Remember to *JOIN* *THE* *HUNT* with Steinhardt's Guide To The Eldritch Hunt out now on Kickstarter! www.kickstarter.com/projects/691715600/960698887?ref=9nxuch It's by MonkeyDM too!
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@@MonkeyDM congratulations on the Kickstarter my dude! 3 years a pillar of the community, you deserve all the success and more! (And I also get the book nyehehehe)
Weird Things you can do in D&D Part Whatever: Guilmon is Bestest Boi! First, take 5 levels in Light Cleric (as featured above), and go 6 or more levels into the UA Primeval Druid (with the Beast Sense spell). Next, rent a room in a local town or city (preferably one with a town gate, and decent guards). Finally, send your pet out on an out-of-town adventure, and cast Beast Sense. Since Beast Sense is a range of _Touch,_ and not a range of _Self,_ you can just cast it whenever, and thanks to Primeval Conduit, it can be cast from the range of your Companion, thus letting you utilize your companion's senses as your own. If they come across an enemy worth the XP, well... *"PYRO SPHERE!!!"* -Guilmon, the Bestest Boi. :3 That's right! Thanks to your multiclass into Light Cleric, it's Fireball time! Your Primeval Companion will be able to avoid the brunt of the damage, should you have to make it a short-range cast, due to the other feature of Primeval Conduit. (and if necessary, Clerics also get Cure Wounds with a range of Touch, should Guilmon get a few too many boo-boos). You never really have to worry too much about your hit points or AC yourself, because you've got an entire _city_ as your defense. Even if your Companion goes down, all it takes is another spell slot, and your companion is back on its feet, and back in the safety of the city. If you're afraid of getting low on spell slots, don't forget that you have _two_ classes worth of cantrips at your disposal, so you can rely on them instead. And, of course, you can always summon a Primeval Companion that _isn't_ Guilmon, should you fear copyright laws... ...But come on! It's _Guilmon!_ D:
Actually it sucks. Downing damage is big damage. Most of the time the DC is above 20. Over 2 years of weekly sessions I have taken a Shadow Sorcerer from LV4 to Lv13. The feature triggered ONCE!! Ironically in his last fight, just before his 4th and final death.
@@hieronymusnervig8712 similar situation. I was only ever able to make it proc twice and those were both at low levels. When you start taking 40+ damage, it's almost impossible to get it.
@@Wardriven1124 Yup, really bad design. It should honestly just follow the concentration save rules. DC being 10 or half the damage taken, whichever is greater. Sure, that's an auto-success at the higher levels, but common. Even 30 damage is barely anything in the 2-digit level range.
My level 6 ranger/hexblade/shadow sorceress and her 2 party members (a tank and a healer, both level 6) just defeated a level 17 rogue (spellthief) in a mystery/intrigue part of the story. We basically did everything right to take him down, including Strength of the Grave proccing, letting me stay up to fight him. My DM was flabbergasted by our ability to take him down. I can give the details of that fight if you'd like, it was awesome ^-^
I like that you’re giving not only their awesome feats and spells, but also how they narratively improve the game. That’s an interesting aspect a lot of other dnd channels ignore.
@@ForeverWog Well said. Character flavor is, first and foremost, an issue of player innovation. However, it's useful to understand how much of that weight the class will carry for you. And a class that sets up a lot of narrative for you can be an especially helpful tool for new players, who may struggle to develop unique and flavorful characters without falling into generic archetypes.
Can confirm, I played a guest villain in my mates Homebrew campaign as a cult agent, I would turn up now and then as a pursuer type encounter and to drop some lore bombs, in the end the party couldn't kill him and trapped him in a pit full of spikes collapsing the roof above
Just finished a lv1-20 campaign with one of my players using that subclass. If you manage to get your hp fairly high like through the tough feat the temp hp and ability to stay at 1 hp made him just as tanks as the party Barbarian. The two of them together were an unbreakable wall
when i think Way of the Long Death monk i think Akuma from Street fighter, it makes a great antagonist for any of those I was a martial prodigy and something happened PC.
timestamps for ease of use: 0:05 monk- way of the long death 2:07 cleric - light domain 5:37 rogue - phantom 8:06 ranger - horizon walker 10:40 sorcerer - shadow
You get a tool at lvl 17. But at that point most campains end. Even if you say i go to lvl11 for my dont die ability and then multiclass for being stronger its just too late. My dm even ignore the hour of reaping (the fear aura) so he can take the other abilities down to 6 and 11 and homebrew something usefull at 17 xD
As a light domain cleric fanboy I'd like to add a thing about Corona of Light: the forced disadvantage isn't just against fire but radiant spells as well and Tasha's added 2 powerful radiant spells, sunbeam and sunburst. Additionally, the forced disadvantage is against ANY fire or radiant spell, not just your own! Great team work feature with a fireball friendly wizard.
My Drow Feylost Death Domain Cleric will love her potential Necrotic Shroud:) She is currently lvl 1 but if I can find a group will be fun. She also will frequently use Sunbeam.
@@markuskeler758 Source: Player's Handbook 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. So during it's duration the enemy is blinded on first attack which puts them at disadvantage as well so it sort of balances out my own disadvantage, and during that time the rest of the party can gain benefits from it if they needed that extra light because they lack Darkvision.
I just realized something interesting about Shadow Sorcerer after reading it over again. Unlike most abilities like this, there is nothing stopping you from summoning multiple Hounds in the ability's text. That means that if you have the sorcery points for it, you can just keep adding dire wolves to any enemies while still casting your spells. And they have pack tactics.
The main issue is that the ability generally doesn't scale well because the stats of the hound don't increase. At a certain point there are just better things you can do with those points.
@@g80gzt Yeah you're not wrong, but there's already an established source of basically endless sorcery points out there. Now I'm not saying that it's at all a good use of the ability, but it'd be plenty flavorful to go Coffee-lock and keep spamming wolves until it stops being funny. They can be killed, but the amount of things that can do 37 damage per round and still have action economy available after that, consistently, is very low. So if they don't kill the wolves, they deal with more and more wolves. If they do kill them, they're wasting actions. And all it takes you is a bonus action. Keep your squishy sorcerer self out of the way with Blink/etc. and continue to laugh. If Flexible Casting considers 3 sorcery points equal to a single 2nd level spell, then summoning a special dire wolf that lasts 5 minutes with no concentration is definitely value for money there.
@@piranhaplantX if you’re treating it as a Dire Wolf, sure. But continually forcing disadvantage on saves starts out excellent and stays excellent; the text doesn’t say it only applies to the initial save, like it does for the Heightened Spell metamagic. Instead, it’s Heightened Spell *every turn* for the same cost as doing it just the one time. You can get 2 hounds out there, twin cast something with repeat saves like Hold/Dominate Person/Monster, and it’s basically a death sentence. And if you want to be REAL cheeky, cast Mind Sliver on your target every subsequent turn to subtract a d4 from their next save, which they already have disadvantage on, while it tries (and probably fails) to make Mind Sliver’s INT save that it *also* has disadvantage on :)
@@UninterestingPedant I understand how it is supposed to work on paper. But both as a player and DM I realized that in group fights or fights against creatures with legendary actions, it requires that the DM ignores it. As it often gets squished before the next friendly in initiative order, at least once you hit the point where appropriate creatures can one-turn ragdoll dire wolf stats.
A great example of Long Death Monk appears in the Crown of Candy season of Dimension 20. Also includes a great cheese stay for the subclass: whenever they are close to a farm or similar, the Monk sneaks over and wrings the neck of a chicken to get temp HP.
Another great example is a Long Death + Grave Domain from Captain RoBear's Ebberon campaign. These two mesh together really well with path to the grave marking a creature to be vulnerable to all damage from the next attack. I don't want to spoil what happens but it was epic
I feel like you get a bit of everything you'd want out of a spellcaster with a light cleric. Damage, support, and heals. Not sure how you tank as one, but at least as a backline caster it's good.
I played a Goliath bear totem with senetial with a light cleric in the party. Once he got fireball I was calling fireballs on my position after running into a group of baddies. So much fun.
I had a tiefling light cleric. At level 3 she had a barracks fight in which she just slung spells the whole time and never left melee. Hard to hit someone with 3 warding flares AND hellish rebuke! By the end, two baddies were crispy (2nd was dealt with by another Tiefling) and the rest had surrendered. She then used her Prayer of Healing to bring them back from the brink, for an "I can take what I can give" Angel of Death combo. It was glorious.
Horizon Walker is my favorite class in all of DnD, my first character was a Black Dragonborn Ranger Horizon Walker. I played them in two campaigns, finishing one entirely and killing an Elder God. I was told I was the most interesting Ranger my DM had ever seen which I still hold as my favorite compliment of all time!
I’m really excited to play a Half-Orc Phantom Rogue for an upcoming campaign! I’ve flavored their Phantom abilities where it’s her tribe’s ancestors that appear to pass on knowledge for the proficiency and deal the damage for Wails from the Grave.
8:08 I played a Horizon Walker mumticlassed with Arcane Trickster. I gave that DM PTSD, especially after his boss Chain Devil 1v1 in a forge cage (whose CR was my level, was under the Haste spell, and his HP was maxed out) died while I wasn’t even bloodied. Over a year later, when he was a player, a new Ranger realized he hadn’t been taking his spells. So when his archer realized he was in Melee range of 3 enemies, he said “I cast Zephyr Strike.” Ex-DM shot up at that phrase. “You are not allowed to say that. It still gives me nightmares. If you dare say ‘Planar Warrior’ next turn…”
I'm a DM with a light domain cleric, horizon Walker ranger, a bear Totem Barbarian and a Gunslinger in my campaign. They are all awesome subclasses that keep me on my toes
My first character was a corrupt Light Domain Cleric that had a tiny owl phoenix as a familiar (he was a Vuman) and it was honestly one of the characters I've had the most fun playing as! I was hooked on FF14 at the time so I envisioned the channel divinity as a Holy spell from White Mage, it was awesome!
