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Homebrew Subclass Design Guide: Strengths, Weaknesses, and Core Traits for Every D&D 5e Class

  • Dec 12, 2025
  • 18 min read
Open fantasy rulebook and polyhedral dice on a wooden table, surrounded by class symbols like a sword, staff, lute, bow, and holy sigil in warm tavern lighting.
A warm, cinematic tabletop scene featuring an open fantasy rulebook, polyhedral dice, and iconic class symbols gathered on a wooden table.

Like choosing a starter Pokémon or picking your main in Super Smash Bros., building (or homebrewing) a Dungeons & Dragons subclass works best when you lean into what the class already does well—think Rogue Sneak Attack like Batman’s “strike from the shadows,” or Fighter Action Surge like a quick-time-event burst in God of War. Every class has a built-in “signature move,” and the best subclasses either enhance that move or build around the class’s natural strengths and weaknesses in combat, NPC interaction, environmental problem-solving, or exploration.


Every class in Dungeon and Dragons has a specific trait built into the class, such as the Rogue Sneak Attack or the Fighters Action Surge. These traits define the class and should be enhanced or considered when building a homebrew subclass. Every subclass also has weaknesses and strengths that make them better in Combat, NPC interaction, Environmental Interaction, or Exploration.


Below, I am going to talk about each class and provide what abilities, weaknesses, or strengths you may want to enhance:



Fighter:


The fighter is your classic sword-and-shield class that runs in and fights anything in sight. The fighter is one of the easiest classes to subclass because its core features are straightforward for a player to understand.


Fighter Main Abilities Are:

  • Action Surge

  • Second Wind

  • Ability Score Improvements/Feats

  • 3 Extra Attacks


The fighter is versatile, with the class naturally providing the most feats or ability score improvements. The fighter’s Second Wind and Action Surge come back on a short rest.


Action Surge is the fighter’s best ability. It allows them to take another action on their turn, which can be the Attack action. That means a fighter at 20th level, with 1 original attack plus 3 extra attacks, can potentially make 8 attacks in one turn when Action Surge is used.


The other major ability is Second Wind, which gives the fighter extra health as a bonus action. This can be clutch when the fighter wants to hold out as a front-line tank.


Weaknesses:

  • Mobility — The fighter’s abilities are meant for combat, and they usually wear heavy armor, so they usually can’t sneak or move far during combat.

  • Magic — The fighter can’t cast spells.

  • Cost — Full plate armor costs 1500 gold, and most weapons are in the hundreds, so the fighter requires a lot of money if they want to be effective.


Strengths:

  • High AC — The fighter can wear heavy armor at any time (if they have a good STR score), so most likely they will have an AC above 18.

  • Several Attacks — The fighter can make 4 attacks in 1 turn, and with Action Surge, they can make 8 attacks in 1 turn. Suppose using a greataxe, the damage averages to 6 × 8 attacks = 48 damage in 1 turn.

  • High HP — Next to the barbarian, the fighter has one of the largest hit dice at a d10.

  • Single Ability Score — Fighters rely on 1 ability score (Strength or Dexterity depending on the build). None of the fighter’s abilities require saves or other ability score modifiers.


The fighter’s subclasses either enhance the fighter’s current features, such as Action Surge or Second Wind. For example, the Purple Dragon Knight increases their allies’ health as well as their own when Second Wind is used. Other subclasses add effects when the fighter makes an attack—which is strong because the fighter can make 4 attacks each turn at 20th level. A good example is the Battle Master fighter, which allows the player to perform other abilities when the fighter makes a weapon attack.


So when considering a homebrew subclass, think about how it can work with other ability scores such as Charisma or Intelligence (example: Eldritch Knight Spell Save DC uses Intelligence). The fighter’s main abilities (Action Surge, Second Wind) all come back on a short rest, so if your subclass adds onto them, remember they can be used more often in campaigns that allow multiple short rests.



Monk:


The monk is the most mobile class; the minimum distance they travel can be up to 60 feet at level 20.


Monks Main Abilities:

  • Ki


The monk uses Ki for everything—from allowing the character to make multiple attacks in one round to causing the stunned condition. The best part is that Ki comes back after a short rest, meaning the monk can always be ready for a fight.


Weaknesses:

  • Magic — Monks do not cast magic.

  • Multiple Ability Scores — Monks need high Dexterity and Wisdom since it’s the main factor for their high AC and saving throws.

