Key Takeaways
- Wizards are the best casting class due to spell versatility and iconic status.
- They have low spell slots and are squishy, but excel in out-of-combat situations.
- Changes in 2024 handbooks increased wizard versatility, improved spellcasting mechanics, and beneficial subclass features.
In the base version of Dungeons and Dragons 5e, there are six casting classes: the Bard, the Cleric, the Druid, the Sorcerer, the Warlock, and the Wizard. In Eberron: Rising, a seventh major D&D casting class was introduced: the Artificer and others are available through expanded versions and as separate DLC, especially on D&D Beyond.
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All casting classes are not made equally, though. Some, like the Warlock and Druid, were made to be versatile, while the Sorcerer and Wizard can lash out huge amounts of damage at the cost of little to no defense. While they might all seem similar on the surface, the playstyle of all D&D spellcaster classes feels completely different.
Updated December 2, 2024 by Rhenn Taguiam: With the new Player’s Handbook release providing fans of the acclaimed TTRPG with vastly different takes on the game’s Classes complete with overhauled subclasses, D&D enthusiasts might be feeling as though they’re playing a completely new game. This is especially the case with the game’s Spellcasters, as all the available Classes have now received massive changes to their gameplay styles to ensure each Class feels unique and more involved in all aspects of roleplay in combat.
Before players rush over to make their favorite Spellcaster for their next campaign, it might be worth looking into how each Spellcaster has been changed in this new version of the Player’s Handbook.
8 Blood Hunter, From The Critical Role Podcast
A Fearsome, Varied Class Unfortunately Locked To DnD Beyond
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The Blood Hunter class is unique to Dungeons and Dragons‘ online service D&D Beyond. It comes from a special rulebook tied to the well-known Critical Role Dungeons and Dragons podcast and plays as a sort of mix between a spellcaster and a melee fighter.
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Partially based on Witchers from The Witcher franchise, Blood Hunters use spells in combat and alter their bodies through dark rituals to enhance their senses, combat prowess, or other traits. They are a very fun and involved class to play, but only being available through D&D Beyond limits how easily players can access the class.
Blood Hunter Class Strengths
- Powerful, varied abilities and combat style
- Lots of room for unique RP and character backstories
- One of the few “new” classes, ripe for long-time and new players alike
Blood Hunter Class Weaknesses
- Can be complex to learn for new D&D players
- Only officially available through D&D Beyond’s online rulebooks
Changes In The September 2024 Player’s Handbook
Given how the Blood Hunter is technically an inclusion in an exclusive setting and is not an official starting Class, it didn’t get a rework in the New Player’s Handbook. However, players who feel as though their Blood Hunter might not be performing on par with their peers could always ask their Dungeon Master for light tweaks to their base kits just to improve their overall performance. Small changes that could be proposed would be:
- Added Proficiencies: Depending on the DM’s vision of their campaign world, the Blood Hunter could have better Proficiencies to beef them up.
- Upgraded Hit Die, Healing Bonus: Being a blood user, it makes sense for the Blood Hunter to have an increased Hit Die – possibly d12 – and even get additional healing in Short Rests.
- Increase the uses of Blood Curse: Considering its limited numbers, and its effects makes them feel like weaker Ranger Spells.
7 Sorcerer
Use Metamagic To Decimate Enemies, But Not Very Reliably
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The powers of a Sorcerer have been described by some as coming from the discovery that one innately has magical abilities rather than studying them. According to RPGbot, a well-respected Dungeons and Dragons guide maker, the sorcerer is powerful “because they own a few good tools” rather than a variety of less powerful spells.
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It’s a complicated class to play, mostly due to the Metamagic system, and the lack of in-combat options compared to other casters. When a Sorcerer expends themselves fully in combat, though, they truly go all out and turn enemies to dust, even if there might have been a different solution.
Sorcerer Class Strengths
- Complex without being overbearing
- Metamagic system
- Powerful, if limited, spell selection
Sorcerer Class Weaknesses
- A lack of variety means a lack of combat options when out of Metamagic slots
- Can be very squishy, and requires defensive abilities and allies
Changes In The September 2024 Player’s Handbook
As the Sorcerer rages in raw power throughout D&D gameplay, so too do their new versions. Changes in the Sorcerer transformed them into more versatile Spellcasters compared to their other counterparts, allowing them to access more Spells and even more Metamagic options much earlier in the campaign. Changes include:
- Sorcerer Subclass: Now available at 3rd Level, Sorcerers now have more time to choose their most optimal subclass as they play their campaign.
