features plenty of classes, subclasses, and multiclass combinations for players to test out during their journey. Each option has its own strengths and weaknesses, making some more suitable for certain roles than others. This also means that some classes and combinations are strong to the point of being broken when compared to other options.
There are classes that are solid choices for most situations, such as wizards. A party can generally assume that their wizard will pump out damage to enemies and help control the battlefield. However, classes become increasingly intricate as subclasses come into play, and then taking levels in multiple classes also brings new potential to already powerful options.
Arcane tricksters are a subclass that combines rogues with wizards, which lets a character dip into the skill sets of two strong classes. Sneak Attack damage is always nice, but these rogues also have access to spells that can provide more range and area of effect options compared to other rogue subclasses. They even get an invisible mage hand, which is perfect for rogues who want to steal or misplace the items of others.
The biggest downside to an arcane trickster is that they don't get higher level spells that wizards generally pick up during the middle of the campaign and going into the end. This means that combat often relies on their standard set of rogue abilities with an opportunity now and then to pull out a bigger spell. However, an arcane trickster’s kit is not only strong, it’s a ton of fun to play after getting used to the tools that come with it.
Cleric might seem like a plain option, but the amount of versatility the class brings with it is enough to make it broken. Through the use of subclasses, the cleric can be tailored to fit any role the party needs. Then, when the possibility of multiclassing is added in, the potential of clerics increases even higher. It also helps that clerics can adjust their prepared spells to suit their current situation.
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