) with a requirement that goes up by 2 each level, but you only get + 1 to make the check a level (Soulknife and CW Samurai also fall into this for similar reasons, but Monk gets the worst because it is "core" and part of the base game and truenamer is just that … JustForFun/{{egregious}}).
** Complete Warrior Samurai deserves special mention in that is the absolute lowest Tier. In original outline of the various Tiers, CW Samurai is so low that it is actually ranked lower than Expert, an NPC-only class with versatile skill selection and ''no class features''. There is literally nothing that a Samurai can do that a Fighter (already considered one of the lowest tiered classes) cannot do better ''while simultaneously doing many other things better than the Samurai''. Its primary abilities, is receiving the Improved and Greater Two-weapon fighting feats for free five levels after someone building their character around such a style could, being M.A.D. and having a weak crowd control ability via AreaOfEffect Intimidate skill check. The best suggestion for playing a CW Samurai given by many is to get enough levels so that you can trade 10 levels in and become a Ex-Samurai 1/Ronin 10. Or better yet, don't play a Samurai at all.

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** 3.5 Monks are noted for getting many abilities that are either done better with spells or gotten much quicker by other classes (over 20 levels they get the ability to reduce fall damage, damage; that's a first level spell for a caster or 2000 gold for everyone else) and they don't synergize at all (Monks have one ability that makes them move fast, and another that requires them to stand still). It's It gets to the point that when asked to optimize a Monk, most suggestions are to play another class. Truenamers also get a ''lot'' of flack for getting ''[[GameBreakingBug weaker as they level up]]'' as they need to meet an (already already hard check) check with a requirement that goes up by 2 each level, but you only get + 1 to make the check a level (Soulknife and CW Samurai also fall into this for similar reasons, but Monk gets the worst because it is "core" and part of the base game and truenamer is just that … JustForFun/{{egregious}}).
** Complete Warrior Samurai deserves special mention in that is the absolute lowest Tier. In original outline of the various Tiers, CW Samurai is so low that it is actually ranked lower than Expert, an NPC-only class with versatile skill selection and ''no class features''. There is literally nothing that a Samurai can do that a Fighter (already considered one of the lowest tiered classes) cannot do better ''while simultaneously doing many other things better than the Samurai''. Its primary abilities, is abilities are receiving the Improved and Greater Two-weapon fighting feats for free five levels after someone building their character around such a style could, being M.A.D. and having a weak crowd control ability via AreaOfEffect Intimidate skill check. The best suggestion for playing a CW Samurai given by many is to get enough levels so that you can trade 10 levels in and become a an Ex-Samurai 1/Ronin 10. Or better yet, don't play a Samurai at all.



* SeinfeldIsUnfunny: During its original run the show was considered the most violent children's cartoon on television. Nowadays even preschool level shows tend to have more action than this show ever had.

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* SeinfeldIsUnfunny: During its original original, run the show was considered the most violent children's cartoon on television. Nowadays even preschool level shows tend to have more action than this show ever had.
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* TierInducedScrappy: Trickery Domain Clerics are generally seen as the worst option for the class. The main draw of the Trickery Domain is that you basically are more focused on trickery and pranking people, as well as making stealth more viable for yourself and/or your party through your blessing. However, while this does make it a good option for stealth-focused modules, it does little to provide outright power or utility because it's more focused on confusing the enemy, and while Invoke Duplicity is useful, it only creates an illusion of you and nothing else. The later abilities like Cloak of Shadows and the Trickery Divine Strike also aren't all that useful since one just makes you invisible at the cost of using your Channel Divinity, while the other lets you deal poison damage on your melee attack, something many foes are resistant to and thus can NoSell. The spells you gain are solid such as Dispel Magic, but don't help your Cleric fight any better. Its a fun idea in concept, but if you want to play a stealthy magic character, its better to just play something like a Bard or Arcane Trickster.

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* TierInducedScrappy: Trickery Domain Clerics are generally seen as the worst option for the class. The main draw of the Trickery Domain is that you basically are more focused on trickery and pranking people, as well as making stealth more viable for yourself and/or your party through your blessing. However, while this does make it a good option for stealth-focused modules, it does little to provide outright power or utility because it's more focused on confusing the enemy, and while Invoke Duplicity is useful, it only creates an illusion of you and nothing else. The later abilities like Cloak of Shadows and the Trickery Divine Strike also aren't all that useful since one just makes you invisible at the cost of using your Channel Divinity, while the other lets you deal poison damage on your melee attack, something many foes are resistant to and thus can NoSell. The spells you gain are solid such as Dispel Magic, but don't help your Cleric fight any better. Its It's a fun idea in concept, but if you want to play a stealthy magic character, its it's better to just play something like a Bard or Arcane Trickster.
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** If a group has a Bard, expect for that Bard to be a Half-Elf most of the time. This is because Half-Elves get a flat +2 to their Charisma modifiers and the ability to put a single point in any two stats, all while gaining two free skills, two starting languages, in addition to getting to pick a third, and advantage on being charmed, all of which doesn't even account for Backgrounds. This makes them the best race option since those extra two stat points can be put in the stat that they will need depending on their sub-class, which combined with the Bard's natural ability to help stop Charms and gain skills, allows them to practically be good at everything they need to be. To a lesser extent, Tiefling Bards are also common for also getting +2 to Charisma and a few free spells or a flying speed, but they are favored more if they are playing a solely magic focused Bard.

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** If a group has a Bard, expect for that Bard to be a Half-Elf most of the time. This is because Half-Elves get a flat +2 to their Charisma modifiers and the ability to put a single point in any two stats, all while gaining two free skills, two starting languages, in addition to getting to pick a third, and advantage on being charmed, all of which doesn't even account for Backgrounds. This makes them the best race option since those extra two stat points can be put in the stat that they will need depending on their sub-class, which combined with the Bard's natural ability to help stop Charms and gain skills, allows them to practically be good at everything they need to be. To a lesser extent, Tiefling Bards are also common for also getting +2 to Charisma and a few free spells or a flying speed, but they are favored more if they are playing a solely magic focused magic-focused Bard.



* TierInducedScrappy: Trickery Domain Clerics are generally seen as the worst option for the class. The main draw of the Trickery Domain is that you basically are more focused on trickery and pranking people, as well as making stealth more viable for yourself and/or your party through your blessing. However, while this does make it a good option for stealth focused modules, it does little to provide outright power or utility because its more focused on confusing the enemy, and while Invoke Duplicity is useful, it only creates an illusion of you and nothing else. The later abilities like Cloak of Shadows and the Trickery Divine Strike also aren't all that useful since one just makes you invisible at the cost of using your Channel Divinity, while the other lets you deal poison damage on your melee attack, something many foes are resistant to and thus can NoSell. The spells you gain are solid such as Dispel Magic, but don't help your Cleric fight any better. Its a fun idea in concept, but if you want to play a stealthy magic character, its better to just play something like a Bard or Arcane Trickster.

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* TierInducedScrappy: Trickery Domain Clerics are generally seen as the worst option for the class. The main draw of the Trickery Domain is that you basically are more focused on trickery and pranking people, as well as making stealth more viable for yourself and/or your party through your blessing. However, while this does make it a good option for stealth focused stealth-focused modules, it does little to provide outright power or utility because its it's more focused on confusing the enemy, and while Invoke Duplicity is useful, it only creates an illusion of you and nothing else. The later abilities like Cloak of Shadows and the Trickery Divine Strike also aren't all that useful since one just makes you invisible at the cost of using your Channel Divinity, while the other lets you deal poison damage on your melee attack, something many foes are resistant to and thus can NoSell. The spells you gain are solid such as Dispel Magic, but don't help your Cleric fight any better. Its a fun idea in concept, but if you want to play a stealthy magic character, its better to just play something like a Bard or Arcane Trickster.



