When creating a character in Dungeons & Dragons, few choices are as impactful as a player's choice of class. While races and backgrounds can provide a variety of flavorful features, a class fundamentally dictates how a character functions within an adventuring party and the utility that they bring to the table. Players can play to the given strengths of their character's class, allowing each member of a party to fill an important role. However, no class in D&D is perfect. While every class has notable areas in which they excel, each class has its shortcomings that players should be aware of when building their character. So today, we're going to examine each class in D&D and explore their most noteworthy strengths and weaknesses.
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Before we begin, we should note that we are focusing on the base version of these classes and will not be discussing the benefits that can be gained for a class via specific subclasses.
The only class in D&D's fifth edition that did not appear in the Player's Handbook, Artificers are an incredibly unique class that don't particularly fit into the mold or a martial or spellcasting class. Artificers are based around the use of magic items, gaining the ability to attune to additional magic items and craft magic items of their own through the use of the class's Infuse mechanic. This ability to utilize and manipulate magic items is unlike any other class in the game, providing the class with distinct utility. This provides that class with distinct abilities that it is capable of juggling along with its spellcasting. The Artificer class's biggest shortcoming is that like the Paladin and Ranger, it is
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