- Spells & Cantrips, Innate Sorcery: Sorcerers have access to more Spells and may switch a Cantrip on level. Twice per Long Rest, Innate Sorcery now provides +1 Spell Save DC and Advantage on Sorcery Spell Attacks as well as a Bonus Action to empower the Sorcerer further.
- Metamagic: Now accessible at the 2nd Level, Sorcerers can pick from a modified Metamagic table to alter their Spells. They can switch up Metamagic options per level.
- Sorcerous Restoration, Sorcery Incarnate: A Short Rest can now restore 1/2 Sorcerer Level worth of expended Sorcery Points. With Sorcerer Incarnate, 2 Sorcery Points now restore uses of Innate Sorcery and lets players 2 Metamagic on every Spell.
- Arcane Apotheosis: This 20th-level Spell lets Sorcerers use a Metamagic option for free every turn.
6 Artificer
Create Contraptions, Manipulate Metal, & Fix Up Friends
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The Artificer is a new caster class introduced in the Dungeons and Dragons expanded guidebook Eberron: Rising and is most easily described as a steampunk MacGyver class. Artificers thrive on versatility in combat and their use of magically infused technology, but they are also the most complicated class that requires players to micromanage constantly.
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Artificers are great fun to play in a world that has no knowledge of technology, and they’re equally fun to play in settings like Eberron, surrounded by their own ilk. Just be aware that you’ll need to keep constantly on top of your character’s attunements and readied abilities to master this complex class.
Artificer Class Strengths
- Unique RP opportunities as a technology user in a fantasy setting
- Incredibly varied abilities and gameplay style, almost too much so
Artificer Class Weaknesses
- Arguably the most complex, micromanage-heavy spellcaster
- Requires intimate knowledge of the game’s systems
Changes In The September 2024 Player’s Handbook
Unfortunately for these tinkering friends, they are also not part of the New Player’s Handbook rework. This exclusion is attributed to most D&D Player’s Handbooks often including only the core Classes in them. However, while the Artificer doesn’t have any changes in this new Handbook version, fans may want to request slight tweaks to their Artificer to help it contend with their beefier counterparts:
- Obligatory Extra Attack: The lack of a natural Extra Attack or locking the Extra Attack within a subclass paywall means Artificers may not be able to get their turn’s worth even if offensive-leaning kits are chosen.
- Extra Cantrip: While Mending is a useful Cantrip, especially for summonable features, Artificers don’t have the luxury of having it as a Cantrip early on when it doesn’t add a lot of value combat-wise. It doesn’t help that Artificers are locked to 2 Cantrips at a time. A possible adjustment would be to either give Mending for free or at least give the Artificer the option to pick an extra Cantrip for free.
- More uses of Spellcasting Modifier: Possibly allowing the Artificer to use their Spellcasting Modifier in other Class features could boost their appeal in the eyes of the player.
5 Warlock
Invocations, & Demonic Powers Make For Edgy Good Times
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Warlocks are generally seen as the least complex casting class to play, due in part to the lack of spell slots, spell slot levels, and a choice of damaging cantrips. It’s also one of the most frustrating to play because spell slots recharge with a short rest, but the Warlock has far, far fewer than other spellcasters.
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One of the major benefits of choosing a Warlock is the diversity of the class’ choices later on down the line. No two playthroughs with a Warlock are quite the same, provided the player chooses different pacts on each character, but it is definitely a beginner class in terms of difficulty.
Warlock Class Strengths
- Tons of late-game diversity for spells and progression paths
- Cantrips help significantly from the very start
- Uniquely tied to demonic forces, for edgy RP
Warlock Class Weaknesses
- Low spell slots and spell slot levels
- Almost too beginner-friendly thanks to lack of complexity, though simple to learn
Changes In The September 2024 Player’s Handbook
Despite their overall firepower, Warlocks in the early game of most Dungeons & Dragons campaigns suffer not just from a lack of overall damage prowess but also in utility due to their lack of Spell Slots and limited variability. Much of these setbacks change in the New Player’s Handbook, as the Warlock has access to a lot of powerful features early on in their adventures:
- Magical Cunning: Once per Long Rest, the Warlock can now use a ritual to restore 1/2 their Pact Magic Spell Slots, with the feature restoring all of them at 20th-Level.
- Eldritch Invocations: Warlocks can choose an Eldritch Invocation as early as 1st-Level, with “Pact Boons” now considered Invocations. Leveling up won’t constrain players to choosing just one additional Invocation.