* CreatorsPet: One accusation the class gets is that its favored heavily by the developers to the point of absurdity compared to the other magic focused classes. In almost every major update or playtest material, the wizard gets either a bunch of new spells, or gets a new subclass, despite already having a pretty good starting set of subclasses. To put into perspective how many subclasses they have, most classes have between seven or nine official subclasses of 2021. The wizard has ''thirteen'', the second highest amount of officially published subclasses after the Cleric, and unlike the Cleric which has domain's that offer unique gameplay advantages and play styles, the Wizard's all make minor adjustments with only one or two unique abilities. This seems to be because unlike the sorcerer, druid, and warlock, wizards are easy to make new abilities for since they are so basic in playstyle, but fans of the other classes are often vocal about their dislike of the favoritism. Part of the hate is ''also'' that said subclasses are often comically overpowered, janky or poorly designed, or both, and sorcerer fans in particular are extremely resentful of many poorly-received attempts to create a "metamagic wizard" in an edition where the sorcerer class is already seen as flawed and troubled and metamagic is one of their very small number of unique tricks. At the very least, when it's the only class in the game with ''multiple'' subclass options that can turn all damage they deal into neigh-irresistible [[NonElemental force damage]], there's ''something'' there.

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* CreatorsPet: One accusation the class gets is that its favored heavily by the developers to the point of absurdity compared to the other magic focused magic-focused classes. In almost every major update or playtest material, the wizard gets either a bunch of new spells, or gets a new subclass, despite already having a pretty good starting set of subclasses. To put into perspective how many subclasses they have, most classes have between seven or nine official subclasses of 2021. The wizard has ''thirteen'', the second highest amount of officially published subclasses after the Cleric, and unlike the Cleric which has domain's that offer unique gameplay advantages and play styles, the Wizard's all make minor adjustments with only one or two unique abilities. This seems to be because unlike the sorcerer, druid, and warlock, wizards are easy to make new abilities for since they are so basic in playstyle, but fans of the other classes are often vocal about their dislike of the favoritism. Part of the hate is ''also'' that said subclasses are often comically overpowered, janky or poorly designed, or both, and sorcerer fans in particular are extremely resentful of many poorly-received attempts to create a "metamagic wizard" in an edition where the sorcerer class is already seen as flawed and troubled and metamagic is one of their very small number of unique tricks. At the very least, when it's the only class in the game with ''multiple'' subclass options that can turn all damage they deal into neigh-irresistible [[NonElemental force damage]], there's ''something'' there.



* InformedWrongness: The creation of undead is regularly noted as evil, but it never really detailed what is wrong with creating a non-sentient being through the direction of energy — it just states that anything using negative energy is automatically evil. While some of this can be chalked up to InUniverse reasons, like the idea of violating a person's remains, the undead being brought back as evil, or that there are so many evil users of Undead that it colors the settings perception of them, there isn't a concrete gameplay reason why it is considered evil, but because of the stigma around them (both in and out of universe), Necromancers and other undead focused classes are treated as wrong. It gets even worse when golems (which require the enslaving of a sapient being) ''never'' have their creation demonized.

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* InformedWrongness: The creation of undead is regularly noted as evil, but it never really detailed what is wrong with creating a non-sentient being through the direction of energy — it just states that anything using negative energy is automatically evil. While some of this can be chalked up to InUniverse reasons, like the idea of violating a person's remains, the undead being brought back as evil, or that there are so many evil users of Undead that it colors the settings perception of them, there isn't a concrete gameplay reason why it is considered evil, but because of the stigma around them (both in and out of universe), Necromancers and other undead focused undead-focused classes are treated as wrong. It gets even worse when golems (which require the enslaving of a sapient being) ''never'' have their creation demonized.
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** Race wise, if the player is only using the base races for playing a Barbarian, expect it to be a Half-Orc. Half-Orc's gain a +2 in Strength and +1 in Constitution, the ability to get back up if reduced to zero HP, and the ability to add an additional weapon roll if they crit with a melee weapon. These all combined make a Half-Orc Barbarian hard to kill while giving them a high damage output potential, as with their starting modifiers, they can reach high Strength and Con modifiers with ease. Mountain Dwarves are a close second because of their +2 to Constitution and Strength, however they lack the extra combat bonuses' the Half-Orc gets, as they instead get resistance to poison and a history of stone like skill instead. Outside of those two, the most common pick for a Barbarian is Goliath due to the race being tailor made to be one.

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** Race wise, if the player is only using the base races for playing a Barbarian, expect it to be a Half-Orc. Half-Orc's gain a +2 in Strength and +1 in Constitution, the ability to get back up if reduced to zero HP, and the ability to add an additional weapon roll if they crit with a melee weapon. These all combined make a Half-Orc Barbarian hard to kill while giving them a high damage output potential, as with their starting modifiers, they can reach high Strength and Con modifiers with ease. Mountain Dwarves are a close second because of their +2 to Constitution and Strength, however they lack the extra combat bonuses' the Half-Orc gets, as they instead get resistance to poison and a history of stone like stone-like skill instead. Outside of those two, the most common pick for a Barbarian is Goliath due to the race being tailor made tailor-made to be one.
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*** If it's not a Totem Warrior, the Barbarian is probably a Zealot. The Zealot is widely considered to be the second-best class behind the Totem Warrior, and it does a few things better than the Totem Warrior. The Zealot barbarian can be brought back from the dead without material components for revival spells, reroll failed saving throws, inspire the party with advantage rolls, and deals extra radiant or necrotic damage with each attack. Plus, the "Rage Beyond Death" ability means that the barbarian outright ''won't die'' if they hit zero HP, even if they fail three death saves, as long as they're raging. They're effectively the idea of "Man Literally Too Angry to Die" given form. The Totem Warrior still gets more useful abilities for out-of-combat roleplaying and is a better defensive powerhouse, even if the Zealot can deal more damage and be brought back to life easier.

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*** If it's not a Totem Warrior, the Barbarian is probably a Zealot. The Zealot is widely considered to be the second-best class behind the Totem Warrior, and it does a few things better than the Totem Warrior. The Zealot barbarian can be brought back from the dead without material components for revival spells, reroll failed saving throws, inspire the party with advantage rolls, and deals extra radiant or necrotic damage with each attack. Plus, the "Rage Beyond Death" ability means that the barbarian outright ''won't die'' if they hit zero HP, even if they fail three death saves, as long as they're raging. They're effectively the idea of "Man Literally Too Angry to Die" given form. The Totem Warrior still gets more useful abilities for out-of-combat roleplaying and is a better defensive powerhouse, even if the Zealot can deal more damage and be brought back to life easier.more easily.
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** The Samurai is like the Fighter, but with less options.

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** The Samurai is like the Fighter, but with less fewer options.
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* GameBreaker: Its spell mechanics are similar to a Wizard (a GameBreaker in its own right), and it has access to ''every'' divine spell (Clerics and Druids manage to be incredibly powerful with more limited spell lists). And the class has some useful abilities on the side. Every bit as potent as its fellow full casters. Not to mention, you can take Mystic Theurge (advances casting in two spellcasting classes) with both class's spellcasting tied to Intelligence, the most useful mental ability score.