  • Damage — Monk martial arts dice are the main way they deal damage with unarmed strikes; the damage is a d4 at first. Most classes can use weapons, which are a minimum d6.

  • AC — Monk AC = 10 + DEX + WIS, meaning the character needs 16 minimum in both DEX and WIS to get at least 16 AC, which is low for a class that fights up close.


Strengths:

  • Cost — Monks do not use weapons or armor, so there is no cost in buying items.

  • Mobility — Monks can move 60 feet at level 20, and if they use the Dash action, they can move 120.

  • Stunning Strike — Stopping an enemy from attacking and giving all other party members advantage can be extremely strong.


The monk’s subclasses enhance the Ki ability by either increasing the number of attacks they do or allowing them to cast spells or teleport. A good example is the Way of the Open Hand monk, which allows the monk to hit 3 times instead of 2 when doing Flurry of Blows. Another example is the Way of Shadow monk, which allows the monk to spend 2 Ki points to travel between shadows. These abilities give the monk additional ways to use Ki points.


When thinking about the monk and creating a homebrew subclass, you need to use Ki. Allowing the monk to take additional actions as they spend Ki points should be the base of a homebrew subclass. A strong example is the Way of the Open Hand feature Quivering Palm, which allows the monk to do massive damage by spending only 3 Ki points.



Barbarian:


The barbarian is the ideal front-line class. Most damage they take is halved while raging, and they have the highest hit die of a d12.


Barbarian Main Abilities:

  • Rage

  • Reckless Attack

  • Brutal Critical


The barbarian likes to rage, rage, rage, which is the essential trait of this class. Rage allows the barbarian to take half damage and do more damage with +2 to Strength attacks. Reckless Attack and Brutal Critical help the barbarian hit more and hit harder. Brutal Critical gives the barbarian more dice to crit damage, and Reckless Attack gives advantage on all attacks.


Weakness:

  • Magic — Barbarian can’t concentrate on spells while raging, and they can’t naturally cast spells.

  • Multiple Ability Scores — Barbarian AC is CON + DEX, which is difficult because you also need STR for weapons. That means you need to increase 3 ability scores if you want a strong barbarian.

  • Any Non-Weapon Damage Type — Barbarian rage only stops piercing, bludgeoning, and slashing damage, meaning any other damage is full damage. Watch out for casters.


Strengths:

  • HP — Barbarians have the highest hit die, meaning they can stay in the fight longer.

  • Weapon Resistance — Rage gives resistance to most weapon damage, so most damage is halved.

  • Cost — Barbarians do not wear armor, so the main cost is weapons.


Barbarian subclasses enhance Rage, because it’s the barbarian’s main ability. Classes like Path of the Beast and Totem Warrior add additional aspects to rage. Totem Warrior can make the barbarian resistant to all damage types but psychic.


When creating a barbarian subclass, think about rage first. Most current subclasses improve rage in some way. A key example is the bear totem barbarian, which gives resistance to all damage but psychic. Also think about bonus actions: barbarian abilities do not use bonus actions except for entering rage, so consider what else they can do with a bonus action.



Bard:


The bard is the jack of all trades. They can play any role within a party—it is up to the player what they want to be.


Bard Main Abilities:

  • Bardic Inspiration

  • Magical Secrets

  • Jack of All Trade


The bard is a jack of all trades, which is also an ability given to the bard class. This means they get half proficiency on all ability checks. So if the bard wants to be stealthy, they can. If they want to jump a pit, they can. If they want to read religious symbols, they can.


The other very important piece of the bard class is Bardic Inspiration, which allows bards to give other players a die they can use with attack rolls, saving throws, or ability checks. Bardic Inspiration is the cornerstone of the bard class.


Weakness:

  • Spell Slots — Compared to other caster classes, bards have no other way to regain spell slots on a short rest.

  • Physical Attacks — Bards do not have multi-attack, so shooting a bow or using a sword is not recommended.

  • AC — Bards only get light armor which relies on high Dexterity; however, a bard’s main spellcasting modifier is Charisma, so a player has to split ability points to get higher AC.


Strengths:

  • Ability Checks — Jack of All Trades gives half proficiency on all ability checks, which makes bards good at supporting allies with tasks.

  • Spell Versatility — Magical Secrets gives bards access to spells from other classes.