- No Longer Eldritch Blast-centric: Buffs normally exclusive to Eldritch Blast are now available to other Cantrips, potentially expanding their uses.
- Subclasses, Contact Patron: Several changes have been made to all Subclasses of the Warlock, giving them variability. A new feature called Contact Patron gives free use of Contact Other Plane once per Long Rest, giving Warlocks a semi-Cleric feel in their connection to the divine.
4 Bard
Much More Than A Mere Musician
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The Bard is perhaps the most versatile class in all of Dungeons and Dragons, thanks to its ability to fit into just about any party role depending on the Bard’s chosen College. The College of Eloquence, for example, just enhances the Bard’s innate abilities, whereas the College of Swords turns them into a melee martial fighter.
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The downside to playing a bard is that despite their versatility, they just aren’t as powerful as classes that perform the same role. If all the central roles in a party are filled, though, the bard can be a valuable source of buffs and other support for the group.
Bard Class Strengths
- Arguably the most versatile, multi-role-filling class in D&D
- Practically the default class for Support, Buff-heavy builds
- Opportunities for merriment, singing, and silly, raunchy RP
Bard Class Weaknesses
- Not as strong as more role-specific-focused classes
- Requires careful planning to make them useful at high levels
Changes In The September 2024 Player’s Handbook
Touted as perhaps the most versatile Class in Dungeons & Dragons, the Bard in the New Player’s Handbook has received quite a lot of changes that further champion their multifaceted nature. The new changes seem to have emphasized them as an even more capable support Class, with some changes being:
- Bardic Inspiration, Font of Inspiration: The Bard’s powerhouse feature now enables its targets to use it for as long as an hour, and may even be usable after failing a d20 Check. Bards can trade a Spell Slot for the use of Bardic Inspiration.
- Expertise: Now accessible at 2nd-Level, Bards can expand their skillset much earlier in the game.
- Song of Rest: Unfortunately, the more powerful features of the Bard do come at a cost. Song of Rest – a party-wide healing feature – is removed in favor of earlier access to more potent Bard skills.
- Countercharm: Now a 7th-level Feature and may also be used as a Reaction to counter opponents avoiding being Frightened or Charmed.
- Magical Secrets: Bards now open up their accessible Spells to include that of the Cleric, Druid, and Wizard.
- Words of Creation: This 20th-Level feature will now give Bards access to Power Word Heal and Power Word Kill as always prepared and usable on two targets.
3 Cleric
Like A Paladin, With More Focus On Spells
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Generally, Clerics end up being the healer or support for the party, but although the class does lean towards those roles, players aren’t bound by them. The choice of Domain that the cleric makes is integral to its role in the party – an Arcana Domain Cleric is equivalent to a Wizard, while a Peace Domain Cleric leans towards traditional healing and support abilities.
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Though they have some versatility, players mostly agree that no class is as effective at healing as the Cleric. It’s not a class that’s locked into its traditional role necessarily, but if a player chooses a cleric and doesn’t want to take advantage of the class’ great support abilities, other party members might get resentful.
Cleric Class Strengths
- Default Healing class, one that doesn’t sacrifice combat ability
- Tons of variety for players who want to avoid the Support role
Cleric Class Weaknesses
- Focusing on non-support spells can draw ire from teammates
- Relatively straightforward, uncomplicated class, despite its variety
Changes In The September 2024 Player’s Handbook
The Cleric in the New Player’s Handbook is no longer a “designated healer” as they are made more useful for players across various party setups. They can now select a focus that allows them to either focus more on being in the frontlines or a support unit in the rear, no longer locking these options within Domains. Other things include:
- Divine Order: Clerics can now choose to either focus on the frontlines and gain Heavy Armor and Martial weapons Proficiencies (Protector) or get an extra Cantrip with a WIS Mod added to INT Checks (Thaumaturge).
- Channel Divinity: Aside from Turn Undead, Clerics now get Divine Spark that lets them either heal or damage the creature they choose to target.
- Blessed Strikes: Yet another specialization feature, Clerics can now choose if their attacks hit with additional Radiant or Necrotic Damage (Divine Strike) or add their WIS Mod to Cleric Cantrip damage (Potent Spellcasting).
- Cleric Subclasses: Most Domains have been tweaked to make certain features more accessible, lessening the load of the Cleric when supporting the team.
- Divine Intervention: Once per Long Rest, Clerics get a resource-free (no Spell Slots, Components) cast of any 5th-Level or lower Cleric Spell that doesn’t need a reaction. Wish becomes an available Spell at 20th-Level.