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* GameBreaker: Its spell mechanics are similar to a Wizard (a GameBreaker in its own right), and it has access to ''every'' divine spell (Clerics and Druids manage to be incredibly powerful with more limited spell lists). And the class has some useful abilities on the side. Every bit as potent as its fellow full casters. Not to mention, you can take Mystic Theurge (advances casting in two spellcasting classes) with both class's classes' spellcasting tied to Intelligence, the most useful mental ability score.
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** Pact of the Fiend is considered the weakest of the starting lineup for Warlock Patrons. On paper the subclass focuses on giving you more tools to survive, such as getting temporary HP when you defeat an enemy, ability to add a 1d10 to any saving throw or check, and the ability to chose a element and become resistant to it until you want to change it. The issue is that it doesn't give you anything truly powerful, as each of the abilities mentioned are weak abilities that don't scale well, or have such limited use that by later on, they become useless (such as the resistance being cancelled if hit by magic weapons or silvered weapons). The last ability you get, Hurl Through Hell
, is certainly strong since once you hit an enemy you can banish them to the Lower Planes until your next turn and deals a pretty good amount of damage (10d10 psychic damage, something very few enemies can NoSell), it can only be used once until you take a long rest, and is the only truly powerful ability one would get out of it. Compared to the Pact of the Archfey and Great Old Ones, which gives various abilities that can greatly help a Warlock out by incapacitate their foes, confuse them, or provides them means of surviving better, the only thing the Fiend offers of value are some fairly solid offensive spells, and a powerful late game skill.

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** Pact of the Fiend is considered the weakest of the starting lineup for Warlock Patrons. On paper the subclass focuses on giving you more tools to survive, such as getting temporary HP when you defeat an enemy, ability to add a 1d10 to any saving throw or check, and the ability to chose a element and become resistant to it until you want to change it. The issue is that it doesn't give you anything truly powerful, as each of the abilities mentioned are weak abilities that don't scale well, or have such limited use that by later on, they become useless (such as the resistance being cancelled if hit by magic weapons or silvered weapons). The last ability you get, Hurl Through Hell
,
Hell, is certainly strong since once you hit an enemy you can banish them to the Lower Planes until your next turn and deals a pretty good amount of damage (10d10 psychic damage, something very few enemies can NoSell), it can only be used once until you take a long rest, and is the only truly powerful ability one would get out of it. Compared to the Pact of the Archfey and Great Old Ones, which gives various abilities that can greatly help a Warlock out by incapacitate their foes, confuse them, or provides them means of surviving better, the only thing the Fiend offers of value are some fairly solid offensive spells, and a powerful late game skill.

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** While Pact of the Blade is no longer here (because of said arguably-overpowered Hexblade), the Pact of the Chain's benefit, as explained above, is very weak and fragile, never improves or scales up, and making use of their best ability means making sure it's right inside the range of any Area of Effect spells an enemy wants to throw.
** On the opposite side, the Undying Warlock from the [=SCAG=]. All you get out of it is resistance to disease, an ability that makes it slightly harder for undead to attack you as long as you don't attack them first, a small collection of weak self-healing abilities and a greatly enhanced lifespan. Undeniably a cool pact from a thematic point of view, but mechanically it' just ''really'' mediocre. August 2020 saw a new Unearthed Arcana Patron called the Undead Patron, which has similar ideas and mechanics, but has better abilities and is considerably more powerful, making the Undying even less appealing.

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** While Pact of the Blade is no longer here (because of said arguably-overpowered Hexblade), the Pact of the Chain's benefit, as explained above, is very weak and fragile, never improves or scales up, and making use of their best ability means making sure it's right inside the range of any Area of Effect spells an enemy wants to throw.
throw. Without the buffs it got from ''Tasha's Cauldron of Everything'', its the weakest Pact option.
** On the opposite side, the Undying Warlock from the [=SCAG=]. All you get out of it is resistance to disease, an ability that makes it slightly harder for undead to attack you as long as you don't attack them first, a small collection of weak self-healing abilities and a greatly enhanced lifespan. Undeniably a cool pact from a thematic point of view, but mechanically it' just ''really'' mediocre. August 2020 saw a new Unearthed Arcana Patron called the Undead Patron, which has similar ideas and mechanics, but has better abilities and is considerably more powerful, making the Undying even less appealing.
appealing, especially once said Patron became official in ''Van Richten's Guide To Ravenloft''.
** Pact of the Fiend is considered the weakest of the starting lineup for Warlock Patrons. On paper the subclass focuses on giving you more tools to survive, such as getting temporary HP when you defeat an enemy, ability to add a 1d10 to any saving throw or check, and the ability to chose a element and become resistant to it until you want to change it. The issue is that it doesn't give you anything truly powerful, as each of the abilities mentioned are weak abilities that don't scale well, or have such limited use that by later on, they become useless (such as the resistance being cancelled if hit by magic weapons or silvered weapons). The last ability you get, Hurl Through Hell
, is certainly strong since once you hit an enemy you can banish them to the Lower Planes until your next turn and deals a pretty good amount of damage (10d10 psychic damage, something very few enemies can NoSell), it can only be used once until you take a long rest, and is the only truly powerful ability one would get out of it. Compared to the Pact of the Archfey and Great Old Ones, which gives various abilities that can greatly help a Warlock out by incapacitate their foes, confuse them, or provides them means of surviving better, the only thing the Fiend offers of value are some fairly solid offensive spells, and a powerful late game skill.
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* MinmaxersDelight: Level 1 College of Valor Bards are considered good to dip into because it gives you access to medium armor, shields, martial weapons, and Combat Inspiration, which can turn classes like Sorcerers and Warlocks into a better MagicKnight, without losing your stats focus on Charisma.

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* MinmaxersDelight: Level 1 3 College of Valor Bards are considered good to dip into because it gives you access to medium armor, shields, martial weapons, and Combat Inspiration, which can turn classes like Sorcerers and Warlocks into a better MagicKnight, without losing your stats focus on Charisma.
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* ComplacentGamingSyndrome: Oath of the Ancients Paladins are one of the more commonly picked subclasses for Paladins, in large part of their level 7 Aura of Warding, which gives any allies within 10 feet of the Paladin ''resistance'' to all mage. When you combine this with the already existing aura that gives nearby allies a bonus to saves equal to your charisma modifier, it can absolutely trivialize some fights. Your party gets hit by the Fireball spell? Well even if they fail the save, they still take half damage. Pass the save? That halved damage gets reduced even more! The other abilities it gets are also pretty useful as well, making it potentially the strongest Paladin subclass in terms of how good it is.
* TierInducedScrappy: Oath of Redemption Paladin's don't see much use due to the very strict nature of their oaths; their supposed to be all about RedemptionEqualsLife unless someone goes to the extreme and thus has to be killed. The idea behind them is that, you try to redeem a person and prevent violence by convincing them to stand down or to turn a new life. In practice however, its one of the most restrictive subclasses because it punishes you for fighting; if you chose to fight without trying to make your enemy suffer a HeelRealization, its going to cost you your oath, and your abilities all are more focused on preventing fights rather then assisting them, which makes it useless when fighting many foes who are AlwaysChaoticEvil like Demons, Devils, and other monsters or evil aligned beings. It also has little synergy with most parties because of a normal parties tendency to fight without really caring about trying to prevent it, meaning its possible you may start to convince a foe to back down, only for your party to just kill them anyway. Even their level 20 ability is focused on making you get hit to be useful, and if you attack back, your ability ends instantly. Its essentially taking the idea of redeeming someone by being a BadassPacifist to the point of LawfulStupid, and its gameplay is negatively impacted by this choice. The roleplay potential of it is arguably the only reason its picked; in the hands of a skilled player, it can make for a interesting character and has some amount of LoopholeAbuse, but gameplay wise few people will want to use it.

