Tracking and survivalist skills will serve you well whether you’re traveling throughout the wild Dessarin Valley or the streets of Waterdeep.

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Tracking and survivalist skills will serve you well whether you’re traveling throughout the wild Dessarin Valley or the streets of Waterdeep.

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Ranking Classes
So, I decided that I'd rank classes in few categories. The categories will be
Mechanics
Versatility
Roleplaying
Mechanics is how easy the mechanics are to understand, how little effort is really needed. Versatility is how much they can do, not how well they do them. Roleplaying will be how easy they are to roleplay. This will all be put down on a new player standpoint. All categories will be rated 1-5, with 1 being the best
Barbarian
Mechanics: 1
Versatility: 5
Roleplaying: 1
Barbarians have a thirst for battle, conquest, and glory. To roleplay them is pretty easy, and their mechanics are straightforward. However, they're not very versatile. They're good at one thing. They're strong, and agile, but all they can do with that is fight.
Bard
Mechanics: 3
Versatility: 1
Roleplaying: 2
Bards mechanics aren't quite the easiest to understand, and most people who play them don't realize their exact point. Bards are less support, minus the Bardic Inspiration, and used a lot more for utility, being at least half proficient in anything. That makes them extremely versatile, even in battle they're pretty okay, and can be even better depending on the Bardic College you choose to be part of. Roleplaying them though, you have some wiggle room. There's always the cliché "make an amazing song", but still, bards like to travel for more than QUITE just that.
Cleric
Mechanics: 4
Versatility: 2
Roleplaying: 2
Clerics aren't as straightforward as some other classes. To start off, you have to choose a Divine Domain, which is unlike any other class. That makes them versatile, as a cleric can really be anything. Tricksters, fighters, master healers, druid-esque. They're very unique classes, but one point of a cleric is that they're religious. They believe in a god, and will fight for them. They tend to be good at healing already, and the reason they adventure is to fight for their god. Also, as a cleric, you have to PREPARE your spells, meaning you can't use all of them in one day.
Druid
Mechanics: 3
Versatility: 3
Roleplaying: 3
Druids have a few abilities that make them very interesting to play, and a tad bit versatile. Their versatility goes up as they level, as they can turn into more and more animals. They also need to prepare spells, and them being a spellcaster in general makes them more difficult for newer players. They're not the easiest to roleplay, and that's mostly because roleplaying them right can be a detriment. They will go without things they need to "preserve nature", in extreme cases.
Fighter
Mechanics: 2
Versatility: 4
Roleplaying: 2
Mechanically, Fighters are easy. They fight. They have a few abilities, and they do well at em. They're versatile, but only in the sense of fighting. They can pick up any weapon and use it well. They're usually swords for hire, or looking for fame, making them easy to roleplay.
Monk
Mechanics: 3
Versatility: 4
Roleplaying: 3
Monks are straightforward up until level two. They're amazing unarmed combatants, with the magic of Ki, that uses martial arts and focus to deliver devastating blows. They're not very versatile, but their Ki makes them just that much better. Their roleplaying has a lot of wiggle room, but nearly all monks are trained in a monastary, and you have to make a reason for them to adventure.
Paladin
Mechanics: 3
Versatility: 2
Roleplaying: 1
Paladins are both spellcasters, and heavy armor fighters. At second level, you get to choose a fighting style for your paladin, which gives them a little bonus for certain types of fighting. They're also spellcasters that use holy magic to drive away dark beasts, and protect their party. They are very versatile, and an amazing support class that's both fun, and straightforward once you get into it, minus the spellcasting. All paladins are on a holy quest, and lawful good, making your roleplaying kind of forced, but easy.
Ranger
Mechanics: 2
Versatility: 3
Roleplaying: 1
Rangers are survivalists with an amazing sense of stealth and danger. They are amazing with the bow, and tend to move silently through the wild. They have spellcasting abilities, but usually for little things like magical visuals and cure wounds. They're quite easy to roleplay, because of their wish for a safer world.
Rogue
Mechanics: 1
Versatility: 2
Roleplaying: 2
Rogues are stealthy. Very stealthy. But they also have a TON of proficiencies. And they have "expertise", which doubles their proficiency bonus in two skills, making them even better at them. They're very easy mechanically, since that's really all they are. But they're also easy to roleplay, as most went through extreme training to become master thieves or assassins.
Sorcerer
Mechanics: 3
Versatility: 3
Roleplaying: 2
Sorcerers are spellcasters that use "sorcery points" to be better at what they do. Their spells are good, and versatile, and with "wild magic" they can be not only fun to play, but (possibly) even better. Alternatively, with wild magic they can accidentally cast fireball on themselves. They can also become draconic, giving them powerful new abilities. All sorcerer's have an innate magical power that comes from birth, and go adventuring because that power does not like to stay put.
Warlock
Mechanics: 2
Versatility: 2
Roleplaying: 2
Warlocks can't cast a whole lot of spells in one day, however, they have a lot of "spell-like abilities" and powerful cantrips to use against their opponents. They also have a patron, a powerful deity that grants them their powers. They can be granted "eldritch invocations" to make themselves more powerful and versatile. Usually warlocks are working for their patron, and thats why they adventure.
Wizard
Mechanics: 5
Versatility: 1
Roleplaying: 3
I put a wizards mechanics at 5 because I still don't actually know how wizards work. They believe spells come from knowledge, and can gain spells from reading, apparently. They have to prepare spells, yet they can have a ton of utility spells, and good fighting spells. They come from great universities or years of studying, and use their powers to better the world.
1,971 votes and 459 comments so far on Reddit
940 votes and 128 comments so far on Reddit
To Make players feel bad for killing NPCs
-xahnel on Reddit
Intelligence is knowing a tomato is a fruit.
Wisdom is knowing not to put it in a fruit salad.
Charisma is getting the Barbarian to eat your fruit salad with tomato.
Constitution is to keep the salad down.
Strength is for crushing the Bard after he convinced you eating his salad was a good idea.
Dexterity is for dodging the angry Barbarian.

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