class for D&D e5

Post/Author/DateTimePost
#1

dhabolt

Apr 24, 2015 23:00:47
What is the best class for level one?
#2

EmpactWB

Apr 24, 2015 23:21:35

Insufficient parameters. What criteria are you using for best? Personally, I'm fond of several, all of which are fully functional from first level.

 

Are you asking about best 1st level damage, most front-loaded features, best staying power, broadest utility, or something else entirely?

#3

OnionDruid

Apr 24, 2015 23:46:39
Generally speaking... Cleric. They can be built to do really anything you want them to do. They have the armor, the spells, and the skills to be anything. They have a really good saving throw and some nice HP... You can't go wrong with a cleric. I love clerics but I think the class as a whole isn't overpowered, but it is unfair just how flexible the class is compared to other classes. You can even effectively fill in other roles than the one you are focusing on.
#4

mellored

Apr 25, 2015 1:30:09

i agree with cleric for level 1.
level 2-4 it's the moon druid,.
then possibly monk at 5, though it get's harder to say as the variety of abbilities become more situational.

#5

Rya.Reisender

Apr 25, 2015 12:26:10

I'd actually say Fighter. It has more healing than cleric on level 1 if you assume two short rests per day and can use all weapons and armor. Not to mention highest max HP.

#6

Ashrym

Apr 25, 2015 19:09:47

I agree with fighter at level 1, in general.  Spell slots and cantrips are too limited at that level and the decent AC, weapon options, fighting style, and second wind makes a solid class at that level.  The difference in a fighter 1, cleric 1, or paladin 1 is rather minimal, however, and level 1 doesn't last long enough to really matter unless the plan is to remain at that level longer than normal.

 

My advice to the OP would be to play what a person enjoys because debating "best class" in a game where class balance is largely relative and subjective apples to oranges comparisons doesn't accomplish much.  I don't think any class is particularly poorly functional althought several are better if different areas than others.  The campaign style also makes an impact on how a person might answer the originial question.  There's a big difference between a wilderness campaign with plenty of short rest opportunities, a dungeon crawl style of zombiegeddon, and a investigative murder / mystery city campaign.

#7

DemoMonkey

Apr 27, 2015 11:06:29

Even if you are going to play another class, taking a level or two of Fighter at the very start and then multii-classing into something else is usually a good bet. So start with Fighter.

#8

OnionDruid

Apr 27, 2015 22:04:34
The fighter has more healing than the Cleric at level 1 only if the party takes an adequate number of short rests. During gamenolay I've see groups take maybe, maybe, 1 short rest per adventuring day and usually none at all. 2d10+2 (using second wind 2/day) (at least 1 short rest) versus 2d8+6 (cure wounds 2/day, +3 wis). 13 versus 15. So you would need two short rests to get above the cleric. Of course the cleric can use their spells to prevent the damage in the first place. Sanctuary can save a whole heaping ton of HP. Guiding bolt also can save a ton of HP (because a dead monster doesn't cause problems)..++++ But yeah Level 1: Cleric Level 2 - 4: Moon Druid Level 5: Monk Level 6+: Any monk or full caster played half way intelligently. Clerics like light and tempest that expand on what the cleric normally does get some spot light here. Casting Fireball or Lightning Bolt effectively can be a huge boon to the class, even if they aren't the most damaging effect.++++ At level 1 you could also add in the Vuman Monk with mobile. Hard to kill what you can't reach. I know others like to increase damage somehow but I've seen DMs learn to hate mobile really really fast.
#9

Rya.Reisender

Apr 28, 2015 0:32:34

When you're in a dungeon you will make use of short rests for sure. The DM guide recommends to consider 2 short rests per day, see DM basic rules page 57. So that's three uses of Second Wind per day.

#10

CFK

Apr 28, 2015 5:01:05

For a solo class, and for one-on-one fights the first thing that jumps into my mind is the Wizard. Cast sleep and either run away or stand back, out of range and shoot fire bolts at your target.

 

Then again, if it's an elf your toast...

#11

mellored

Apr 28, 2015 5:14:36

CFK wrote:
#12

Rya.Reisender

Apr 28, 2015 13:24:01

A level 1 Wizard can only cast Sleep 3 times (he can recover 1 spell slot due to Arcana Recovery, but not more even when having multiple short rests) per day, but then he's already out of spell slots. He's probably not so lucky to kill everyone he attacks with one attack so he will have to expect retaliation. Even a goblin can drop a level 1 wizard fairly easily with one hit.

#13

Lord_Kadarian

Apr 28, 2015 14:41:13

Okay so here goes my opinions come forth and annoy

 

I feel the warlock is a great start for ranged dps: eldritch blast deals magical force damage which bypasses some DR, it hits for 1d10 and with hex you can add on an extra 1d6 for an average of 9 damage per round, on top of this you can give them one ability disadvantage for instance wisdom to reduce perception or stop them from following you up a cliff perhaps, it can be handy.

Later on they really  do excel in DPR.

 

Our next friend is the fighter: I find the fighter can be a lot of fun (especially half orc fighters they are hard to keep down) second wind, and good armor options, plus the fighting styles I usually end up sword and board with duelist or defender (+2 damage, or +1 ac) makes me hard to hit and allows me to hit hard. 

 

Barbarian: rage is king when it comes to taking a beating, and dishing one out, I feel that two handed has the right feel for his build, although I have seen some interesting concepts for two weapon, or polearm. 

 

Cleric: I have really liked what I have seen with clerics (my life domain mountain dwarf) and his hammer was a true champion of justice. while the tempest gives enemies a good reason to leave him be, the war domain can definitely put up a fight, and light can fall back as a caster. (trickster replaces the rogue) very veratile class. 

 

 

 

 

(Reply to #13)

Ashrym

Lord_Kadarian wrote:
#15

AndrewJO

Apr 29, 2015 1:32:51
Ranger... Is absolutely the worst if you're talking about just first level. Rangers don't get a fighting style or access to spell casting until second level. Their first level class feats deal with survival checks against a single enemy type(or two humanoid types), and travel through a favorite terrain. Unless you are planning on doing a lot of RP first level, there are better classes for first level.
#16

FunkySpunk

Apr 30, 2015 17:47:03

1st level games are dominated by three things:

 

Polearm Mastery, Barbarian Rage and the spell Sleep. 

 

I wouldn't go with a Human Bard, Sorcerer or Wizard with Polearm Mastery though. That wouldn't be too great. A Human Barbarian with Polearm Mastery works though. 

#17

mellored

May 01, 2015 6:24:41

Heavy armor master works better then polearm master at level 1.

 

If they fought...

 

1d10+1d4 = 8  (+3 Str -3 from HAM).

vs

2d6+3 = 10 (maul, or TWF)

#18

Cascade.rpga

May 01, 2015 7:22:11

imo, Cleric.

 

It's a team sport and it seems in many of the 5e adventures I've played to date, there are lots of opponents and they realize fairly quickly that the big hulking fighter is simply too hard to hit and scatter to others...usually that sneak attacking rogue next to them.

Same with that Cleric (usually in heavy armor) so the party needs some healing or saving during the adventure.

Polearm mastery is pretty nasty with AoOs early levels as is sleep. Sleep has turned many encounters from losses to easy wins.

 

still cleric ...good AC to help absorb attacks, ok damage and healing to keep others up and doing their job.