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* ComplacentGamingSyndrome: Oath of the Ancients Paladins are one of the more commonly picked subclasses for Paladins, in large part of their level 7 Aura of Warding, which gives any allies within 10 feet of the Paladin ''resistance'' to all mage.magic damage. When you combine this with the already existing aura that gives nearby allies a bonus to saves equal to your charisma modifier, it can absolutely trivialize some fights. Your party gets hit by the Fireball spell? Well even if they fail the save, they still take half damage. Pass the save? That halved damage gets reduced even more! The other abilities it gets are also pretty useful as well, making it potentially the strongest Paladin subclass in terms of how good it is.
* TierInducedScrappy: Oath of Redemption Paladin's Paladins don't see much use due to the very strict nature of their oaths; their supposed to be all about RedemptionEqualsLife unless someone goes to the extreme and thus has to be killed. The idea behind them is that, you try to redeem a person and prevent violence by convincing them to stand down or to turn a new life.and stop being violent. In practice however, its one of the most restrictive subclasses because it punishes you for fighting; if you chose to fight without trying to make your enemy suffer a HeelRealization, its going to cost you your oath, and your abilities all are more focused on preventing fights rather then assisting them, which makes it useless when fighting many foes who are AlwaysChaoticEvil like Demons, Devils, and other monsters or evil aligned beings. It also has little synergy with most parties because requires the rest of a normal parties tendency the party to let the Redemption Paladin do their redeeming thing without fighting, which then requires cooperation and goodwill from the actual players; this can get boring and frustrating for the players who want to fight without really caring about trying to prevent it, meaning the fight. This means its possible you may start to convince a foe to back down, only for your party to just kill them anyway. Even their level 20 ability is focused on making you get hit to be useful, and if you attack back, your ability ends instantly. Its essentially taking the idea of redeeming someone by being a BadassPacifist to the point of LawfulStupid, BadassPacifist, which isn't applicable in every situation, both story-wise and its gameplay is negatively impacted by this choice.gameplay-wise. The roleplay potential of it is arguably the only reason its picked; in the hands of a skilled player, it can make for a interesting character and has some amount of LoopholeAbuse, but gameplay wise few people will want to use it.

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* TierInducedScrappy: And, at the complete opposite end of the spectrum, ''no one'' plays the other primal path from the Player's Handbook, the Berserker. This is ''also'' because of a poorly-designed first power, namely, Frenzy, which offers an additional attack per round as a bonus action... at the cost of one level of Exhaustion once the Rage ends. And Exhaustion is hard and slow to remove, stacks rapidly to impose awful and overlapping penalties, and means that using the Path's power is almost never worth it. The rest of the Primal Path is much better, but such a bad starting power, combined with the lack of any others starting powers, has led many to complain it obviously pre-dates the existing Exhaustion rules and was never updated when they were changed.

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* TierInducedScrappy: And, at TierInducedScrappy:
** At
the complete opposite end of the spectrum, ''no one'' plays the other primal path from the Player's Handbook, the Berserker. This is ''also'' because of a poorly-designed first power, namely, Frenzy, which offers an additional attack per round as a bonus action... at the cost of one level of Exhaustion once the Rage ends. And Exhaustion is hard and slow to remove, stacks rapidly to impose awful and overlapping penalties, and means that using the Path's power is almost never worth it. The rest of the Primal Path is much better, but such a bad starting power, combined with the lack of any others starting powers, has led many to complain it obviously pre-dates the existing Exhaustion rules and was never updated when they were changed.



** If a group has a Bard, expect for that Bard to be a Half-Elf most of the time. This is because Half-Elves get a flat +2 to their Charisma modifiers and the ability to put a single point in any two stats, all while gaining two free skills, two starting languages, in addition to getting to pick a third, and advantage on being charmed, all of which doesn't even account for Backgrounds. This makes them the best race option since those extra two stat points can be put in the stat that they will need depending on their sub-class, which combined with the Bard's natural ability to help stop Charms and gain skills, allows them to practically be good at everything they need to be. To a lesser extent Tiefling Bards are also common for also getting +2 to Charisma and a few free spells or a flying speed, but they are favored more if they are playing a solely magic focused Bard.

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** If a group has a Bard, expect for that Bard to be a Half-Elf most of the time. This is because Half-Elves get a flat +2 to their Charisma modifiers and the ability to put a single point in any two stats, all while gaining two free skills, two starting languages, in addition to getting to pick a third, and advantage on being charmed, all of which doesn't even account for Backgrounds. This makes them the best race option since those extra two stat points can be put in the stat that they will need depending on their sub-class, which combined with the Bard's natural ability to help stop Charms and gain skills, allows them to practically be good at everything they need to be. To a lesser extent extent, Tiefling Bards are also common for also getting +2 to Charisma and a few free spells or a flying speed, but they are favored more if they are playing a solely magic focused Bard.
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* NightmareFuel: Profion is normally such an over-the-top ham that it's pretty much impossible to take him seriously, but when Damodar reports back to him after losing the scroll to Marina, he lapses into [[OOCIsSeriousBusiness icy, soft-spoken, affable,]] ''[[TranquilFury terrifying]]'' anger. He curses Damodar with a parasite that will slowly kill him from the inside-out and warns him that he will not tolerate another failure.

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* NightmareFuel: Profion is normally such an over-the-top ham that it's pretty much impossible to take him seriously, but when Damodar reports back to him after losing the scroll to Marina, he lapses into [[OOCIsSeriousBusiness icy, soft-spoken, affable,]] ''[[TranquilFury terrifying]]'' anger. He curses Damodar with a parasite that will slowly kill him from the inside-out inside-out, watches impassively as Damodar writhes in agony, and warns him that he will not tolerate another failure.
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* NightmareFuel: Profion is normally such an over-the-top ham that it's pretty much impossible to take him seriously, but when Damodar reports back to him after losing the scroll to Marina, he lapses into [[OOCIsSeriousBusiness icy, soft-spoken, affable,]] ''[[TranquilFury terrifying]]'' anger. He curses Damodar with a parasite that will slowly kill him from the inside-out and warns him that he will not tolerate another failure.
-->'''Damodar:''' It was...a mistake. It will not happen again.
-->'''Profion:''' Now there you are right. ''And here's why...''
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** Mark Evanier, writer of the series bible, famously disliked Eric's character, and hated the circumstances -pressure to create a contrarian who was always proven wrong, in an attempt to promote "getting along"--that required his inclusion. As such, while Eric's complaints over whether and how the gang approached danger were ignored by the group--the group ''has'' to engage in Dungeon Master's missions if they're to have any chance of getting home, after all--and might generally be dismissed as the results of Eric's fractious nature, the show's writers were careful to to give him a point evey now and then, usually in regards to interpreting Dungeon Master's pronouncements.
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** Many fans feel that Hank and Shiela should be together. The series offers a few moments where they appear close, in addition to Shiela's extreme reaction to Hank's apparent betrayal in ''The Traitor" (hers is easily the strongest reaction in the group, though that's likely because she also fears for her brother's safety), and her reaction to his disappearence and return in "The Winds of Darkness." Mark Evanier's series bible says that she wouldn't mind being Hank's "steady" if circumstances were to allow it. The series bible also says Presto has a crush on Shiela, mostly because she's consistently nice to him, but there's no actual evidence on this in the show.