Bard subclasses help by giving Bardic Inspiration dice additional features. For example, College of Swords allows the bard to become more mobile or defensive by spending inspiration dice. Other subclasses enhance communication skills by helping them charm or persuade others. College of Eloquence allows a bard’s Persuasion roll to always be a 10.


When creating a bard homebrew subclass, you must consider using Bardic Inspiration and enhancing the dice usage. A key example is College of Whispers, which allows bards to use inspiration dice to do more damage. The other aspect that often gets enhanced is ability checks and Charisma interactions—for example, Silver Tongue gives a minimum 10 on d20 rolls when using Persuasion or Deception.



Wizard:


The wizard is the ultimate spellcaster, with every feature focused on helping the wizard cast spells. They have access to the most amount of spells—315—which is more than any other class in DnD.


Wizard Main Abilities:

  • Wizards book

  • Arcane Recovery

  • Arcane Tradition


The wizard is the ultimate spellcaster thanks to the Wizard’s Book. At 1st level, the wizard can put 6 spells in their book. After that, every level they gain 2 additional spells, meaning they can have more than 40 spells at level 20. This is the most stored spells compared to other spellcasters.


The other feature is Arcane Recovery, gained at 1st level. It allows the wizard to get back spell slots equal to half their class level, letting wizards cast more after a short rest.


Weakness:

  • HP — The wizard is a glass cannon; the hit die is a d6, giving them the lowest health among all classes.

  • Physical Attacks — Wizards do not have multi-attack, so shooting a bow or using a sword is not recommended.

  • AC — Wizards do not have proficiency in armor, meaning their AC will be 10 base unless spells boost it.


Strengths:

  • Spell Versatility — The spellbook gives wizards the most spells to work with, meaning a prepared wizard can handle many situations.


All of the wizard’s subclasses in the Player’s Handbook help and enhance a specific school of magic. For example, the evocation wizard can select allies they do not want to damage when casting an AOE spell like fireball. These subclasses also allow the wizard to write new spells at a cheaper cost.


Every wizard subclass in the original Player’s Handbook is associated with a spell category, such as divination and necromancy. When creating a wizard subclass, you must consider how the subclass uses spells. That makes the wizard both one of the most difficult and one of the easiest classes for homebrew: you mainly need to consider what else they can do while casting spells.



Sorcerer:


The sorcerer is naturally gifted with spells, and they can mix and modify them to fit any scenario. The sorcerer is the only class that allows the player to use a more imaginative style of interacting with the environment through spells. A key example is Subtle Spell, which allows the player to cast spells without anyone knowing.


Sorcerer Main Abilities:

  • Metamagic

  • Sorcery Points


The sorcerer changes the way magic is used through Metamagic. Metamagic options allow the sorcerer to change the damage type, target a secondary creature, and cast spells without somatic or verbal components. Metamagic is activated by spending sorcery points while casting a spell.


Sorcery points also allow a sorcerer to gain spell slots. However, this feature is not as strong as the wizard’s Arcane Recovery.


Weakness:

  • HP — Sorcerer has a d6 hit die.

  • Physical Attacks — Sorcerers do not have multi-attack and do not have access to martial or finesse weapons.

  • AC — Sorcerers do not have armor proficiency, meaning their AC will be 10 base unless spells boost it.


Strengths:

  • Spell Versatility — Sorcerers do not know as many spells as wizards, but they can change how spells work through Metamagic.


Sorcerer subclasses provide new ways to use sorcery points. For example, a hound of omen costs 3 points and summons a creature the sorcerer can control. Divine Soul can let you reroll healing spells using 1 sorcery point. When developing homebrew sorcery, think about different ways a player can spend sorcery points.


When creating a homebrew sorcerer subclass, focus on new methods for using sorcery points that aren’t only about improving spellcasting.



Ranger:


The ranger is the ultimate tracker and survivalist for rough terrain. The ranger is a mix between a monk, a druid, and a rogue. Instead of using Ki points, they get spells and access to a mixture of spell types. The Player’s Handbook ranger was heavily criticized and meta with its features; however, with the new book Tasha’s Cauldron of Everything, the ranger has become a new favorite for many players. I RECOMMEND NEVER USING THE PLAYER’S HANDBOOK RANGER; USE TASHA’S RANGER.


So instead of talking about two types of ranger abilities, this only covers the Tasha’s Cauldron of Everything abilities.


