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Bards are the face of their adventuring party. Roleplay-wise, Bards are a blast to play. There is no greater joy than to watch the frustration build on a DM's face as a Bard successfully charms their way out of what was supposed to be a difficult battle. Strength-wise, they have a little bit of everything, from magic to attack-power and support abilities, but everything is a bit spread out.

Being able to give out inspiration dice is nice and the Cutting Words feature is also a good help. They don't hit super hard, but they can attach when needed. Bards even have a feature called Jack of All Trades, which is a very suiting title for this class. So even while this class is in the bottom half of our list, this class does wonders in a fight and serves its purpose as a tank. Like Barbarians, Warlocks are good at the one thing they do, which is blast things.

Warlocks pretty much have one move, which is to hex and blast. While these spellcasters can pack a punch, having to rely mostly on cantrips can get old. After all, what's the point of having cool spells if the character still only has 2 spell slots? Loki is probably the most obvious example of a Rogue.

Assembling the Party

This class relies on stealth and deception to achieve their ends, and they do it well. Being able to have expertise in skills comes in handy quite a bit, as does being able to disengage, hide, or dash as a bonus action. But they can deal a surprising amount of damage with their Sneak Attack feature, which more than makes up for it.

The different archetypes to choose from are varied and useful in their own ways and allows players to tailor their Rogue. Sorcerers are magic-users who are born with the ability, unlike Warlocks or Wizards. Like a lot of straight-up casters, Sorcerers do not have armor class on their side, but they more than make up for it in firepower. And sometimes literal firepower. There are plenty to choose from, each offering a diverse set of features.

What is especially useful about Sorcerers is the fact that they have Sorcery Points. Both of these things are a definite plus during difficult battles. This might be cheating, but our example is Shiro, an actual Paladin, from Voltron: Legendary Defender. They have access to all armor types to beef up that armor class and can throw in a divine smite with their attack to do some pretty hefty damage.

Their ability to do some minor healing without expending spell slots is pretty nice, too. And while the Paladin gets stereotyped as lawful good, there are options to create a less righteous Paladin. There's an oath for just about anything. While they are definitely the strongest healer class, Clerics can also pack a punch. They have a wide assortment of spells at their disposal and enough spell slots to make them count.

Some people are reluctant to play Clerics because they see them as only a support class, but that isn't the case. Players can choose from any number of Divine Domains, which can give their Clerics abilities ranging from forms of necromancy to powers over the weather. Pick any main character in any action-adventure franchise, and nine times out of time, that's a Fighter class.

Races in D&D 5th Edition

A player wants a character that can swing a sword and do magic? Fighters have that covered. They want a character who is learned in the art of battle? Got it. But what about someone who just want to just make a dude who can do a bunch of trick shots with a bow and arrow? As long as a player has the desire to make them interesting, these characters can be incredibly fun to play.

The squishiest of all classes gets the number one slot. Players wanting to play these cats should keep in mind that one of the most important things about playing Wizards is just making sure they have the right spells prepared. They'll figure it out.

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