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** Many fans feel that Hank and Shiela should be together. The series offers a few moments where they appear close, in addition to Shiela's extreme reaction to Hank's apparent betrayal in ''The Traitor" (hers is easily the strongest reaction in the group, though that's likely because she also fears for her brother's safety), and her reaction to his disappearence and return in "The Winds of Darkness." Mark Evanier's series bible says that she wouldn't mind being Hank's "steady" Sheila "admires Hank a lot" and that the two might one day be "an item" if circumstances were to allow it. The series bible also says Presto has a crush on Shiela, mostly because she's consistently nice to him, but there's no actual evidence on this in the show.
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** Many fans feel that Hank and Shiela should be together. The series offers a few moments where they appear close, in addition to Shiela's extreme reaction to Hank's apparent betrayal in ''The Traitor" (hers is easily the strongest reaction in the group, though that's likely because she also fears for her brother's safety), and her reaction to his disappearence and return in "The Winds of Darkness." Mark Evanier's series bible says that she wouldn't mind being Hank's "steady" if circumstances were to allow it.

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** Many fans feel that Hank and Shiela should be together. The series offers a few moments where they appear close, in addition to Shiela's extreme reaction to Hank's apparent betrayal in ''The Traitor" (hers is easily the strongest reaction in the group, though that's likely because she also fears for her brother's safety), and her reaction to his disappearence and return in "The Winds of Darkness." Mark Evanier's series bible says that she wouldn't mind being Hank's "steady" if circumstances were to allow it. The series bible also says Presto has a crush on Shiela, mostly because she's consistently nice to him, but there's no actual evidence on this in the show.
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** Many fans feel that Hank and Shiela should be together. The series offers a few moments where they appear close, in addition to Shiela's extreme reaction to Hank's apparent betrayal in ''The Traitor" (hers is easily the strongest reaction in the group, though that's likely because she also fears for her brother's safety), and her reaction to his disappearence and return in "The Winds of Darkness." Mark Evanier's series bible says that she wouldn't mind being Hank's "steady" if circumstances were to allow it.
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* LoveToHate: Okay Profion's not really a good villain, but Creator/JeremyIrons' beautifully over the top performance makes him the most entertaining part of the film.
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* In a movie filled with much scenery chewing, Creator/ThoraBirch stands out as the worst performance by putting in as little effort as humanly possible.
** Of particular note is the scene where Empress Savina verbally spares with Profion. Creator/JeremyIrons hamming it up like there's no tomorrow contrasting with Birch showing not an ounce of emotion is a sight to behold.

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* ** In a movie filled with much scenery chewing, Creator/ThoraBirch stands out as the worst performance by putting in as little effort as humanly possible.
** *** Of particular note is the scene where Empress Savina verbally spares with Profion. Creator/JeremyIrons hamming it up like there's no tomorrow contrasting with Birch showing not an ounce of emotion is a sight to behold.



* RescuedFromTheScrappyHeap: After spending his screen-time being goofy, annoying and cowardly, Snails [[CowardlyLion shows his true colors]] when he's cornered by Damodar. Despite looking like he's about to piss himself the whole time, he slowly turns to face the evil Mage, steps forward to meet him, pulls a knife out of his boot and [[BringIt takes a fighting stance.]] Even when Damodar beats him to a pulp and demands the Dragon's Eye, Snails tells him [[DefiantToTheEnd where to stick it]] and charges him again. Then, when Ridley is about to hand over the Dragon's Eye in hopes of saving him, Snails pulls the map out, grins, and tosses it to Ridley, sealing his fate so that his friend can continue his quest. Whether this absolved him entirely is a matter of debate, but Snails undeniably went out like a boss, proving himself a brave hero deep down.

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* RescuedFromTheScrappyHeap: After spending his screen-time being goofy, annoying and cowardly, Snails [[CowardlyLion shows his true colors]] when he's cornered by Damodar. Despite looking like he's about to piss himself the whole time, he slowly turns to face the evil Mage, steps forward to meet him, pulls a knife out of his boot and [[BringIt takes a fighting stance.]] Even when Damodar beats him to a pulp and demands the Dragon's Eye, Snails tells him [[DefiantToTheEnd where to stick it]] and charges him again. Then, when Ridley is about to hand over the Dragon's Eye in hopes of saving him, Snails pulls the map out, grins, and tosses it to Ridley, sealing his fate so that his friend can continue his quest. Whether this absolved him entirely is a matter of debate, but Snails undeniably went out like a boss, with honor, proving himself a brave hero deep down.



* TheScrappy: [[BlackBestFriend Snails]] is quite hated. It's rather telling that everyone else in the film gets more laughs than [[PluckyComicRelief the intended comic relief]], even if those laughs are unintentional. He stereotypical and obnoxious nature feels horribly out of place and even more annoying, with Creator/MarlonWayans' performance doing little to alleviate this. While some people felt [[spoiler: his final scene]] [[RescuedFromTheScrappyHeap redeems him a bit]], [[AlasPoorScrappy or at least makes him pitiable]], [[TakeThatScrappy others celebrated him]] [[spoiler: exiting the film]].

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* TheScrappy: [[BlackBestFriend Snails]] is quite hated. It's rather telling that everyone else in the film gets more laughs than [[PluckyComicRelief the intended comic relief]], even if those laughs are unintentional. He stereotypical and obnoxious nature feels horribly out of place and even more annoying, with Creator/MarlonWayans' Marlon Wayans' performance doing little to alleviate this. While some people felt [[spoiler: his final scene]] [[RescuedFromTheScrappyHeap redeems him a bit]], [[AlasPoorScrappy or at least makes him pitiable]], [[TakeThatScrappy others celebrated him]] [[spoiler: exiting the film]].
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* In a movie filled with much scenery chewing, Creator/ThoraBirch stands out as the worst performance by putting in as little effort as humanly possible.
** Of particular note is the scene where Empress Savina verbally spares with Profion. Creator/JeremyIrons hamming it up like there's no tomorrow contrasting with Birch showing not an ounce of emotion is a sight to behold.


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* TheScrappy: [[BlackBestFriend Snails]] is quite hated. It's rather telling that everyone else in the film gets more laughs than [[PluckyComicRelief the intended comic relief]], even if those laughs are unintentional. He stereotypical and obnoxious nature feels horribly out of place and even more annoying, with Creator/MarlonWayans' performance doing little to alleviate this. While some people felt [[spoiler: his final scene]] [[RescuedFromTheScrappyHeap redeems him a bit]], [[AlasPoorScrappy or at least makes him pitiable]], [[TakeThatScrappy others celebrated him]] [[spoiler: exiting the film]].

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** The edition war between 3rd and 4th editions. Such as whether Eberron's {{dungeon punk}} setting is bad or not.



** Among Caster classes, there is a slight rivalry between which is the best: Sorcerer, Warlock, or Wizard. Those who enjoy the sorcerer like the idea of the power from within as well as the ability to mold spells and special abilities on the fly, but this group is minimal among 5th Edition players due to how much of a TierInducedScrappy the Sorcerers became. Warlock fans stand by the concept that no one can accomplish grand things alone as well as the simplicity of the magic system compared to other classes. They're also not terrible at picking up a sword and fighting. Wizard fans enjoy the classic flavor and the concept of gaining power through hard work. Also, the fact that they can be seen as a GameBreaker in some circles certainly helps their reputation.

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** Among Caster classes, there is a slight rivalry between which is the best: Sorcerer, Warlock, or Wizard. Those who enjoy the sorcerer like the idea of the power from within as well as the ability to mold spells and special abilities on the fly, but this group is minimal among 5th Edition players due to how much of a TierInducedScrappy the Sorcerers became. Warlock fans stand by the concept that no one can accomplish grand things alone as well as the simplicity of the magic system compared to other classes. They're also not terrible at picking up a sword and fighting. Wizard fans enjoy the classic flavor and the concept of gaining power through hard work. Also, the fact that they can be seen as a GameBreaker in some circles certainly helps their reputation. That said, most non-Wizard players agree that the Wizard tends to be focused on more than others, and often times request updates/changes to the other classes first.