Ranger Main Abilities (Tasha’s Cauldron of Everything):

  • Favored Foe

  • Deft Explorer

  • Primal Awareness

  • Nature’s Veil


Compared to other classes, one of the best parts of the ranger is that their lower-level features grow as the ranger levels. The best example is Deft Explorer: at 1st level it gives expertise in a skill plus 2 additional languages, then it grows at 6th and 10th level, including removing exhaustion during a short rest.


Other features—Favored Foe, Primal Awareness, and Nature’s Veil—lean into wilderness and survival. Being able to cast more nature spells and turn invisible as a bonus action at 10th level is strong.


Weakness:

  • Magic — Rangers are half-casters, so the max they can cast is 5th-level spells, and they do not have many spell slots.

  • Multiple Ability Scores — Ranger spell save uses Wisdom, but they are weapon-based, so they also need high Dexterity or Strength.

  • AC — Rangers do not get heavy armor, so AC relies on Dexterity.


Strengths:

  • Ranged Attack — Rangers get proficiency with longbows, which do d12 damage and have long range compared to other weapons.

  • Stealth — Rangers are naturally stealthy, and spells like pass without trace can make them extremely stealth-focused.


When creating a subclass for a ranger, you can enhance the ranger’s ability to deal with different terrains. A good example is the Horizon Walker, which interacts with planes of existence.


Another direction is enhancing the ranger’s rogue-like abilities. A good example is the Gloom Stalker, which allows the ranger to be invisible in dim light.

A final approach is pushing closer toward the druid side of the ranger. Subclasses like the Fey Wanderer and Beast Master give fey abilities or an animal companion.



Warlock:


The warlock is a spellcaster who gets spells from a pact with a patron, either celestial, fiend, or other. Warlocks regain spells on a short rest, but they have very few spell slots (at level 20 they only have 4). Their spells are cast at the same level and will be upcast, though because they are half-casters they can only reach level 5.


Warlock Main Abilities:

  • Spell Casting

  • Eldritch Invocations


Warlock spellcasting is special because they get spell slots back after a short rest. Also, all spells are cast at the same level, so a player should be aware that casting may force an upcast.


The other major part of the warlock is Eldritch Invocations, which are class-level abilities like Devil’s Sight (see in magical darkness) or Armor of Shadows (cast mage armor at will).


Weakness:

  • Physical Attacks — Warlocks only get simple weapons and no multi-attack, so physical attacks won’t do much damage.

  • AC — Warlocks can only wear light armor, which relies on Dexterity, while spell save DC uses Charisma. They also have very few spell slots, so relying on mage armor is limited.


Strengths:

  • Spell Casting — Warlocks have fewer spell slots, but they return on a short rest.

  • Player Creation Diversity — Eldritch invocations allow diverse builds across many backgrounds and campaign types.


The warlock subclasses do an amazing job in currently playable Wizards of the Coast-approved options. Many subclasses enhance the warlock and help address weaknesses. Prime examples are the Fiend and the Hexblade, which allow the warlock to be either a damage-dealing caster or a front-line fighter.


When creating a subclass for the warlock, remember spells are cast at higher levels, so if you give the warlock additional spells, consider how they scale when upcast. Also consider environmental interaction and how abilities can work with eldritch invocations. For example, Pact of the Blade warlock has multiple invocations that support the subclass.



Paladin:


The paladin class is very powerful, and many people say the paladin class is the best. The reason is that the paladin is a caster, tank, and support class in one package. Having a paladin in the party is valuable no matter what the other party member classes are.


Paladin Main Abilities:

  • Lay on Hands

  • Auras

  • Divine Smite

  • Channel Divinity


Like the ranger, the paladin is a half-caster, meaning they can cast up to 5th-level spells. For the paladin, the spellcasting modifier is Charisma, which is similar to sorcerers, bards, and warlocks—making paladin great for multiclassing.


The paladin is an ultimate support and damage dealer. The Aura feature allows the paladin and allies near them to add the paladin’s Charisma to all saving throws. Lay on Hands also adds support by giving the paladin 5 × class level hit points they can distribute. If a player goes down, giving them 1 HP is enough to stop death saves.


Paladins also deal massive damage through Divine Smite, using spell slots to add 2d8 damage (3d8 if fiend or undead). Compared to a fighter with a greataxe, the paladin can output heavy burst damage without needing to land as many separate attacks.