Great video, but I wouldn't call the subclasses you talked about underrated really. I see Shadow sorcerer & Light Cleric a lot, and they were easily some of the most popular subclasses for their classes before Tasha's. A few that I think definitely should've been included here are the Wild Magic Barbarian, Spores Druid, and Order Cleric.
@@lavenderwalrus9875 Sorry to be blunt about this, but if it is truly so well known then how come when this channel ran their subclass poll it only got 9% of the vote. It was almost as low as nature cleric, meanwhile the light domain, the subclass featured in this video, got almost twice as many votes. I agree with you that the subclass is amazing, but I've been on YT, Discord, Amino, GITPG, and Twitter talking about DnD subclasses for a long time. Only like 2 times since it's been released has it come up in the conversation of Cleric subclasses without me having to mention it first.
My first cleric for Tomb of Annihilation was a Light domain cleric and she was so much fun to play. I went High Elf and took Firebolt. Made it to lvl 11 at the end.
The core reason Horizon Walker rangers are under rated is the fact that Planar Warrior only lasts one turn and takes your Bonus Action. Which is better used with Crossbow Expert especially if you also take Sharp Shooter to really buff your damage. Also it completes with using Hunters Mark and the other bonus action single attack buff spells that rangers get.
@@BlinkingEldrichRoses That too to a extent, as Rangers were rather underwhelming up until Tasha's with a few exceptions. However the recent changes and newer subclasses have revitalized them a good bit. Now as for Horizon Walkers In addition to the bonus action cost of their added damage it also has a 30 foot range. Which is less then ideal for a ranged weapon wielding Ranger. Especially when you consider that most other Ranger subclasses don't have these limits. In addition to that their lvl 11 Distant Strike ability also favors melee with its 10 feet teleportation. Now to make matters worse its normally ideal to focus fire down enemies instead of attacking 3 different targets. As enemies are 100% effective as long as they have any hit points just like players. All in all the Horizon Walker subclass is more focused on melee compared to the other Ranger subclasses. However Rangers suck in melee due to their d10 hit die, medium armor, and lack of damage avoidance tools compared to other classes. As a result from a optimizing view point it is almost always better to go ranged as a Ranger.
@@danidas I've been playing a longbow HW Ranger for a while now and the 30ft range for the Planar Warrior isn't really an issue. Remember that you have access to the spell haste, just zip in within range and move back out, and with the extra teleportation from Distant Strike you're basically the Flash lol
@@Kitusser That doesn't mean they don't have that reputation. I agree with the sentiment that Horizon Walkers are underrated solely by players who incorrectly think rangers are unplayable. But those players exist. And Wizards even acknowledged that the things rangers excelled at in PHB are the least used skills in the game, in general, so they felt bad to play
The Long Death Monk's final ability reminds me of the best NPC name that I have ever read. In the Mystic China sourcebook written by Eric Wujick, mention is made of a legendary Triad assassin: Arsenic Handshake Wah.
Fey Pact Warlocks. One of the best warlock spell selections including sleep and faerie fire at 1st level, AOE Charm/frighten once per short rest, reaction teleport when taking damage.
Only one problem tho, your Patreon is a fey. And since even the seelie court can be ... let's say unpredictable, I don't wanna know what it's like if your Patreon is a fey aquinted with the unseelie court.
@@lord6617 yeah sure no Patreon is without flaw, but a fiend is at the very least bound by contract and is as such unlikely to display the utter randomness a fey is capable of
@@paulgunther-kfpclone-captain There are good and neutral fey. Taking the fey as a single group is just being obtuse. Treating the fey as a wholistic block is like treating all the participants in the outer planes conflicts - angels, devils, demons, etc. - as one single block and then saying they are all totally untrustworthy because demons are demons.
@@lord6617 yeah true there are indeed fey with good and neutral alignments but that's not the problem I see with fey. The reason I think a fey Patreon might be more problematic then let's say pact of the great old one for example is that to my knowledge the majority of fey is on the chaotic side of the alignment chard
10:03 that's Uncanny Dodge, not Evasion. Evasion is the level 7 ability that does half damage on failed dex saves, zero damage on passed dex saves. Monks get it too.
@@lyntoncollins2758 no ... uncanny damage half damage from an attack you can see as a reaction .. rogue ability t level 5. the mistakes and things this guy says in his videos makes me wonder if he even plays the game , like rogues being able to dodge as a bonus action one time and some of his tips and hacks make no sense , wouldn't work or is just a result of his own interpretation of the ability like when he talked about phantom rogue exploit with keen mind.. no where in the raw or rai implies that would work
Man, imagine the synergies some of these subclasses have with others... A light cleric, with a pyromaniac wizard, and a desert barbarian. The ultimate arson team
Unsure if it's considered underrated, but my recent experiences made me fall in love with Fey Wanderer Ranger. Bonus to damage that does not require any action or resources is lovely, especially since it stacks with Favored Foe or Hunter's Mark. The bonus spells are fantastic - Charm Person is a fantastic tool in and out of combat, Misty Step is a quality in on it's own, there are whole essays on why Dispel Magic is great, Dimension Door is Misty step bigger, buffer cousin, and topping it off with Mislead creates a very strong array of tools to screw with the enemy. Otherworldly Glamor is absolutely fantastic - adding not one, but two stats to Charisma checks means that all you need is grab a +2/+1/+1 race, which gives you 3 16's and a 10 - meaning +6 to Charisma checks without sacrificing more directly combat-oriented stat, and you can still slap Canny on top of it for double proficiency. Bards, eat your hearts out. Beguiling Twist not only gives you very potent defense against two of the more annoying save-or-suck effects, but it also allows you to play rocket tag with those that cause them, sending them right back. I'm afraid of the dragon? No, the dragon is afraid of me! Summon Fey, and one not requiring concentration is bonkers. You essentially summon a Mini Me that zoops around the battlefield with Misty Steps. Give the little bugger Mirthful or Tricksy personality and you've just cranked up the level of chaos you inflict onto enemy to 11. And to top it all off, Misty Wanderer. A handful of free uses of Misty Step, and now you get to take a buddy for a ride as well, whether you use it from this ability or cast it in regular way. Your sword and board Fighter friend has hard time reaching the BBEG? Grab their hand and give them a lift. Remember to say "Come fly with me, Wendy!" Fey Wanderer is just so... amazing to me. Outside of combat it is a Face of the party that can put Bards to shame, and in combat it is a unstoppable engine of chaos that screws with enemy by constantly moving around or preventing them from acting normally with their mind affecting tricks. and it oozes flavor - person touched by the wild Fey, be it willingly or unwillingly, and bringing their unique flavor of mischief to the game.
I've really enjoyed my Rogue Phantom (Drow). I think it's most effective in a smaller group campaign where there's a lot of social and city-based gameplay. Good explanation of the benefits of the Phantom. Also, I'm really glad to see you have the Horizon Walker in there. I absolutely love my Horizon Walker but it fits best in a campaign that involves extraplanar creatures (or planes).
about half the Domains get Potent Spellcasting. The other half get the one which benefits melee attacks, but every Cleric Domain gets one of the two. Either one can be swapped out for Blessed Strikes which instead adds a d8 to both, and is not restricted to Cleric Cantrips. Good for taking Spell Sniper or Magic Initiate to gain Thorn Whip to pull enemies into your Spirit Guardians.
Great timing on this video. Not only did this get me to go support the kickstarter project, but you highlighted a few of my recent favorite subclasses that I was eager to try.
i spent 5 years playing a light domain cleric who at one point dipped his censer into an unknown pool of glowing liquid just so when people asked what kind of cleric was, he could pull that out. he also got the book of exalted deeds and would just go everywhere with the halo constantly turned on. he really liked making things obvious.
I used phantom rogue for a mini campaign and now i have another as a backup character because the idea of speaking with the dead was used for comedic gold. I basically had the three stooges doing infiltration work
I've played 3/5 of these, they are stylistically amazing and have such fun exchanges with other players + NPCs. Plus, using fireball as a cleric puts a smile on any player's face
I played as a Shadow Sorcerer in a friend's campaign and I can say that it is indeed badass. Coupled with an epic backstory for why the powers exist to boot, and a questline, I loved playing as that and would rlly like to play as one again
My Shadow Sorcerous gets play as a PC and NPC in multiple campaigns. Though, some people hate even the threat of her showing up because they were in a campaign where she nearly TPK'd a group of 9 PCs and three NPCs.
For your consideration: Two subclasses I never hear about but love greatly: Tempest Domain Clerics and College of Glamour Bards. Tempest Clerics get a divine version of Hellish Rebuke, can shove enemies away when using lighting spells, and eventually get innate flying ability! Though that las tone is limited to only when your character is outdoors. College of Glamour Bards can charm anyone who watches them perform for a minute, gets free uses of the Command spell, and gets a mantle that requires wisdom saves to hit you and even if they do succeed they then get disadvantage on their next save against your spells.
Yet another fantastic video. I gotta say...you may be the best DnD UA-camr/Tick Tocker out there right now. Your content has been unmatched over the past couple months and you may be the best in all of UA-cam at the sponsor skit. Absolute chef kiss!
Im currently playing a cleric of light in my dnd group, because it was the only thing that kinda fit my character + our team needed a spell caster. I didn't really think about how the campaign was set in hell and everything has fire resistance tho lol
I love the recursion of the long death monk when multiclassed with undying warlock. Although with this combo, I always dump stat constitution for the lols
Long death monk, shadow sorcerer, and phantom rogue are literally the most popular subclasses for their class at my tables. I agree they are great but I never knew they were considered “underrated”
Well Long Death isn't too bad considering what other options you have for Monks, but there are better subclasses, same for Phantom especially if you're in the average game. Shadow Sorcerers were quite popular before Tasha's, but have fallen off a lot.