* InformedWrongness: The creation of undead is regularly noted as evil, but it never really detailed what is wrong with creating a non-sentient being through the direction of energy — it just states that anything using negative energy is automatically evil. It gets even worse when golems (which require the enslaving of a sapient being) ''never'' have their creation demonized.
** It may have something to do with the [[DueToTheDead perceived violation of a person's remains]], or setting-depending, ''[[CameBackWrong all]]'' undead are explicitly malevolent creatures that will seek out and kill any living thing they find if the appropriate binding magics are not regularly applied.
* ItsTheSameSoItSucks: A complaint leveled at 5th edition, even by some fans who disliked 4th edition. After the backlash of 4e, 5e writers seem determined to go out of their way to return everything to the status quo, retconing even positively received changes in 4e.

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* InformedWrongness: The creation of undead is regularly noted as evil, but it never really detailed what is wrong with creating a non-sentient being through the direction of energy — it just states that anything using negative energy is automatically evil. While some of this can be chalked up to InUniverse reasons, like the idea of violating a person's remains, the undead being brought back as evil, or that there are so many evil users of Undead that it colors the settings perception of them, there isn't a concrete gameplay reason why it is considered evil, but because of the stigma around them (both in and out of universe), Necromancers and other undead focused classes are treated as wrong. It gets even worse when golems (which require the enslaving of a sapient being) ''never'' have their creation demonized.
** It may have something to do with the [[DueToTheDead perceived violation of a person's remains]], or setting-depending, ''[[CameBackWrong all]]'' undead are explicitly malevolent creatures that will seek out and kill any living thing they find if the appropriate binding magics are not regularly applied.
* ItsTheSameSoItSucks: A complaint leveled at 5th edition, even by some fans who disliked 4th edition. After the backlash of 4e, 5e writers seem determined to go out of their way to return everything to the status quo, retconing even positively received changes in 4e.4e in order to maintain a more commonly viewed status-quo.



* ScrewedByTheNetwork: ''Hoo'' boy. Between 2e AD&D and 4e, there are too many incidents of the game being screwed over by Lorraine Williams and its other publishers to fit here. A somewhat-comprehensive list appears on the trope page.
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** Dragonborn get this as a playable race. Many people love dragonborn because they're a ProudWarriorRace with a distinctly different theme to them than the dwarf, they're a great choice for a "bruiser" class like a fighter or a barbarian thanks to getting bonuses to Strength and Charisma, or because the player finds the idea of a playable dragon to be just inherently awesome. Also, dragonborn in the Forgotten Realms tend to be either LawfulGood warriors of Bahamut the Platinum Dragon or ChaoticEvil children of Tiamat, giving them some decent roleplay potential. Just as many people dislike dragonborn for being a race that [[MasterOfNone doesn't fit a niche]], since dwarves and half-orcs are better bruisers, the natural damage resistance that a dragonborn gets can also be done by tieflings, and their breath weapon isn't as good as a caster's spells. Also, while dragonborn breath weapons are good for crowd control and hitting groups of enemies, and a walking dragon is good at being a unique sight, it's counterbalanced by the dragonborn not getting darkvision (one of the few races that doesn't), and they tend to not show up very often; lizardfolk or half-dragons show up more than dragonborn do. While dragonborn have gotten more popular as time has gone on, there's still the odd argument that pops up around whether they're a viable class (either for roleplay or combat), or if they should be "tweaked" in some way.

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** Dragonborn get this as a playable race. Many people love dragonborn because they're a ProudWarriorRace with a distinctly different theme to them than the dwarf, they're a great choice for a "bruiser" class like a fighter or a barbarian thanks to getting bonuses to Strength and Charisma, or because the player finds the idea of a playable dragon to be just inherently awesome. Also, dragonborn in the Forgotten Realms tend to be either LawfulGood warriors of Bahamut the Platinum Dragon or ChaoticEvil children of Tiamat, giving them some decent roleplay potential. Just as many people dislike dragonborn for being a race that [[MasterOfNone doesn't fit a niche]], since dwarves and half-orcs are better bruisers, the natural damage resistance that a dragonborn gets can also be done by tieflings, and their breath weapon isn't as good as a caster's spells. Also, while dragonborn breath weapons are good for crowd control and hitting groups of enemies, and a walking dragon is good at being a unique sight, an intimidating sight in any realm, it's counterbalanced by the dragonborn not getting darkvision (one of the few humanoid races that doesn't), and they tend to not show up very often; lizardfolk or half-dragons show up more than dragonborn do. While dragonborn have gotten more popular as time has gone on, there's still the odd argument that pops up around whether they're a viable class (either for roleplay or combat), or if they should be "tweaked" in some way.
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** Dragonborn get this as a playable race. Many people love dragonborn because they're a ProudWarriorRace with a distinctly different theme to them than the dwarf, or because they're a great choice for a "bruiser" class like fighters or barbarians, or because they find the idea of a playable dragon to be just inherently awesome. Just as many people dislike the dragonborn for being a race that [[MasterOfNone isn't as good mechanically as any other race and doesn't fit a niche]], since dwarves and half-orcs are better bruisers, the natural damage resistance that a dragonborn gets can also be done by tieflings, and their breath weapon isn't as good as a caster's spells. While dragonborn have gotten more popular as time as gone on, there's still the odd argument that pops up around whether they're a viable class, or if they should be "tweaked" in some way.

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** Dragonborn get this as a playable race. Many people love dragonborn because they're a ProudWarriorRace with a distinctly different theme to them than the dwarf, or because they're a great choice for a "bruiser" class like fighters a fighter or barbarians, a barbarian thanks to getting bonuses to Strength and Charisma, or because they find the player finds the idea of a playable dragon to be just inherently awesome. Also, dragonborn in the Forgotten Realms tend to be either LawfulGood warriors of Bahamut the Platinum Dragon or ChaoticEvil children of Tiamat, giving them some decent roleplay potential. Just as many people dislike the dragonborn for being a race that [[MasterOfNone isn't as good mechanically as any other race and doesn't fit a niche]], since dwarves and half-orcs are better bruisers, the natural damage resistance that a dragonborn gets can also be done by tieflings, and their breath weapon isn't as good as a caster's spells. Also, while dragonborn breath weapons are good for crowd control and hitting groups of enemies, and a walking dragon is good at being a unique sight, it's counterbalanced by the dragonborn not getting darkvision (one of the few races that doesn't), and they tend to not show up very often; lizardfolk or half-dragons show up more than dragonborn do. While dragonborn have gotten more popular as time as has gone on, there's still the odd argument that pops up around whether they're a viable class, class (either for roleplay or combat), or if they should be "tweaked" in some way.

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** Dragonborn get this as a playable race. Many people love dragonborn because they're a ProudWarriorRace with a distinctly different theme to them than the dwarf, or because they're a great choice for a "bruiser" class like fighters or barbarians, or because they find the idea of a playable dragon to be just inherently awesome. Just as many people dislike the dragonborn for being a race that [[MasterOfNone isn't as good mechanically as any other race and doesn't fit a niche]], since dwarves and half-orcs are better bruisers, the natural damage resistance that a dragonborn gets can also be done by tieflings, and their breath weapon isn't as good as a caster's spells. While dragonborn have gotten more popular as time as gone on, there's still the odd argument that pops up around whether they're a viable class, or if they should be "tweaked" in some way.