2 Druid
Nature Magic and Wild Shape Go A Long Way
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Druids are a relatively easy spellcaster to play with lots of options for variability in builds. They can become one of the strongest classes in the game, especially depending on which Circle the player chooses at level 2. Though Druids are not strictly spellcasters, they do have a number of useful spells in their toolkit.
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The Circle of Spores, for example, will enable the Druid to deal poison damage, while the Circle of Dreams grants the Druid several casting options. Despite the ability to shift into fearsome animals, Druids are one of the weakest classes in Dungeons and Dragons, requiring careful planning during combat.
Druid Class Strengths
- Shapeshifting through Wild Shape opens up more complexity
- Tons of spell variety & ways to approach both combat and RP
Druid Class Weaknesses
- Not casting-focused, which makes Druids weaker than other spellcasters
- Requires careful planning ahead of time to maximize build
Changes In The September 2024 Player’s Handbook
The Druid gets a dramatic overhaul from their typical association as a Wild Shape-heavy Class stuck between a Cleric and a Ranger, with their Spellcasting having now been expanded and their other options made more open for flexibility. New changes include:
- Expanded Spellcasting: Druids have access to an expanded Spell List, allowing them to become a hybrid support/utility Class without sacrificing combat viability.
- Primal Order: Similar to the Cleric, a Druid can choose a combat “focus” – to get Medium Armor and Martial weapons Proficiencies (Warden) or get an extra Cantrip and add their WIS Mod to INT Arcana and Nature Checks (Magician).
- Wild Shape: Now made more accessible than ever, Wild Shape can be used as a mere Bonus Action.
- Wild Companion: Find Familiar is now accessible via Wild Shape.
- Druid Subclasses: Subclasses are tweaked to be more flexible despite their 3rd-level access. The new Circle of the Sea is added that focuses on water-based effects.
- Wild Resurgence: Druids can now use a Spell Slot to regain a Wild Shape use or, once per Long Rest, use a Wild Shape to regain a 1st-Level Spell Slot.
- Elemental Fury: Druids may now be able to either add their WIS Mod to a Druid Cantrip damage (Potent Spellcasting) or add Cold, Fire, Lightning, or Thunder Damage to an attack once per turn (Primal STrike).
- Archdruid: At 20th-Level, starting with no Wild Shape use during the start of combat will let Druids recover one use.
1 Wizard
A Pure Caster With Access To The Widest Array Of Spells
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The Wizard is undoubtedly the go-to class for any player looking to try casting for the first time and for good reason. It’s arguably the most iconic class in Dungeons and Dragons, with access to a huge swathe of useful spells, and is considered by most to be the best casting class in general.
Wizards do suffer from being spongey and having a low number of spell slots each day, though. There are few ways for a Wizard to heal the party, but proper preparation can give them access to supporting, controlling, and damage-dealing spells regularly. They have more out-of-combat abilities than other classes, too, making them the all-around best caster for any campaign setting.
Wizard Class Strengths
- Easy to learn, easy to master, but still varied and complex
- Powerful spells, fit for one of the most iconic D&D classes
Wizard Class Weaknesses
- Low number of spell slots
- Arguably the most spongey, squishy class in D&D, without defensive spells
Changes In The September 2024 Player’s Handbook
As the “go-to” Spellcaster in terms of traditional Dungeons & Dragons, the Wizard is expected to be made more versatile with the New Player’s Handbook. Interestingly enough, the changes made to the Wizard transformed the Class into a more efficient Spellcaster. Some changes include:
- Spellcasting: Prepared Spells are now fixed and a Cantrip can be replaced once per Long Rest. There’s no separate “Ritual Casting” mechanic within this feature, as all Ritual tag Spells can now be cast as a Ritual. Spellbooks are now available as a Spellcasting Focus.
- Wizard Subclasses: Now accessible at 3rd-Level, Wizard Subclasses now offer two free Spells from their School upon acquisition and another free Spell whenever a Level up will give a new Spell Slot Level. Schools now provide more optimized rulesets for specific interactions.
- Memorize Spell: Short Rests now let Wizards swap one Prepared Spell for another Spell in the Spellbook.
- Spell Mastery: Chosen Spells now count as Always Prepared, but these Spells should have a casting time of one Action. A Spell is now swappable per Long Rest instead of using eight hours of study.
Dungeons and Dragons
- Original Release Date
- 1974-00-00
- Designer
- E. Gary Gygax , Dave Arneson