The big big problem with Hour of Reaping is that it doesn't JUST affect your enemies. It hits your allies too. And as you said, a 30ft radius sphere is _BIG_. So big in fact that you're probably hitting a good chunk of your own party with it. And I bring this up as someone whose first character was a long death monk.
Hour of Reaping only hits your allies if they're within the range. Few monks, especially the Long Death monks, should be at the line of skrimmage. Leave the fighters, paladins, and martial clerics there. Target the enemy back line - your mobility as a monk can get you there. Especially at level 9 when you can run up walls. * Touch of Death triggers when enemy is reduced to 0 HP. Target foes with low HP - archers, casters, etc. * Hour of Reaping can affect your allies, so use it where they aren't. Like behind the enemy frontline, at the archers, casters, etc. * Mastery of Death completely negates the need for your party's healer to come save you if you go down in a hard-to-reach place for them. * Touch of Long Death isn't an attack, it's a Con save. Use it against foes with low Con, and ideally with Low HP to save points - like archers, casters, etc.
@@TheRawrnstuff I mean that works in the very rare situations where you encounter that kind of enemy formation. Not every encounter is going to have archers or casters peppering you from max distance for you to engage solo. EDIT: Should also add, what good is a feature that doesn't change anything? If you're running into melee with ranged attackers, they're already going to get disadvantage on all ranged attacks anyways and spells that induce saves aren't affected at all by frightened.
@@dracokaleb1239 "Not every encounter is going to have archers or casters peppering you from max distance for you to engage solo." That is very true. And _Expertise_ on a skill works in every situation. Having a high AC makes you immune to all hostile actions. And any _charm effect_ works wonders on mindless zombies. I gave an example that utilizes the entire Long Death suite at once. "What good is a feature that doesn't change anything? [snip] ...they're already going to get disadvantage on all ranged attacks anyways..." Not against you. The guy in melee, yeah, but they're archers, and you'd be in short range. Being frightened also means that they're not switching to finesse weapons, since they don't dare to approach. For those who manage to hit through disadvantage, you have about 12 HP soaking buffer in Deflect Missiles (which wouldn't help against finesse weapons), and a hit or two in temp HP from Touch of Death. Against casters, you have mobility to break line of sight if needed, high dex and wis for saves, and your dex saves even have proficiency. At level 7 you gain evasion. How's that going to help against the barbarians axe? You expect them to be throwing grenades? Does the enemy casters at your table just nuke their own front line in hopes of hitting yours? You're a really tough nut for the back line to crack with their front line (high con, high AC) stuck elsewhere. In addition, every ranged/magic attack coming your way means one less aimed at your party's rogue, healer, or caster, each of whom have far fewer resources to negate those attacks than you as a monk do. Secondly, frightened also affects ability checks, and while combat doesn't feature a whole bunch of checks, nothing is forcing you to use it only in combat.
@@TheRawrnstuff The only point I'll argue on this is how ranged attacks while engaged work as this is something I only learned like a month ago myself. It doesn't matter who you're shooting at, if someone is in melee with you it's at disadvantage.
@@dracokaleb1239 " if someone is in melee with you it's at disadvantage" Right, absolutely, you are correct. I was operating under the expectation that on their turn, the enemy you are engaged with would move out of melee, leaving you alone (at which point you'd have to decide if it's worth to take that opportunity attack against them or keep your reaction for Deflect Missiles). My bad, I could've been clearer there.
It is an unfortunate tale for the Hunter, as it was priginally pretty much the only option that was playable in the early days of 5e, but now every other subclass has mostly surpassed it including the Beastmaster. Horizon Walker is still better, but I agree Hunter is more underrated.
Hunter is still really good for a 3 level dip if ur tired of gloom stalker. It's the later level features and lack of expanded spell list that hurt the hunter. They needed to add them in tasha for hunter and beastmaster.
I would say it depends. Hordebreaker can give you a "free" extra attack every round(no action required) as long as the new target is within 5 feet of the previous target and within range of your weapon. So that is a base of 3 attacks in many situations(which can be combined well with GWM or SS) already at level 5. If you then get extra attacks from bonus actions(PMA, XBE or GWM), you can deliver a lot of early game pain and do so consistently. Other subclasses are more specialized in doing a "specific thing". Hunter simply provides you with various offense and defense.
@@fendelphi yee, some dope ass passive abilities that make your ranger better at doing their job, I haven't made a ranger yet but when I do it'd probably be a hunter
Another thing with phantom rogue, there’s that class feature that makes it so people can’t have advantage on attack against you, so no matter what, they will have disadvantage against you in your spectral form
I played a Light Domain Cleric all the way to level 20 once. Legit one of the most powerful characters i ever played. Light domain is nuts and a strong competitor to Divine Soul Sorcerer in power and versatility IMO.
@@Zarkonem Fireball is far from the strongest level 3 spell, objectively. Spiritual guardians, is a much better spell. Spell list wise, trickery domain probably has the strongest spellist due to pass without trace and polymorph.
@@Kitusser I'll agree that polymorph is a fantastic spell. Pass without trace though i would argue is situational. I will also agree that fireball isn't "The best spell ever", course i didn't say it was either. It's cool that you have your own opinion. I have my opinion too. That people have different opinions about what is good and what is situational or over rated and that this game gives us all options we prefer is a testament to how awesome this game is. Lets say we leave this conversation there? Yeah?
@@Zarkonem "Pass without trace though i would argue is situational." Getting surprise pretty much guaranteed is very strong. "It's cool that you have your own opinion. I have my opinion too. That people have different opinions about what is good and what is situational or over rated and that this game gives us all options we prefer is a testament to how awesome this game is." Power of subclasses/classes isn't much of an opinion.
Having recently played with a light domain cleric in the party I can vouch for them being a great addition to a party. Warding flare tended to be extremely useful.
First Cleric I played was a Light Cleric who was a cook named Bon Appethetius. I cooked so much food and so many enemies. 9/10 would recommend the subclass
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Good to see Phantom Rogue getting it's due. One of my favorite characters was a half elf Phantom Rogue with a 2 level dip into Monk and the ritual caster feat. Despite being Lawful good, if he didn't have any soul trinkets, he got to roll on all three madness tables until he got a new one.
My favorite character I have ever made is a High Elf Horizon Walker. He was an Urban Bounty Hunter who specialized in the weird and occult. The character was so omnipresent in the narrative of the campaign the following campaign we played did not have any extra planar realms at all and almost all teleportation was removed from the world.
FLASH WARNING! VIDEO CONTAINS SOME FLASHING LIGHTS AROUND 4:30! In my time DMing hundreds of games for players all over the world, I've never seen any of these subclasses played! What subclasses do you feel are underrated in D&D? (Also, more awesome subclasses and bonus videos on patreon if you're still hungry for content!)
Glamour bard! Dont see many people talking about them but played on in a year long campain and was the supporting powerhouse. At lvl 5 with 20 cha you have a potential of up to 200 hp of damage mitigation with temp HP from your special inspiration use, uses back on short rest. Mantle of Majesty while taking concentrating is badass and won a real hard fight with me taking a boss enemys action away for 8 rounds in a row, letting us win the combat (was a super high lvl warrior with a small army also in the fight). And looking spectacular and sparkly all the time is fun for RP
That's genuinely surprising. I've seen every subclass played up to this point except maybe 3: Undying Warlock, Enchantment Wizard, and Battlerager Barbarian. My groups do a lot of one-shots though, so that likely explains it. As far as what I would consider underrated, however, that would be both of the Ravnica subclasses as slightly revised in Tasha's, and the Wild Magic Barbarian.
At level 11, you can spend a resource to remain at 1 hp when an attack would otherwise drop you to 0......Half Orcs get that for free at level 1. Though I guess if you want to spend ki every turn just not dropping, that's an option? Granted the other stuff sounds pretty cool. Although you have to be the one to finish an enemy off to get the level 3 ability, and not your ally? I can see why people sleep on this.
But the Half Orc Relentless Endurance only work once per Long rest. The Mastery of Death feature can be used over and over, as long as you have Ki points. For the level 3 Feature, consider bringing some sacrificial chickens or mice on your journey.
@@fendelphi Guy just carries mice with him, and you think aww, that's sweet, kind of thematic for a monk. Then you find out they're just sacrifice fodder.
#1 -Way of Long Death. problems with it is ....you have to kill something to activate your temp hp ...and temp HP goes away after long/short rest. Typically those temp HP won't matter or will just go away also its a monk subclass so its D+ at best because monk, late game its fun, but monk just doesn't get enough to be a good class. #2 Light Domain has the problem of being an old subclass - its a bit dated and doesn't hold up well and if you want to fireball something and have a better spell list - just play Wizard , Though i do agree it is a great and fun flavored subclass. #3 Phantom Rogue -. It's legit considered the second best subclass for rogue and if you single class it , it has some of the highest rogue damage and you get very useful class features. It's actually not that uncommon to see it - its mostly this or Arcane Trickster or Swashbuckler. #4. Horizon Walker suffers from the problems of 1. its a ranger subclass so its C+ at best 2. Gloomstalker is just better 3. It has a dead class feature that is campaign exclusive. It's a good , fun subclass - just suffers from being a ranger/campaign exclusivity . #5 Shadow Sorc - great subclass to dip into and has a lot to offer - Divine Soul just over shines it and Clockwork Soul is just DUMB powerful. I agree very underused and fun flavored class.
Gloomstalker is only 'better' if you're talking about a purely analytical DPS in which there is any source of darkness/dim light which can be zero, making it useless. He's talking about underrated overall, this isn't an S+ tier list dude.