Weakness:

  • Spell Slots — Paladins have limited spell slots and must decide between smites and casting spells.

  • Multiple Ability Scores — Paladins are front-line fighters, so they need Strength (and potentially Dexterity), and they also need high Charisma as spellcasters.

  • Spell Casting — Paladins need high Charisma for spells that require saving throws, but many points go into Strength to attack. Concentration is also difficult on the front line.


Strengths:

  • Supporting other Players — Lay on Hands and auras make paladins top-tier support.

  • Dealing with Evil and Undead — Smite is especially strong against undead and fiends, and divine sense helps detect evil threats.

  • Damage — Smite damage scales strongly.


Paladin subclasses vary mostly through two features: Channel Divinity options and additional auras. Channel Divinity recharges after a long rest and usually provides two subclass-specific effects. Oath of Vengeance is a strong example, giving advantage on attacks through its channel divinity. Subclasses also provide aura effects that support the channel divinity, such as Oath of Conquest’s aura damaging frightened creatures while its channel divinity can frighten enemies.


When creating a homebrew paladin, consider the channel divinities and additional aura features. Make sure they support each other and give the paladin a new way of role-playing. Also remember paladins often use spell slots for smites, so consider spells and features that support NPC interaction, exploration, or environmental problem-solving.



Druid:


Druids are ultimate damage absorbers and are strong when interacting with nature, terrain, and beast-type monsters. Druids absorb damage because of Wild Shape. Druids are also best when exploring forests or mountains with many beasts, since druids can only turn into beasts they have seen (a common DM rule—talk to your DM). Xanathar’s Guide to Everything includes lists of beasts by environment (arctic, desert, coast) for druids.


Druid Main Abilities:

  • Wild Shape


Wild Shape lets druids turn into beasts of a certain CR rating. The initial CR is 1/4, to a max CR of 1. The key power is that when a druid wild shapes, they gain the beast’s HP. When the beast form drops to zero, the druid reverts to their normal form and excess damage does not carry over to the druid’s HP in the way described here, making it a major survivability tool.


Weakness:

  • AC — Druids do not get heavy armor, and wild shapes have natural armor; beast AC is often around 13–15.


Strengths:

  • HP — Druids have a d8 hit die, but their survivability comes from Wild Shape, which can drastically increase their effective HP.


The original druid subclasses support summoning, spellcasting, or wild shape. Circle of the Moon is a strong example of enhancing wild shape by allowing higher CR forms, scaling up to 1/3 the druid’s level.


Newer subclasses change how wild shape works, sometimes using it to summon creatures. Circle of Wildfire can use wild shape to summon a flame spirit.


To create a new druid subclass, consider changing wild shape and enhancing it to perform different abilities—not only transforming the druid, but possibly adding summons.



Artificer:


The artificer adds a unique variation compared to other classes. Most classes fight or cast spells; artificers create magical items and are the only class that can attune to more than 3 magical items.


Artificer Main Abilities:

  • Infuse Item

  • Magic Item Adept

  • Tool Expertise


Artificers are unique because many of their abilities relate to gameplay flavor. Artificers are the best at using tools. A key example is that an artificer’s spellcasting focus can be any tool, and Tool Expertise gives expertise when using tools.


Some tools can feel limited unless your table uses expanded rules. Xanathar’s Guide to Everything makes tool proficiency more useful for in-game situations, such as carpenter’s tools being used to build a shelter for the party to take a long rest.


Beyond tools, artificers build magical items. Infuse Item at 2nd level allows the artificer to create magic items like +1 weapons, a bag of holding, and more. Magic Item Adept expands infusions and adds an additional attunement slot, with both features scaling as the artificer levels.


Weakness:

  • Physical Attacks — Artificers use simple weapons and do not have multi-attack, so physical attacks are limited.

  • AC — Artificers can’t wield heavy armor. They do have shields.

  • Magic Casting — Artificers are half-casters. Unlike warlocks, they don’t get spell slots back on a short rest, and unlike rangers, they don’t have multi-attack to fall back on when spell slots run out.


Strengths:

  • Tools Versatility — Artificers can be proficient with more tools than any other class, and Tool Expertise improves tool usage.

  • Magical Items — Artificers can create and attune to more magic items than other classes.