* TierInducedScrappy: 3.5 Monks are noted for getting many abilities that are either done better with spells or gotten much quicker by other classes (over 20 levels they get the ability to reduce fall damage, that's a first level spell for a caster or 2000 gold for everyone else) and they don't synergize at all (Monks have one ability that makes them move fast, and another that requires them to stand still). It's to the point that when asked to optimize a Monk, most suggestions are to play another class. Truenamers also get a ''lot'' of flack for getting ''[[GameBreakingBug weaker as they level up]]'' as they need to meet an (already hard check) with a requirement that goes up by 2 each level, but you only get + 1 to make the check a level (Soulknife and CW Samurai also fall into this for similar reasons, but Monk gets the worst because it is "core" and part of the base game and truenamer is just that … JustForFun/{{egregious}}).

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* TierInducedScrappy: TierInducedScrappy:
**
3.5 Monks are noted for getting many abilities that are either done better with spells or gotten much quicker by other classes (over 20 levels they get the ability to reduce fall damage, that's a first level spell for a caster or 2000 gold for everyone else) and they don't synergize at all (Monks have one ability that makes them move fast, and another that requires them to stand still). It's to the point that when asked to optimize a Monk, most suggestions are to play another class. Truenamers also get a ''lot'' of flack for getting ''[[GameBreakingBug weaker as they level up]]'' as they need to meet an (already hard check) with a requirement that goes up by 2 each level, but you only get + 1 to make the check a level (Soulknife and CW Samurai also fall into this for similar reasons, but Monk gets the worst because it is "core" and part of the base game and truenamer is just that … JustForFun/{{egregious}}).

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All of those points under Its The Same So It Sucks are extremely debatable at best, so I'll opt for Repair Dont Respond. And the spelling and grammar under the faction mechanic were sometimes pretty bad.


* ScrappyMechanic: Factions in 5th edition, a system where players could be members of one of five Forgotten Realms-based factions. This was rarely used outside of the official Adventurer's League games, since it felt very unnecesarry and the Renown-mechanic that influnced a player's standing in the faction was poorly explained. Despite this, early adventure books ''expected'' players to be a member of each factions, providing plothooks for each of them. While this was fine in stories like ''Tyranny of Dragons'', where the factions would be expected to take part in events that shook their entire world, it got ridiculous in ''Curse of Strahd'', which takes place in an entirely sepparate world from the Forgotten Realms, where the factions couldn't be expected to have any sort of influence. Since then, the adventures have toned this mechanic down heavily, and it now features only in adventures where the factions would be expected to appear anyway, such as ''Waterdeep: Dragon Heist''.

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* ScrappyMechanic: Factions in 5th edition, a system where players could be members of one of five Forgotten Realms-based factions. ''Forgotten Realms''-based international organizations. This was rarely used outside of the official Adventurer's League games, since it felt very unnecesarry not all character concepts fit neatly into them and the Renown-mechanic Renown mechanic that influnced influenced a player's standing in the faction was poorly designed and explained. Despite this, early adventure books ''expected'' players to be a member of each factions, have membership, providing plothooks for each of them. While this was fine in stories like ''Tyranny of Dragons'', where it made sense for the factions would to be expected to take part involved in events that shook their entire world, it got was pretty ridiculous in ''Curse of Strahd'', which mostly takes place in an entirely sepparate separate world from the Forgotten Realms, ''Forgotten Realms'', where the factions couldn't be expected to have any sort of influence. Since then, the adventures have toned this mechanic down heavily, and it now features only in adventures where the factions would be expected to appear anyway, such as ''Waterdeep: Dragon Heist''.



* FandomRivalry: Some fans of weapon-using classes (I.E. Fighter, Ranger, Rogue, Barbarian, Paladin and Monk) don't get along with some fans of magic-using classes (I.E. Wizard, Sorcerer, Cleric, Bard, Druid and Warlock). [[TrollingCreator Mike Mearls and Monte Cook]] encourage this, with Mearls taking the side of the Martial classes and Cook taking the side of the Caster classes. Unfortunately, since Cook had a bit of an AuteurLicense compared to Mearls, this usually leads to Cook making any and all casters into [[GameBreaker Game Breaking]] [[CreatorsPet Creator's Pets]]. Fortunately for Martial fans (and fans of balance in general), Cook left the 5E design team, but not before they could fully remove his trademark of overpowered Wizards, which is still carried into the Unearthed Arcanas granting them even more broken subclass options.

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* FandomRivalry: FandomRivalry:
**
Some fans of weapon-using classes (I.E. Fighter, Ranger, Rogue, Barbarian, Paladin and Monk) don't get along with some fans of magic-using classes (I.E. Wizard, Sorcerer, Cleric, Bard, Druid and Warlock). [[TrollingCreator Mike Mearls and Monte Cook]] encourage this, with Mearls taking the side of the Martial classes and Cook taking the side of the Caster classes. Unfortunately, since Cook had a bit of an AuteurLicense compared to Mearls, this usually leads to Cook making any and all casters into [[GameBreaker Game Breaking]] [[CreatorsPet Creator's Pets]]. Fortunately for Martial fans (and fans of balance in general), Cook left the 5E design team, but not before they could fully remove his trademark of overpowered Wizards, which is still carried into the Unearthed Arcanas granting them even more broken subclass options.



* ItsTheSameSoItSucks: A complaint leveled at 5th edition, even by some fans who disliked 4th edition. After the backlash of 4e, 5e writers seem determined to go out of their way to return everything to the status quo, retconing even positively received changes in 4e. Paladins are once again expected to be good, with the Oathbreaker subclass available only for villainous [=NPCs=] (though that doesn't stop players from taking it anyway), monsters are back to their AlwaysChaoticEvil nature, and the base setting is the TabletopGame/ForgottenRealms, which has also had most of its 4e changes turned back.

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* ItsTheSameSoItSucks: A complaint leveled at 5th edition, even by some fans who disliked 4th edition. After the backlash of 4e, 5e writers seem determined to go out of their way to return everything to the status quo, retconing even positively received changes in 4e. Paladins are once again expected to be good, with the Oathbreaker subclass available only for villainous [=NPCs=] (though that doesn't stop players from taking it anyway), monsters are back to their AlwaysChaoticEvil nature, and the base setting is the TabletopGame/ForgottenRealms, which has also had most of its 4e changes turned back.
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* ScrappyMechanic: Factions in 5th edition, a system where players could be members of one of five Forgotten Realms-based factions. This was rarely used outside of the official Adventurer's League games, since it felt very unnecesarry and the Renown-mechanic that influnced a player's standing in the faction was poorly explained. Despite this, early adventure books ''expected'' players to be a member of each factions, providing plothooks for each of them. While this was fine in stories like ''Tyranny of Dragons'', where the factions would be expected to take part in events that shook their entire world, it got ridiculous in ''Curse of Strahd'', which takes place in an entirely sepparate world from the Forgotten Realms, where the factions couldn't be expected to have any sort of influence. Since then, the adventures have toned this mechanic down heavily, and it now features only in adventures where the factions would be expected to appear anyway, such as ''Waterdeep: Dragon Heist''.