@@Demonamic777 yes but when you compare it , you have to compare all of it and all of gloom stalker out beats all of Horizon Walker. Umbral Sight is amazing + and extra attack (op) + wisdom save proficient (arguably the best save to have) + turn a hit into a miss upping your to hit minimally by 50% to 100%. Ethereal step and Detect portal are meh at best sometime downright useless, Spectral defense requires you to take damage from 1 “attack” it’s just bad.
The only real issues with monk is that it doesn't do good damage (relative to GWM users) and it's squishy (HP wise) relative to other martials, but just one or two procs of Touch of Death makes up for the latter problem. Combine that with Mastery of Death, Deflect Missiles, and Evasion and a Long Death Monk can tank more damage than a fighter. I'd say it breaks into C tier territory. Also Temp HP doesn't go away on short rests.
@@gaminginthedark225 naw but a monks tool kit is just extremely lack luster compared to other martials, they’re literally the worst class in the game for a reason. They’re a fun flavor and can do some nice things don’t get me wrong, but in almost any instance where a monk shines it’s just better to have a fighter or paladin. The versatility of fighter and just the entire toolkit of paladin just vastly out shined monk. Doesn’t help monk subclasses get super nerfed into the ground like as soon as they come out and all the fun tools they get get taken away.
@@thestylemage2092 I think you may be confusing Touch of Death (their level 3 feature that gives temp HP) with Touch of the Long Death (the terrible level 17 feature that just does some damage) cause I never mentioned anything about them being good at doing damage. In fact I literally pointed out that one of Monks flaws is its low DPR relative to other builds. The point of Long Death as a subclass is to be tanky compared to other Monks and it does that really well especially at level 11 or higher when are not only getting a good chunk of temp HP with every time you drop an enemy but can also just choose to not fall to zero HP for a single Ki point.
i love the phantom rouge. if you can get green flame blade via a feat or race. you can deal so much extra damage to a secondary target and the first. i have one equipped with illusionist bracers so i can use 2 green fllame blades a turn.
I loved the Horizon Walker lore so much I didn't make a character, I made an organisation. Made of Horizon Walkers, Twilight Clerics and Watcher Paladins, they were formed by the Summer Queen and the last of her Knights to defend against extra planar invasions.
aight hear me out: shadow sorcerer saying "Lucifer, fetch me their soul" as they're about to summon the hound I made a build recently with this, a warforged fighter (unfortunately battle master) and sorcerer (shadow, duh) named Sentry just a robot dude and his pet dire wolf, nothing to worry about. Bonus points if Lucifer is always a shadow at your side until you use the command to sick it to a creature
I like how I have used (and like) the light cleric and what became the phantom rouge. And I have a build that uses the long death monk and shadow sorcerer. The horizon walker has sounded interesting, but I just haven't had to use it because the hunter is more versatile for multi classing.
One Subclass that I think is underrated is Order of Scribes Wizard. Able to Transmute your spells without Sorcery points, can transcribe spells in minutes with their magical quill, and has a Manifest Mind that can cast any spell from its position.
Awesome video! Absolutely love videos that breakdown classes, subclasses, and multi-classing. I find the theory crafting to be really interesting, even if min maxing might hurt game play. I know there's a bazillion classes/subclasses/multiclassing options but I'd love to see a continuation of these sort of vids that explore builds and also some of the strategies that those builds can employ. Gonna take a look at your Patreon.
My first D&D character was a light cleric in a homebrew campaign where almost all of the enemies were undead. My party was excited to have a healer, but alas, Sister Hinde let the bard do the healing and always jumped into the middle of the fight. Every member of the party was caught in one of her fireballs at least once, if not more, and she would sometimes center the spell on herself so that any enemies around her would get blasted to smithereens. Fun times. We finally wrapped up that campaign after 2 years just a few weeks ago!
As someone that is a doing a cleric rogue with a healing domain and is a phantom rogue, I didn't know what Phantom Rogues did as they went up in levels until now and I'm happy that I chose the Phantom rogue subclass
I'm currently running a Crystal Dragonborn Light Cleric in Curse of Strahd and having a lot of fun with it. The mix of radiant and fire damage has been very effective.
I want to give a shout out to the Glamour Bard. I usually DM so I haven't gotten to play one over the course of multiple sessions. But I love their abilities.
I remember one time using a Light Domain cleric in a lv3 one shot. It was supposed to end with a combat encounter against a bunch of casters that the DM said had TPK'd other groups. The Chanel divinity literally managed to one shot the vast majority of the enemies so the fighter could clean up in a couple rounds
I multi classed into Shadow Sorcerer as a level 9 Paladin, which was really fun. The aura of protection made it a bit more possible to trigger Strength of the Grave at higher levels where you take a lot of damage.
I've played the Long Death monk and Shadow Sorcerer. I've also seen Horizon Walker and Light Cleric in practice. They all definitely brought amazing things to the table. As a note, I played my shadow sorcerer as an investigative/illusionist specialist sorcerer and fluffed her hound as a snake (yes, she was a yuan-ti... backstory was she had died and been brought back to life by a neutral(good) aligned god of death that had her investigating signs of fiendish invasions).
I think it would be fun to play a horizon Walker ranger who hunts multiversal threats to their plane as a way to honor their master/adoptive father who took them in when finding them as a child only to learn through the campaign that they are originally from another plane.
Great video, love your content and humor! One suggestion for viewer convenience, when you cite sub-classes like this perhaps you could mention or list sources in the description for those of us that don't know or have all of them? I end up looking up things from your videos that sound most interesting, and in this vid that was All of them.
That's just how the half-casters are usually, and both Paladin & Ranger are really good currently. I'd say this problem is more debilitating on the Monk.
My very first character was a shadow sorc/warlock w one lvl dip in rogue. Could not of been more fun of a character for me, and made even further more amazing given the character arc he got to go through. Benedict the Hound of Ill Omen saved fights consistently
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Weird Things you can do in D&D Part Whatever: Guilmon is Bestest Boi!
First, take 5 levels in Light Cleric (as featured above), and go 6 or more levels into the UA Primeval Druid (with the Beast Sense spell).
Next, rent a room in a local town or city (preferably one with a town gate, and decent guards).
Finally, send your pet out on an out-of-town adventure, and cast Beast Sense.
Since Beast Sense is a range of _Touch,_ and not a range of _Self,_ you can just cast it whenever, and thanks to Primeval Conduit, it can be cast from the range of your Companion, thus letting you utilize your companion's senses as your own. If they come across an enemy worth the XP, well...
*"PYRO SPHERE!!!"*
-Guilmon, the Bestest Boi. :3
That's right! Thanks to your multiclass into Light Cleric, it's Fireball time! Your Primeval Companion will be able to avoid the brunt of the damage, should you have to make it a short-range cast, due to the other feature of Primeval Conduit. (and if necessary, Clerics also get Cure Wounds with a range of Touch, should Guilmon get a few too many boo-boos). You never really have to worry too much about your hit points or AC yourself, because you've got an entire _city_ as your defense. Even if your Companion goes down, all it takes is another spell slot, and your companion is back on its feet, and back in the safety of the city. If you're afraid of getting low on spell slots, don't forget that you have _two_ classes worth of cantrips at your disposal, so you can rely on them instead.
And, of course, you can always summon a Primeval Companion that _isn't_ Guilmon, should you fear copyright laws...
...But come on! It's _Guilmon!_ D:
Actually, the shadow sorcerer's saving throw is charisma not constitution, which only makes it more incredible.
Actually it sucks. Downing damage is big damage. Most of the time the DC is above 20. Over 2 years of weekly sessions I have taken a Shadow Sorcerer from LV4 to Lv13. The feature triggered ONCE!! Ironically in his last fight, just before his 4th and final death.
@@hieronymusnervig8712 similar situation. I was only ever able to make it proc twice and those were both at low levels. When you start taking 40+ damage, it's almost impossible to get it.
@@Wardriven1124 Yup, really bad design. It should honestly just follow the concentration save rules. DC being 10 or half the damage taken, whichever is greater. Sure, that's an auto-success at the higher levels, but common. Even 30 damage is barely anything in the 2-digit level range.
@@hieronymusnervig8712 definitely something like that would be awesome.
My level 6 ranger/hexblade/shadow sorceress and her 2 party members (a tank and a healer, both level 6) just defeated a level 17 rogue (spellthief) in a mystery/intrigue part of the story. We basically did everything right to take him down, including Strength of the Grave proccing, letting me stay up to fight him. My DM was flabbergasted by our ability to take him down. I can give the details of that fight if you'd like, it was awesome ^-^
I like that you’re giving not only their awesome feats and spells, but also how they narratively improve the game. That’s an interesting aspect a lot of other dnd channels ignore.
I don't think some feats/subclasses are "more flavourful" than others, anything can be flavourful if you play it right.
@@jamesbaker2092 agreed. But I like that he brings up the possibilities.
@@ForeverWog Well said. Character flavor is, first and foremost, an issue of player innovation. However, it's useful to understand how much of that weight the class will carry for you. And a class that sets up a lot of narrative for you can be an especially helpful tool for new players, who may struggle to develop unique and flavorful characters without falling into generic archetypes.
@@Drekromancer I'll be honest, my warlock is Undying only because of flavor reasons.
@@jamesbaker2092 Yes, everything can have great flavour, but some offer more free roleplay opportunities.
Way of the Long Death monk sounds like a great villain subclass, especially undead type villains.
Can confirm, I played a guest villain in my mates Homebrew campaign as a cult agent, I would turn up now and then as a pursuer type encounter and to drop some lore bombs, in the end the party couldn't kill him and trapped him in a pit full of spikes collapsing the roof above
Just finished a lv1-20 campaign with one of my players using that subclass. If you manage to get your hp fairly high like through the tough feat the temp hp and ability to stay at 1 hp made him just as tanks as the party Barbarian. The two of them together were an unbreakable wall
True. You cannot play one if you are goodly aligned.