Current subclasses don’t just increase infusions like the Armorer; they also add something new. Alchemist helps with spellcasting through elixirs. Artillerist and Battle Smith help by providing a creature that can sponge damage and protect the artificer.


All current subclasses add new roleplay angles, not only fixing weaknesses. When planning a homebrew subclass, consider not simply enhancing core artificer abilities, since artificer is mainly a magic item creator. This lends itself naturally to ideas about combining magic and steampunk.



Rogue:


The rogue is the ultimate sneaky explorer. However, with additional spells, the ranger can become even stronger in stealth. What separates the rogue from the ranger is that rogue features don’t require spells to be stealthy and effective. Rangers may rely heavily on spells, and when they can’t cast, stealth can suffer.


The rogue also has a chance to deal massive damage each turn through Sneak Attack.


Rogue Main Abilities:

  • Expertise

  • Sneak Attack

  • Cunning Action

  • Reliable Talent


The rogue is similar to the bard in that they get enhanced ability checks through skills. Expertise doubles proficiency for skills the player already has. This scaling becomes more noticeable at higher levels.


Reliable Talent makes any roll of 9 or below on a d20 for ability checks become a 10, making rogues extremely consistent at skills like Stealth.

The rogue is also dangerous in combat because of Sneak Attack, which adds damage under certain conditions. The damage scales based on rogue level and can be applied once per round.


Finally, Cunning Action allows the rogue to take specific actions as a bonus action: Disengage, Dash, and Hide. These actions give the rogue strong maneuverability in combat.


Weakness:

  • Spell Casting — Rogues do not cast spells.

  • Attack Rolls — Rogues do a lot of damage if the attack hits, but they usually only get one attack, so missing is costly.

  • Frontline — Rogues aren’t built for frontline combat. They have light armor and no shields, and their d8 hit die is not enough to trade hits like a fighter or barbarian.


Strengths:

  • Physical Attacks — Rogues may not have many attacks, but a single hit can deal very high damage.

  • AC — Rogues use light armor and Dexterity, which is their main ability score. A rogue with leather armor and 18 DEX can have an AC of 15.

  • Ability Score — Rogues rely heavily on Dexterity for stealth, armor, and weapons, so the build is focused.


The rogue originally had two Player’s Handbook subclasses: Thief and Assassin. Many players pick Assassin for the assassination feature, but some realize it can feel weak in practice. Still, it pushes the rogue toward being more sneaky and dealing more damage under specific conditions.


The Thief enhances Cunning Action and stealth abilities, including using Sleight of Hand as a bonus action and gaining advantage on stealth checks through Supreme Sneak.

Newer subclasses add tools to Sneak Attack, Cunning Action, or shore up weaknesses. Mastermind allows the rogue to use the Help action as a bonus action. Arcane Trickster gives spellcasting, making the rogue more versatile. When building rogue subclasses, think about a stealthy explorer that can hit hard under the right conditions.



Cleric:


The cleric has the most subclasses compared to any other class in DnD. Clerics are religious characters who gain support from their deities, meaning their abilities come from connecting to a god.


Cleric Main Abilities:

  • Channel Divinity

  • Turn Undead

  • Divine Intervention


As a religious class, cleric features revolve around Channel Divinity, which is specific to each cleric subclass. Channel Divinity also includes Turn Undead, which makes the cleric one of the best answers to undead threats. Turn Undead forces undead to flee or, at high enough level, be destroyed.


Clerics also have Divine Intervention, where a cleric can pray and their deity may help. The help is vague, which gives the DM a lot of control over what happens and what form the aid takes.


Weakness:

  • Physical Attacks — Clerics do not have multi-attack, so physical attacks are limited.

  • AC — Clerics don’t always have heavy armor; they do have shields, but typically rely on medium or light armor.

  • Subclass Flexibility — Clerics have many subclasses, but they must choose early, which can be difficult when a campaign is starting.


Strengths:

  • Spell Versatility — Clerics have access to strong spells for damage and support. They are full casters and gain 9th-level spells.

  • Subclass Flexibility — Clerics have many subclasses, allowing many different playstyles.


Each cleric subclass gives the cleric something new to do with Channel Divinity, and each is shaped by the deity concept. For example, Life Domain at high level can maximize healing so you don’t roll dice for healing spells.


When building a homebrew subclass for the cleric, focus on a specific deity idea (life, elements, darkness, etc.). You need to build Channel Divinity and other abilities that relate to that deity.

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