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* ItsTheSameSoItSucks: A complaint leveled at 5th edition, even by some fans who disliked 4th edition. After the backlash of 4e, 5e writers seem determined to go out of their way to return everything to the status quo, retconing even positively received changes in 4e. Paladins are once again expected to be good, with the Oathbreaker subclass available only for villainous [=NPCs=] (though that doesn't stop players from taking it anyway), monsters are back to their AlwaysChaoticEvil nature, and the base setting is the TabletopGame/ForgottenRealms, which has also had most of its 4e changes turned back.
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** One of the Fighter builds most recommended is a Variant Human that uses a reach weapon (such as a glaive) and takes the Sentinel, Polearm Master, and Great Weapon Master feats. Such a build can easily trap enemies where the enemy cannot attack them unless they also have a reach weapon, as Sentinel triggers an attack of opportunity when the enemy attempts to move closer that, if it hits, prevents any more movement. The Fighter can then pump out huge amounts of damage with the bonus from Great Weapon Master, the corresponding accuracy penalty being made up for by Polearm Master allowing them to make another attack as a bonus action. As a Variant Human can start at level 1 with a feat, this build can be completed as soon as level 8, with the most important parts (Polearm Master and Sentinel) obtained as quickly as level 4.

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** One of the Fighter builds most recommended is a Variant Human that uses a reach weapon (such as a glaive) and takes the Sentinel, Polearm Master, and Great Weapon Master feats. Such a build can easily trap enemies where the enemy cannot attack them unless they also have a reach weapon, as Sentinel triggers an attack of opportunity when the enemy attempts to move closer that, if it hits, prevents any more movement. The Fighter can then pump out huge amounts of damage with the bonus from Great Weapon Master, the corresponding accuracy penalty being made up for by Polearm Master allowing them to make another attack as a bonus action. As a Variant Human can start at level 1 with a feat, this build can be completed as soon as level 8, with the most important parts (Polearm Master and Sentinel) obtained as quickly as level 4. What subclass to pick isn't considered a big deal, though the Cavalier subclass is often suggested because of the HoldTheLine nature of its abilities making it well suited for the build.



* AuthorsSavingThrow: The [[https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf Unearthed Arcana revisions]] released for the Sorcerer have been very well received due to giving the class some needed buffs. To clarify; the largest changes they received were Spell Versatility (during a long rest they can change a spell to a different one of the same level), and received three more ways to use their Sorcery Points (give themselves advantage on a check, make a weapon Magical, and give themselves temporary hit-points based on amount spent). The two additions have made the class more useful since they now can swap out useless spells for better ones, and can use their Sorcery Points for more useful situations then simply attacking. While the class is still regarded as deeply flawed, it's considered a step in the right direction. However, Sorcerers did not keep Spell Versatility once Tasha's Cauldron came out with alternative class features.
** The Orgins introduced in ''Tasha's Guide to Everything'' address one of the biggest complaints regarding the Sorcerer - versatility. Both Clockwork Soul and Aberrant Mind come with ten spells (and, in Abberant Mind's case, a cantrip) that are added at the threshholds for each spell level up to fifth, like what Cleric Domains get. And, in a departure from any other features like this, ''the Sorcerer can retrain these spells, even outside the Sorcerer class.'' The only caveats are the schools of magic, the level of the spell, and what classes the spells can be drawn from, but that's still a lot of variety to work with. Now, Sorcerers, beings almost literally made of magic, can have more known spells than Bards. The features for each subclass are also incredibly diverse and unique, such as eliminating a creature's advantage to saving throws (something most mages groan about, given how every Fiend has magic resistance), creative body modifications, and a way to immediately end spell effects.

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* AuthorsSavingThrow: The [[https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf Unearthed Arcana revisions]] released for the Sorcerer have been very well received due to giving the class some needed buffs. To clarify; the largest changes they received were Spell Versatility (during a long rest they can change a spell to a different one of the same level), and received three more ways to use their Sorcery Points (give themselves advantage on a check, make a weapon Magical, and give themselves temporary hit-points based on amount spent). The two additions have made the class more useful since they now can swap out useless spells for better ones, and can use their Sorcery Points for more useful situations then simply attacking. While the class is still regarded as deeply flawed, it's considered a step in the right direction. However, Sorcerers did not keep Spell Versatility once Tasha's Cauldron came out with alternative class features.
features, something that some Sorcerer fans have chosen to ignore and include anyway because of how much it fixes some of the core issues they have.
** The Orgins Origins introduced in ''Tasha's Guide to Everything'' address one of the biggest complaints regarding the Sorcerer - versatility. Both Clockwork Soul and Aberrant Mind come with ten spells (and, in Abberant Mind's case, a cantrip) that are added at the threshholds thresholds for each spell level up to fifth, like what Cleric Domains get. And, in a departure from any other features like this, ''the Sorcerer can retrain these spells, even outside the Sorcerer class.'' The only caveats are the schools of magic, the level of the spell, and what classes the spells can be drawn from, but that's still a lot of variety to work with. Now, Sorcerers, beings almost literally made of magic, can have more known spells than Bards. The features for each subclass are also incredibly diverse and unique, such as eliminating a creature's advantage to saving throws (something most mages groan about, given how every Fiend has magic resistance), creative body modifications, and a way to immediately end spell effects.



** In terms of Metamagic, expect to see Sorcerers take Empowered, Subtle, and Quickened Spell. Empowered allows Sorcerers to be proper nukers that [[TierInducedScrappy make Evoker Wizards utterly obsolete]] while also being stacked with any other Metamagic option, Subtle is the one completely official way for a caster to use a spell without making visible use of their components (which ensures any fight between mages will end in the Sorcerer's favor, since ''they'' can Counterspell with impunity but their opponent can't since you need to see or hear a spell to counter it), and Quickened is often homebrewed to allow the Sorcerer to use two full spells. Even without homebrew, Quickened is amazing because it allows a Sorcerer to safely turtle-up with Dodge, cover more ground with Dash, or all sorts of other useful options.

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** In terms of Metamagic, expect to see Sorcerers take Empowered, Subtle, and Quickened Spell. Empowered allows Sorcerers to be proper nukers that [[TierInducedScrappy make Evoker Wizards utterly obsolete]] while also being stacked with any other Metamagic option, Subtle is the one completely official way for a caster to use a spell without making visible use of their components (which ensures any fight between mages will end in the Sorcerer's favor, since ''they'' can Counterspell with impunity but their opponent can't since you need to see or hear a spell to counter it), and Quickened is often homebrewed to allow the Sorcerer to use two full spells. Even without homebrew, Quickened is amazing because it allows a Sorcerer to safely turtle-up with Dodge, cover more ground with Dash, cast a Cantrip, or all sorts of other useful options.



* AuthorsSavingThrow: Tasha's Cauldron of Everything introduced a new Eldritch Innovocation, Investment of the Chain Master, that addressed many of the complaints with Pact of the Chain. The Warlock's familiar only takes a bonus action to command to attack rather the Warlock's entire action, the damage it deals is considered magical (bypassing the resistance to non-magic piercing/bludgeoning/slashing damage that most enemies past early game have), any save that it forces an opponent to make, such as a puesdodragon's poisoned stinger tail or quasit's scare ability, use the Warlock's own spell save DC rather than the (low) DC that the familiar has by default, and the Warlock can use their reaction to grant their familiar resistance to damage when its injured to help compensate for how fragile the familiar is.

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* AuthorsSavingThrow: Tasha's Cauldron of Everything introduced a new Eldritch Innovocation, Invocation, Investment of the Chain Master, that addressed many of the complaints with Pact of the Chain. The Warlock's familiar only takes a bonus action to command to attack rather the Warlock's entire action, the damage it deals is considered magical (bypassing the resistance to non-magic piercing/bludgeoning/slashing damage that most enemies past early game have), any save that it forces an opponent to make, such as a puesdodragon's poisoned stinger tail or quasit's scare ability, use the Warlock's own spell save DC rather than the (low) DC that the familiar has by default, and the Warlock can use their reaction to grant their familiar resistance to damage when its injured to help compensate for how fragile the familiar is.

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