Multi class with death cleric and just keep gaining temporary hit points
when i think Way of the Long Death monk i think Akuma from Street fighter, it makes a great antagonist for any of those I was a martial prodigy and something happened PC.
timestamps for ease of use:
0:05 monk- way of the long death
2:07 cleric - light domain
5:37 rogue - phantom
8:06 ranger - horizon walker
10:40 sorcerer - shadow
We appreciate timestamp listers in this household.
@@Heroltz998yes.
I would love that monk
Long Death's only issue is actually killing enemies in the first place lol
Just use monk weapons or dedicated weapon(yes that is a optional feature you can choose).
do what i did, play an elf for the weapon training and take elven accuracy, then beg the DM to allow flanking
You get a tool at lvl 17. But at that point most campains end. Even if you say i go to lvl11 for my dont die ability and then multiclass for being stronger its just too late.
My dm even ignore the hour of reaping (the fear aura) so he can take the other abilities down to 6 and 11 and homebrew something usefull at 17 xD
@@sixofone8663 I should. Thank you for enabling me to murder my enemies faster.
@@okgut2033 that is dumb
As a light domain cleric fanboy I'd like to add a thing about Corona of Light: the forced disadvantage isn't just against fire but radiant spells as well and Tasha's added 2 powerful radiant spells, sunbeam and sunburst. Additionally, the forced disadvantage is against ANY fire or radiant spell, not just your own! Great team work feature with a fireball friendly wizard.
And there is no limit on how many times per day you can use it
Once that minute is up you can just resummon it
My Drow Feylost Death Domain Cleric will love her potential Necrotic Shroud:)
She is currently lvl 1 but if I can find a group will be fun.
She also will frequently use Sunbeam.
@@morrigankasa570 a drow in sunlight from sunbeam might be problematic if you want to do skill checks or attacks rolls
@@markuskeler758
Source: Player's Handbook
6th-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a magnifying glass)
Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
So during it's duration the enemy is blinded on first attack which puts them at disadvantage as well so it sort of balances out my own disadvantage, and during that time the rest of the party can gain benefits from it if they needed that extra light because they lack Darkvision.
I just realized something interesting about Shadow Sorcerer after reading it over again. Unlike most abilities like this, there is nothing stopping you from summoning multiple Hounds in the ability's text. That means that if you have the sorcery points for it, you can just keep adding dire wolves to any enemies while still casting your spells. And they have pack tactics.
The main issue is that the ability generally doesn't scale well because the stats of the hound don't increase. At a certain point there are just better things you can do with those points.
Sure, but it's expensive as shit and the hound can be killed. Sure, cornering them maybe? But... just focus the one thing with its new disability
@@g80gzt Yeah you're not wrong, but there's already an established source of basically endless sorcery points out there. Now I'm not saying that it's at all a good use of the ability, but it'd be plenty flavorful to go Coffee-lock and keep spamming wolves until it stops being funny. They can be killed, but the amount of things that can do 37 damage per round and still have action economy available after that, consistently, is very low. So if they don't kill the wolves, they deal with more and more wolves. If they do kill them, they're wasting actions. And all it takes you is a bonus action. Keep your squishy sorcerer self out of the way with Blink/etc. and continue to laugh.
If Flexible Casting considers 3 sorcery points equal to a single 2nd level spell, then summoning a special dire wolf that lasts 5 minutes with no concentration is definitely value for money there.
@@piranhaplantX if you’re treating it as a Dire Wolf, sure. But continually forcing disadvantage on saves starts out excellent and stays excellent; the text doesn’t say it only applies to the initial save, like it does for the Heightened Spell metamagic. Instead, it’s Heightened Spell *every turn* for the same cost as doing it just the one time.
You can get 2 hounds out there, twin cast something with repeat saves like Hold/Dominate Person/Monster, and it’s basically a death sentence.
And if you want to be REAL cheeky, cast Mind Sliver on your target every subsequent turn to subtract a d4 from their next save, which they already have disadvantage on, while it tries (and probably fails) to make Mind Sliver’s INT save that it *also* has disadvantage on :)
@@UninterestingPedant I understand how it is supposed to work on paper. But both as a player and DM I realized that in group fights or fights against creatures with legendary actions, it requires that the DM ignores it. As it often gets squished before the next friendly in initiative order, at least once you hit the point where appropriate creatures can one-turn ragdoll dire wolf stats.
A great example of Long Death Monk appears in the Crown of Candy season of Dimension 20. Also includes a great cheese stay for the subclass: whenever they are close to a farm or similar, the Monk sneaks over and wrings the neck of a chicken to get temp HP.
Phantom rogue do the same for soul trinkets.
The caramel chickens are terrified of the cotton candy man
Bag of rats
“Bag of Rats” tactic (or chickens) is not really new though. I have not seen the episode to see if it was really just fun.
Another great example is a Long Death + Grave Domain from Captain RoBear's Ebberon campaign. These two mesh together really well with path to the grave marking a creature to be vulnerable to all damage from the next attack. I don't want to spoil what happens but it was epic
cleric of light was one lucky find for me first time cleric and party without other spellcasters, i was crowd control, healing, tank, etc
I feel like you get a bit of everything you'd want out of a spellcaster with a light cleric. Damage, support, and heals. Not sure how you tank as one, but at least as a backline caster it's good.
I played a Goliath bear totem with senetial with a light cleric in the party. Once he got fireball I was calling fireballs on my position after running into a group of baddies. So much fun.
@@dorkknight413 Nice to have a character that doesn't mind friendly fire.
@@dorkknight413 "Danger Close!"
@@chadnorris8257 Half plate + shield and Warding Flare. Plus you can self-heal.
I had a tiefling light cleric. At level 3 she had a barracks fight in which she just slung spells the whole time and never left melee. Hard to hit someone with 3 warding flares AND hellish rebuke! By the end, two baddies were crispy (2nd was dealt with by another Tiefling) and the rest had surrendered. She then used her Prayer of Healing to bring them back from the brink, for an "I can take what I can give" Angel of Death combo. It was glorious.
Horizon Walker is my favorite class in all of DnD, my first character was a Black Dragonborn Ranger Horizon Walker. I played them in two campaigns, finishing one entirely and killing an Elder God. I was told I was the most interesting Ranger my DM had ever seen which I still hold as my favorite compliment of all time!
*Inb4 your the most interesting ranger he's seen because you're the only ranger he's seen*
I say this in jest.
Combine Horizon Walker with Oath of Watchers Paladin. :)
I’m really excited to play a Half-Orc Phantom Rogue for an upcoming campaign! I’ve flavored their Phantom abilities where it’s her tribe’s ancestors that appear to pass on knowledge for the proficiency and deal the damage for Wails from the Grave.
Just get a horse and spam steady aim. So much damage plus movement
I've got an Earth Genasi Phantom myself which is flavoured as basically a mummy with various Egyptian artifacts for soul tokens
I just rolled up a Centaur Barbarian that I plan to multiclass into a phantom rogue at lvl 6-20 for the newest campaign I joined.
I have a lizardfolk phantom who channels vengeful spirits from their swamp home.
Nice! I did something similar for a druid, who was multiclassing into rogue. The abilities were coming from members of her druidic circle.
As someone who plays a Kobold, what do you have against them? Your champions are always attacking them in your vids XD
I love Kobolds! I kill from love
@@DnDShorts thats why I TPK
@@DnDShorts taking out the competition?
I mean they are traditionally as evil as goblins and typical intro enemies. And typically individually weak. Thus cannon fodder.
I'll stop stomping kobolds when they stop putting scorpions in my Paladin armor while I sleep.
8:08 I played a Horizon Walker mumticlassed with Arcane Trickster. I gave that DM PTSD, especially after his boss Chain Devil 1v1 in a forge cage (whose CR was my level, was under the Haste spell, and his HP was maxed out) died while I wasn’t even bloodied.
Over a year later, when he was a player, a new Ranger realized he hadn’t been taking his spells. So when his archer realized he was in Melee range of 3 enemies, he said “I cast Zephyr Strike.”
Ex-DM shot up at that phrase. “You are not allowed to say that. It still gives me nightmares. If you dare say ‘Planar Warrior’ next turn…”
I'm a DM with a light domain cleric, horizon Walker ranger, a bear Totem Barbarian and a Gunslinger in my campaign. They are all awesome subclasses that keep me on my toes
The phantom rogue should really make up his mind if he communes with the dead or if he is undead himself.
My first character was a corrupt Light Domain Cleric that had a tiny owl phoenix as a familiar (he was a Vuman) and it was honestly one of the characters I've had the most fun playing as! I was hooked on FF14 at the time so I envisioned the channel divinity as a Holy spell from White Mage, it was awesome!
I played WH in FF14 :)
Great video, but I wouldn't call the subclasses you talked about underrated really. I see Shadow sorcerer & Light Cleric a lot, and they were easily some of the most popular subclasses for their classes before Tasha's. A few that I think definitely should've been included here are the Wild Magic Barbarian, Spores Druid, and Order Cleric.
I’m basing this off personal experience tbf, but I agree all those you listed are also underrated! Will need to make a sequel to this one day
Order cleric is in no way underrated its well known to be stupidly busted
@@lavenderwalrus9875 Sorry to be blunt about this, but if it is truly so well known then how come when this channel ran their subclass poll it only got 9% of the vote. It was almost as low as nature cleric, meanwhile the light domain, the subclass featured in this video, got almost twice as many votes. I agree with you that the subclass is amazing, but I've been on YT, Discord, Amino, GITPG, and Twitter talking about DnD subclasses for a long time. Only like 2 times since it's been released has it come up in the conversation of Cleric subclasses without me having to mention it first.
@@lavenderwalrus9875 yeah order cleric is on a lot of peoples op lists
Spores Druid isn’t strong enough to be underrated imo
If ya wanted you could also give your Light Cleric the Elemental Adept (Fire) feat to make the fire spells even more potent
My first cleric for Tomb of Annihilation was a Light domain cleric and she was so much fun to play. I went High Elf and took Firebolt. Made it to lvl 11 at the end.
"Way of the Long D" I LOST IT
The core reason Horizon Walker rangers are under rated is the fact that Planar Warrior only lasts one turn and takes your Bonus Action. Which is better used with Crossbow Expert especially if you also take Sharp Shooter to really buff your damage. Also it completes with using Hunters Mark and the other bonus action single attack buff spells that rangers get.
I think it's more the fact that nobody plays rangers in the first place
@@BlinkingEldrichRoses That too to a extent, as Rangers were rather underwhelming up until Tasha's with a few exceptions. However the recent changes and newer subclasses have revitalized them a good bit.
Now as for Horizon Walkers In addition to the bonus action cost of their added damage it also has a 30 foot range. Which is less then ideal for a ranged weapon wielding Ranger. Especially when you consider that most other Ranger subclasses don't have these limits.
In addition to that their lvl 11 Distant Strike ability also favors melee with its 10 feet teleportation. Now to make matters worse its normally ideal to focus fire down enemies instead of attacking 3 different targets. As enemies are 100% effective as long as they have any hit points just like players.
All in all the Horizon Walker subclass is more focused on melee compared to the other Ranger subclasses. However Rangers suck in melee due to their d10 hit die, medium armor, and lack of damage avoidance tools compared to other classes. As a result from a optimizing view point it is almost always better to go ranged as a Ranger.
@@danidas I've been playing a longbow HW Ranger for a while now and the 30ft range for the Planar Warrior isn't really an issue. Remember that you have access to the spell haste, just zip in within range and move back out, and with the extra teleportation from Distant Strike you're basically the Flash lol
@@danidas Rangers have never been nor are weak.
@@Kitusser That doesn't mean they don't have that reputation. I agree with the sentiment that Horizon Walkers are underrated solely by players who incorrectly think rangers are unplayable. But those players exist. And Wizards even acknowledged that the things rangers excelled at in PHB are the least used skills in the game, in general, so they felt bad to play
The Long Death Monk's final ability reminds me of the best NPC name that I have ever read. In the Mystic China sourcebook written by Eric Wujick, mention is made of a legendary Triad assassin: Arsenic Handshake Wah.
I really like your delivery. Excellent presentation method. Fun, but not over-the-top.
You killed me with that “whales from the grave” graphic.
Fey Pact Warlocks. One of the best warlock spell selections including sleep and faerie fire at 1st level, AOE Charm/frighten once per short rest, reaction teleport when taking damage.
Only one problem tho, your Patreon is a fey. And since even the seelie court can be ... let's say unpredictable, I don't wanna know what it's like if your Patreon is a fey aquinted with the unseelie court.
@@paulgunther-kfpclone-captain As opposed to a patron which is a straight up fiend, because they are totally trustworthy :P :P :P
@@lord6617 yeah sure no Patreon is without flaw, but a fiend is at the very least bound by contract and is as such unlikely to display the utter randomness a fey is capable of
@@paulgunther-kfpclone-captain There are good and neutral fey. Taking the fey as a single group is just being obtuse. Treating the fey as a wholistic block is like treating all the participants in the outer planes conflicts - angels, devils, demons, etc. - as one single block and then saying they are all totally untrustworthy because demons are demons.
@@lord6617 yeah true there are indeed fey with good and neutral alignments but that's not the problem I see with fey. The reason I think a fey Patreon might be more problematic then let's say pact of the great old one for example is that to my knowledge the majority of fey is on the chaotic side of the alignment chard
10:03 that's Uncanny Dodge, not Evasion. Evasion is the level 7 ability that does half damage on failed dex saves, zero damage on passed dex saves. Monks get it too.
Are you thinking of Path Finder?
@@lyntoncollins2758 no ... uncanny damage half damage from an attack you can see as a reaction .. rogue ability t level 5.
the mistakes and things this guy says in his videos makes me wonder if he even plays the game , like rogues being able to dodge as a bonus action one time and some of his tips and hacks make no sense , wouldn't work or is just a result of his own interpretation of the ability like when he talked about phantom rogue exploit with keen mind.. no where in the raw or rai implies that would work
@@lyntoncollins2758 No, this is how evasion has worked since 3/3.5e D&D, which is where Pathfinder got it from.
Man, imagine the synergies some of these subclasses have with others...
A light cleric, with a pyromaniac wizard, and a desert barbarian. The ultimate arson team
add an artillerist artificer and that's just a terrorist group
Throw a Wildfire Druid and fire dragon monk in there also
Unsure if it's considered underrated, but my recent experiences made me fall in love with Fey Wanderer Ranger.
Bonus to damage that does not require any action or resources is lovely, especially since it stacks with Favored Foe or Hunter's Mark. The bonus spells are fantastic - Charm Person is a fantastic tool in and out of combat, Misty Step is a quality in on it's own, there are whole essays on why Dispel Magic is great, Dimension Door is Misty step bigger, buffer cousin, and topping it off with Mislead creates a very strong array of tools to screw with the enemy. Otherworldly Glamor is absolutely fantastic - adding not one, but two stats to Charisma checks means that all you need is grab a +2/+1/+1 race, which gives you 3 16's and a 10 - meaning +6 to Charisma checks without sacrificing more directly combat-oriented stat, and you can still slap Canny on top of it for double proficiency. Bards, eat your hearts out.
Beguiling Twist not only gives you very potent defense against two of the more annoying save-or-suck effects, but it also allows you to play rocket tag with those that cause them, sending them right back. I'm afraid of the dragon? No, the dragon is afraid of me!
Summon Fey, and one not requiring concentration is bonkers. You essentially summon a Mini Me that zoops around the battlefield with Misty Steps. Give the little bugger Mirthful or Tricksy personality and you've just cranked up the level of chaos you inflict onto enemy to 11.
And to top it all off, Misty Wanderer. A handful of free uses of Misty Step, and now you get to take a buddy for a ride as well, whether you use it from this ability or cast it in regular way. Your sword and board Fighter friend has hard time reaching the BBEG? Grab their hand and give them a lift. Remember to say "Come fly with me, Wendy!"
Fey Wanderer is just so... amazing to me. Outside of combat it is a Face of the party that can put Bards to shame, and in combat it is a unstoppable engine of chaos that screws with enemy by constantly moving around or preventing them from acting normally with their mind affecting tricks. and it oozes flavor - person touched by the wild Fey, be it willingly or unwillingly, and bringing their unique flavor of mischief to the game.
I've really enjoyed my Rogue Phantom (Drow). I think it's most effective in a smaller group campaign where there's a lot of social and city-based gameplay. Good explanation of the benefits of the Phantom. Also, I'm really glad to see you have the Horizon Walker in there. I absolutely love my Horizon Walker but it fits best in a campaign that involves extraplanar creatures (or planes).
about half the Domains get Potent Spellcasting. The other half get the one which benefits melee attacks, but every Cleric Domain gets one of the two. Either one can be swapped out for Blessed Strikes which instead adds a d8 to both, and is not restricted to Cleric Cantrips. Good for taking Spell Sniper or Magic Initiate to gain Thorn Whip to pull enemies into your Spirit Guardians.
Great timing on this video. Not only did this get me to go support the kickstarter project, but you highlighted a few of my recent favorite subclasses that I was eager to try.
i spent 5 years playing a light domain cleric who at one point dipped his censer into an unknown pool of glowing liquid just so when people asked what kind of cleric was, he could pull that out. he also got the book of exalted deeds and would just go everywhere with the halo constantly turned on. he really liked making things obvious.
You know what is truly underrated, unorthodox Race/Class combos (pre Tasha's).
Warforged Shepherd Druid, Half-Orc Assassin Rogue, Gnome Wild Magic Barbarian, and Fallen Assimar Lycan Blood Hunter
I used phantom rogue for a mini campaign and now i have another as a backup character because the idea of speaking with the dead was used for comedic gold. I basically had the three stooges doing infiltration work
I've played 3/5 of these, they are stylistically amazing and have such fun exchanges with other players + NPCs. Plus, using fireball as a cleric puts a smile on any player's face
1:05 - except hour of reaping effects everyone in 30 feet indiscriminately. So your Allies movement and attacks maybe hampered as well.
Just get less wimpy allies
@@somebodytm2039 ….but it’s the wimpy ones that pass the check XD
@@757reaper affects* (not effects); may be or might be* (not maybe) 🙄
I keep hearing Wails from the Grave as "Whales from the Grave" and am always disappointed when my brain corrects itself.
I played as a Shadow Sorcerer in a friend's campaign and I can say that it is indeed badass. Coupled with an epic backstory for why the powers exist to boot, and a questline, I loved playing as that and would rlly like to play as one again
My Shadow Sorcerous gets play as a PC and NPC in multiple campaigns. Though, some people hate even the threat of her showing up because they were in a campaign where she nearly TPK'd a group of 9 PCs and three NPCs.
For your consideration: Two subclasses I never hear about but love greatly: Tempest Domain Clerics and College of Glamour Bards.
Tempest Clerics get a divine version of Hellish Rebuke, can shove enemies away when using lighting spells, and eventually get innate flying ability! Though that las tone is limited to only when your character is outdoors.
College of Glamour Bards can charm anyone who watches them perform for a minute, gets free uses of the Command spell, and gets a mantle that requires wisdom saves to hit you and even if they do succeed they then get disadvantage on their next save against your spells.
I was surprised he didn't cover the often overlooked but equally Amazing Shadow Monk
Yet another fantastic video. I gotta say...you may be the best DnD UA-camr/Tick Tocker out there right now. Your content has been unmatched over the past couple months and you may be the best in all of UA-cam at the sponsor skit. Absolute chef kiss!
Im currently playing a cleric of light in my dnd group, because it was the only thing that kinda fit my character + our team needed a spell caster.
I didn't really think about how the campaign was set in hell and everything has fire resistance tho lol
Haaaave you met _Elemental Adept?_
@@TheRawrnstuff I suppose not.
I love the recursion of the long death monk when multiclassed with undying warlock. Although with this combo, I always dump stat constitution for the lols
Long death monk, shadow sorcerer, and phantom rogue are literally the most popular subclasses for their class at my tables. I agree they are great but I never knew they were considered “underrated”
Well Long Death isn't too bad considering what other options you have for Monks, but there are better subclasses, same for Phantom especially if you're in the average game. Shadow Sorcerers were quite popular before Tasha's, but have fallen off a lot.
I always go to this channel for something light and fun. Thank you for being here.
The big big problem with Hour of Reaping is that it doesn't JUST affect your enemies. It hits your allies too. And as you said, a 30ft radius sphere is _BIG_. So big in fact that you're probably hitting a good chunk of your own party with it. And I bring this up as someone whose first character was a long death monk.
Hour of Reaping only hits your allies if they're within the range. Few monks, especially the Long Death monks, should be at the line of skrimmage. Leave the fighters, paladins, and martial clerics there. Target the enemy back line - your mobility as a monk can get you there. Especially at level 9 when you can run up walls.
* Touch of Death triggers when enemy is reduced to 0 HP. Target foes with low HP - archers, casters, etc.
* Hour of Reaping can affect your allies, so use it where they aren't. Like behind the enemy frontline, at the archers, casters, etc.
* Mastery of Death completely negates the need for your party's healer to come save you if you go down in a hard-to-reach place for them.
* Touch of Long Death isn't an attack, it's a Con save. Use it against foes with low Con, and ideally with Low HP to save points - like archers, casters, etc.
@@TheRawrnstuff I mean that works in the very rare situations where you encounter that kind of enemy formation. Not every encounter is going to have archers or casters peppering you from max distance for you to engage solo.
EDIT: Should also add, what good is a feature that doesn't change anything? If you're running into melee with ranged attackers, they're already going to get disadvantage on all ranged attacks anyways and spells that induce saves aren't affected at all by frightened.
@@dracokaleb1239 "Not every encounter is going to have archers or casters peppering you from max distance for you to engage solo."
That is very true. And _Expertise_ on a skill works in every situation. Having a high AC makes you immune to all hostile actions. And any _charm effect_ works wonders on mindless zombies.
I gave an example that utilizes the entire Long Death suite at once.
"What good is a feature that doesn't change anything? [snip] ...they're already going to get disadvantage on all ranged attacks anyways..."
Not against you. The guy in melee, yeah, but they're archers, and you'd be in short range.
Being frightened also means that they're not switching to finesse weapons, since they don't dare to approach.
For those who manage to hit through disadvantage, you have about 12 HP soaking buffer in Deflect Missiles (which wouldn't help against finesse weapons), and a hit or two in temp HP from Touch of Death.
Against casters, you have mobility to break line of sight if needed, high dex and wis for saves, and your dex saves even have proficiency.
At level 7 you gain evasion. How's that going to help against the barbarians axe? You expect them to be throwing grenades? Does the enemy casters at your table just nuke their own front line in hopes of hitting yours?
You're a really tough nut for the back line to crack with their front line (high con, high AC) stuck elsewhere. In addition, every ranged/magic attack coming your way means one less aimed at your party's rogue, healer, or caster, each of whom have far fewer resources to negate those attacks than you as a monk do.
Secondly, frightened also affects ability checks, and while combat doesn't feature a whole bunch of checks, nothing is forcing you to use it only in combat.
@@TheRawrnstuff The only point I'll argue on this is how ranged attacks while engaged work as this is something I only learned like a month ago myself. It doesn't matter who you're shooting at, if someone is in melee with you it's at disadvantage.
@@dracokaleb1239 " if someone is in melee with you it's at disadvantage"
Right, absolutely, you are correct.
I was operating under the expectation that on their turn, the enemy you are engaged with would move out of melee, leaving you alone (at which point you'd have to decide if it's worth to take that opportunity attack against them or keep your reaction for Deflect Missiles).
My bad, I could've been clearer there.
Your visuals create new flavor inspiration. I totally want to play a phantom rogue characterized as Bill Murray from Ghostbusters era.
I feel like hunter is the iconic underrated but awesome ranger subclass, horizon walker is meh in comparison
It is an unfortunate tale for the Hunter, as it was priginally pretty much the only option that was playable in the early days of 5e, but now every other subclass has mostly surpassed it including the Beastmaster. Horizon Walker is still better, but I agree Hunter is more underrated.
Hunter is still really good for a 3 level dip if ur tired of gloom stalker. It's the later level features and lack of expanded spell list that hurt the hunter. They needed to add them in tasha for hunter and beastmaster.
I would say it depends. Hordebreaker can give you a "free" extra attack every round(no action required) as long as the new target is within 5 feet of the previous target and within range of your weapon. So that is a base of 3 attacks in many situations(which can be combined well with GWM or SS) already at level 5. If you then get extra attacks from bonus actions(PMA, XBE or GWM), you can deliver a lot of early game pain and do so consistently.
Other subclasses are more specialized in doing a "specific thing". Hunter simply provides you with various offense and defense.
@@fendelphi yee, some dope ass passive abilities that make your ranger better at doing their job, I haven't made a ranger yet but when I do it'd probably be a hunter
Another thing with phantom rogue, there’s that class feature that makes it so people can’t have advantage on attack against you, so no matter what, they will have disadvantage against you in your spectral form
I was really hoping arcana domain cleric would be on this list
Same, Arcana Domain is just a really cool and versatile domain. Love the Gish build with booming blade/green flame blade.
I don’t think Arcana is underrated. It’s one of the more well known L20 power builds
Its really bad early game and absolutely op late game and everyone knows that its not really underrated most people just dont play at those high lvls
"Wails from the grave" *Cue ghost whale*
Comedic genius!
I played a Light Domain Cleric all the way to level 20 once. Legit one of the most powerful characters i ever played. Light domain is nuts and a strong competitor to Divine Soul Sorcerer in power and versatility IMO.
It really isn't that good, nor is its spelllist
@@Kitusser Cleric with fireball? I beg to differ. But that's your opinion. You have a right to your opinion just as much as i do with mine.
@@Zarkonem Fireball is far from the strongest level 3 spell, objectively. Spiritual guardians, is a much better spell.
Spell list wise, trickery domain probably has the strongest spellist due to pass without trace and polymorph.
@@Kitusser I'll agree that polymorph is a fantastic spell. Pass without trace though i would argue is situational.
I will also agree that fireball isn't "The best spell ever", course i didn't say it was either.
It's cool that you have your own opinion. I have my opinion too. That people have different opinions about what is good and what is situational or over rated and that this game gives us all options we prefer is a testament to how awesome this game is.
Lets say we leave this conversation there? Yeah?
@@Zarkonem "Pass without trace though i would argue is situational."
Getting surprise pretty much guaranteed is very strong.
"It's cool that you have your own opinion. I have my opinion too. That people have different opinions about what is good and what is situational or over rated and that this game gives us all options we prefer is a testament to how awesome this game is."
Power of subclasses/classes isn't much of an opinion.
I’m actually playing a Horizon Walker Ranger right now so I appreciate the shout out to my boy!
I was today years old when I found out Shadow Sorcerer is underrated
Brother said "Way of the Long D" without batting an eye
My first long term character was a light domain cleric in Curse of Strahd. It was epic.
Having recently played with a light domain cleric in the party I can vouch for them being a great addition to a party. Warding flare tended to be extremely useful.
So essentially about minimum 3/5 of those sub classes are” fetch me their souls!”
Yeah I did notice that about halfway through, lots of “shadowy” characters
@@DnDShorts I mean the rogue capture is souls, the shadow warlock weaponization souls and the monk literally eats souls to heal
First Cleric I played was a Light Cleric who was a cook named Bon Appethetius. I cooked so much food and so many enemies. 9/10 would recommend the subclass
Commenting for algorithm
I agree
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Replying for clout
Good to see Phantom Rogue getting it's due. One of my favorite characters was a half elf Phantom Rogue with a 2 level dip into Monk and the ritual caster feat. Despite being Lawful good, if he didn't have any soul trinkets, he got to roll on all three madness tables until he got a new one.
My favorite character I have ever made is a High Elf Horizon Walker. He was an Urban Bounty Hunter who specialized in the weird and occult. The character was so omnipresent in the narrative of the campaign the following campaign we played did not have any extra planar realms at all and almost all teleportation was removed from the world.
FLASH WARNING! VIDEO CONTAINS SOME FLASHING LIGHTS AROUND 4:30!
In my time DMing hundreds of games for players all over the world, I've never seen any of these subclasses played! What subclasses do you feel are underrated in D&D?
(Also, more awesome subclasses and bonus videos on patreon if you're still hungry for content!)
Archfey warlock. Nobody talks about how good they can be. You literally get to play Loki.
Glamour bard!
Dont see many people talking about them but played on in a year long campain and was the supporting powerhouse.
At lvl 5 with 20 cha you have a potential of up to 200 hp of damage mitigation with temp HP from your special inspiration use, uses back on short rest.
Mantle of Majesty while taking concentrating is badass and won a real hard fight with me taking a boss enemys action away for 8 rounds in a row, letting us win the combat (was a super high lvl warrior with a small army also in the fight).
And looking spectacular and sparkly all the time is fun for RP
That's genuinely surprising. I've seen every subclass played up to this point except maybe 3: Undying Warlock, Enchantment Wizard, and Battlerager Barbarian. My groups do a lot of one-shots though, so that likely explains it. As far as what I would consider underrated, however, that would be both of the Ravnica subclasses as slightly revised in Tasha's, and the Wild Magic Barbarian.
Thx these videos really help me finding good races, classes and everything, thx so much!
At level 11, you can spend a resource to remain at 1 hp when an attack would otherwise drop you to 0......Half Orcs get that for free at level 1. Though I guess if you want to spend ki every turn just not dropping, that's an option?
Granted the other stuff sounds pretty cool. Although you have to be the one to finish an enemy off to get the level 3 ability, and not your ally? I can see why people sleep on this.
But the Half Orc Relentless Endurance only work once per Long rest. The Mastery of Death feature can be used over and over, as long as you have Ki points.
For the level 3 Feature, consider bringing some sacrificial chickens or mice on your journey.
@@fendelphi Guy just carries mice with him, and you think aww, that's sweet, kind of thematic for a monk. Then you find out they're just sacrifice fodder.
@@chadnorris8257 Exactly. A monk with a dark twist.
I love this channel, the crazy ideas presented here are just what I'm looking for!
#1 -Way of Long Death. problems with it is ....you have to kill something to activate your temp hp ...and temp HP goes away after long/short rest. Typically those temp HP won't matter or will just go away also its a monk subclass so its D+ at best because monk, late game its fun, but monk just doesn't get enough to be a good class.
#2 Light Domain has the problem of being an old subclass - its a bit dated and doesn't hold up well and if you want to fireball something and have a better spell list - just play Wizard , Though i do agree it is a great and fun flavored subclass.
#3 Phantom Rogue -. It's legit considered the second best subclass for rogue and if you single class it , it has some of the highest rogue damage and you get very useful class features. It's actually not that uncommon to see it - its mostly this or Arcane Trickster or Swashbuckler.
#4. Horizon Walker suffers from the problems of 1. its a ranger subclass so its C+ at best 2. Gloomstalker is just better 3. It has a dead class feature that is campaign exclusive. It's a good , fun subclass - just suffers from being a ranger/campaign exclusivity .
#5 Shadow Sorc - great subclass to dip into and has a lot to offer - Divine Soul just over shines it and Clockwork Soul is just DUMB powerful. I agree very underused and fun flavored class.
Gloomstalker is only 'better' if you're talking about a purely analytical DPS in which there is any source of darkness/dim light which can be zero, making it useless. He's talking about underrated overall, this isn't an S+ tier list dude.
@@Demonamic777 yes but when you compare it , you have to compare all of it and all of gloom stalker out beats all of Horizon Walker. Umbral Sight is amazing + and extra attack (op) + wisdom save proficient (arguably the best save to have) + turn a hit into a miss upping your to hit minimally by 50% to 100%. Ethereal step and Detect portal are meh at best sometime downright useless, Spectral defense requires you to take damage from 1 “attack” it’s just bad.
The only real issues with monk is that it doesn't do good damage (relative to GWM users) and it's squishy (HP wise) relative to other martials, but just one or two procs of Touch of Death makes up for the latter problem. Combine that with Mastery of Death, Deflect Missiles, and Evasion and a Long Death Monk can tank more damage than a fighter. I'd say it breaks into C tier territory. Also Temp HP doesn't go away on short rests.
@@gaminginthedark225 naw but a monks tool kit is just extremely lack luster compared to other martials, they’re literally the worst class in the game for a reason. They’re a fun flavor and can do some nice things don’t get me wrong, but in almost any instance where a monk shines it’s just better to have a fighter or paladin. The versatility of fighter and just the entire toolkit of paladin just vastly out shined monk. Doesn’t help monk subclasses get super nerfed into the ground like as soon as they come out and all the fun tools they get get taken away.
@@thestylemage2092 I think you may be confusing Touch of Death (their level 3 feature that gives temp HP) with Touch of the Long Death (the terrible level 17 feature that just does some damage) cause I never mentioned anything about them being good at doing damage. In fact I literally pointed out that one of Monks flaws is its low DPR relative to other builds. The point of Long Death as a subclass is to be tanky compared to other Monks and it does that really well especially at level 11 or higher when are not only getting a good chunk of temp HP with every time you drop an enemy but can also just choose to not fall to zero HP for a single Ki point.
The Horizon Walker has always been my favourite Ranger subclass, I am glad it was featured here!
i love the phantom rouge. if you can get green flame blade via a feat or race. you can deal so much extra damage to a secondary target and the first. i have one equipped with illusionist bracers so i can use 2 green fllame blades a turn.
I'm a big dnd class nerd and I really enjoying reading the subclasses and thinking what I could make, it's better with you putting on a little spice
Man I love this dude he is the only reason I started playing dnd
Yay! This is the video I've most been looking forward too, and it did NOT dissapoint, keep up the good work
I loved the Horizon Walker lore so much I didn't make a character, I made an organisation. Made of Horizon Walkers, Twilight Clerics and Watcher Paladins, they were formed by the Summer Queen and the last of her Knights to defend against extra planar invasions.
aight hear me out:
shadow sorcerer saying "Lucifer, fetch me their soul"
as they're about to summon the hound
I made a build recently with this, a warforged fighter (unfortunately battle master) and sorcerer (shadow, duh) named Sentry
just a robot dude and his pet dire wolf, nothing to worry about.
Bonus points if Lucifer is always a shadow at your side until you use the command to sick it to a creature
Your vids have become my absolute favorite dude
I like how I have used (and like) the light cleric and what became the phantom rouge. And I have a build that uses the long death monk and shadow sorcerer. The horizon walker has sounded interesting, but I just haven't had to use it because the hunter is more versatile for multi classing.
One Subclass that I think is underrated is Order of Scribes Wizard. Able to Transmute your spells without Sorcery points, can transcribe spells in minutes with their magical quill, and has a Manifest Mind that can cast any spell from its position.
That's my favorite wizard subclass.
I ran a shadow sorcerer once. I was actually surprised how crazy well it worked.
Awesome video! Absolutely love videos that breakdown classes, subclasses, and multi-classing. I find the theory crafting to be really interesting, even if min maxing might hurt game play.
I know there's a bazillion classes/subclasses/multiclassing options but I'd love to see a continuation of these sort of vids that explore builds and also some of the strategies that those builds can employ.
Gonna take a look at your Patreon.
My first D&D character was a light cleric in a homebrew campaign where almost all of the enemies were undead. My party was excited to have a healer, but alas, Sister Hinde let the bard do the healing and always jumped into the middle of the fight. Every member of the party was caught in one of her fireballs at least once, if not more, and she would sometimes center the spell on herself so that any enemies around her would get blasted to smithereens.
Fun times. We finally wrapped up that campaign after 2 years just a few weeks ago!
As someone that is a doing a cleric rogue with a healing domain and is a phantom rogue, I didn't know what Phantom Rogues did as they went up in levels until now and I'm happy that I chose the Phantom rogue subclass
I'm currently running a Crystal Dragonborn Light Cleric in Curse of Strahd and having a lot of fun with it. The mix of radiant and fire damage has been very effective.
I had two of these scouted, light cleric and shadow sorcerer. I am now very eager to try the others! Thanks
I want to give a shout out to the Glamour Bard. I usually DM so I haven't gotten to play one over the course of multiple sessions. But I love their abilities.
Love the assessment of the Shadow Sorcerer. Working with one right now.
I remember one time using a Light Domain cleric in a lv3 one shot. It was supposed to end with a combat encounter against a bunch of casters that the DM said had TPK'd other groups. The Chanel divinity literally managed to one shot the vast majority of the enemies so the fighter could clean up in a couple rounds
I multi classed into Shadow Sorcerer as a level 9 Paladin, which was really fun. The aura of protection made it a bit more possible to trigger Strength of the Grave at higher levels where you take a lot of damage.
I've played the Long Death monk and Shadow Sorcerer. I've also seen Horizon Walker and Light Cleric in practice. They all definitely brought amazing things to the table.
As a note, I played my shadow sorcerer as an investigative/illusionist specialist sorcerer and fluffed her hound as a snake (yes, she was a yuan-ti... backstory was she had died and been brought back to life by a neutral(good) aligned god of death that had her investigating signs of fiendish invasions).
I think it would be fun to play a horizon Walker ranger who hunts multiversal threats to their plane as a way to honor their master/adoptive father who took them in when finding them as a child only to learn through the campaign that they are originally from another plane.
Great video, love your content and humor! One suggestion for viewer convenience, when you cite sub-classes like this perhaps you could mention or list sources in the description for those of us that don't know or have all of them? I end up looking up things from your videos that sound most interesting, and in this vid that was All of them.
My dude!!! Thanks for showing the Shadow Sorcerer some love! 😊
I played a Light Cleric once and helped our party massively with the BBEG with Flares
I love how you've just called out the 2 subclasses of my Phantom Rogue/Shadow Sorcerer multiclass character that I just started playing :P
"It's like [class]'s ability, but you get it X levels later" pretty much sums up the design flaw with 5E rangers.
That's just how the half-casters are usually, and both Paladin & Ranger are really good currently. I'd say this problem is more debilitating on the Monk.
I've played a Light Domain cleric...I've rarely felt so powerful in-game. Looking forward to trying out these other subclasses!
Already pledged! Looking forward to this fabulous work of art!
My very first character was a shadow sorc/warlock w one lvl dip in rogue. Could not of been more fun of a character for me, and made even further more amazing given the character arc he got to go through. Benedict the Hound of Ill Omen saved fights consistently
Great video! Love this channel. Can you do the eldritch knight next!