D&D 5e: Firbolg Race Guide

D&D 5e: Firbolg Race Guide


An interesting race equipped with ASI’s good for fighting and spellcasting. These half-giants are not only well known for their closeness to nature and love of harmony but their innate ability to turn invisible. Despite being the most intelligent and powerful of their giant-kin, they prefer to live peacefully with charity as a virtue but still walk with confidence. Regarding other races, they are very neutral and cautious towards most but distrustful of humans and races that appear close to being human. 

Epic – Definitely! Absolutely! Just YES!

Good – You can. It’s not perfect but it’ll be great too.

Meh – I guess you could but it won’t be as good.

Bad – You shouldn’t! You can but you’d waste a lot of potential.

Firbolg Traits

-Straight out of the handbook list the attributes, racial features, etc.

  • ASI: +2 Wisdom, +1 Strength

  • Description:

    • Age: A firbolg reaches adulthood around 30 and can live up to 500 years.

    • Height: Medium (between 7 and 8 feet tall

    • Walking speed: 30” ft

    • Appearance: They are large and have tough hairy/furry skin that can range from fleshy pink, earthy colors like brown and ruddy red, to cool grays and blues. Their hair can range in color and length but are mainly long red or blond. They have long, floppy, pointed ears and broad, pink noses.

    • Language: You can speak, read, and write Common, Elvish, and Giant.

Best Classes and Archetypes for Firbolg

-List each published class/subclass from all official sources.


  • These inventors can tinker and infuse items and weapons with magical effects or boosts. Unfortunately, it’s unsuitable for the Firbolg due to the lack of intelligence.

  • Alchemist – Artificers that can create potions with a variety of effects such as swiftness, boldness, reliance, flight, transformation, and even harming. 

  • Armorer – Artificers tanking with their self-made buffed suits. Their suits not only have knockback power but even missiles to have an explosive impact on the battlefield.

  • Artillerist – These Artificers are equipped with guns, cannons, bombs, a flame thrower, and other weapons. Additionally, it’s not something they have to worry about hauling around since the weapons can simply be summoned.

  • Battle Smith – Artificers that can carry two weapons or a shield and weapon that has been infused. They’re accompanied by steel pets that can be used for battle and are easily replaceable. 


  • Brutal Warriors carrying their heavy weapons that can take down heaps of enemies. Despite the +1 in Strength, a lot of the Firbolgs wisdom and spellcasting can end up being wasted. Nevertheless, your racial feats can act as utility to the party.

  • Ancestral Guardian –  Barbarians that honor their ancestors and their greatness by rousing them from their peaceful slumber to make them defend you and your party. 

  • Battlerager – Dwarf exclusive!

  • Beast – They get a choice to morph a part of themselves into a part of an animal from bite, claws, or tail for each transformation. The bite can be used for self-healing. Attacking with claws allows you to make a bonus attack with claws. Using the tail can increase their AC situationally against a single attack per round.

  • Berserker – The stereotypical barbarian that runs on their rage but eventually gets exhausted which can leave them vulnerable. Filborg can hold off on their own for a time when this happens but not compared to races with +2 Strength.

  • Depths – These Barbarians can grow an extra appendage to use as a weapon and have resistance to the cold, being charmed, or frightened. Most of its abilities mainly come in handy during a watery or underwater campaign.

  • Juggernaut – A barbarian that can drive enemies and anything into the ground with their mighty bodies. They become immune to any magic that allows other creatures to read their mind. They are capable of making any battlefield under their control, shoving mountains, strong infrastructures, and tackling even the mightiest foes.

  • Storm Herald – Thematically suitable for Firbolgs, these barbarians can control the elements and environment around them. Unfortunately, their spellcasting is Constitution based.

  • Totem Warrior– These barbarians have spirit animals with whom they inherit certain abilities from the totem of their choice. Depending on how you mix and match, the subclass can make interesting and effective combinations.

  • Bear – any creature that is a danger to them, within 5 feet and see/hear/fears them, gets a disadvantage in attack rolls. Unfortunately-unless it was intended- this makes them the prime target of their enemy/ies but they do get resistance to ALL damage while raging except psychic.

  • Eagle – their flying speed is equal to their race’s walking speed. It Is pretty handy as it gives extra mobility.

  • Elk –  They can use a bonus action during their move to pass through the space of a Large or smaller creature. You get to do a knock back effect on enemies when you pass through.

  • Tiger – Jumping at least 20 feet towards a target right before making a melee weapon attack. 

  • Wolf – They can use a bonus action with their melee weapon attack on their turn to knock down. This can end up being 

  • Wild Magic – The same way wild magic works, the same way they get it. The subclass requires a lot of Constitution but detecting magic without needing a spell slot saves room for your dedicated casters to not worry. Giving spell slots back to casters as well gives you support. 

  • Zealot – These Barbarians resurrect so much that it hinders them from becoming efficient. It comes to a point that dying and recovering becomes more of an inconvenience. They can give a boost for the party but they lack any offense abilities.


  • Magical Artisans whose powers can inspire party members to get a small bonus action. Unfortunately, not a suitable class for Firbolgs as Bards require a lot of Charisma for spellcasting. 

  • Creation – These Bards can create, fabricate, and animate things and creatures through song and dance, no materials required. Very powerful as a bardic subclass but unfortunately doesn’t require anything a Firbolg has to offer.

  • Eloquence – This subclass emphasizes on the Bard’s main qualities: Bardic Inspiration and their Charisma-based abilities. That may not sound much but think of it as taking what you have and making it even better. Sadly, since it emphasizes these qualities, a Firbolg would be ineffective.

  • Glamour – Bards with superstar level of Charisma that can enthrall, command, and summon a mass of fans (out-of-combat). For this to work effectively, you’ll need a lot of Charisma… something a Firbolg does not have ability-wise. 

  • Lore – Considered as the equal of Eloquence. These Bards double the impact of the Bard’s core features, adding more Expertise, Magical Secrets, support options, and much more. 

  • Maestro–  Think Bardic Inspiration, but bass boosted. These Bards command the rhythm of battle musically and physically. Unfortunately, the subclass can be intimidating for players new to being bards, especially with the conducting techniques. Additionally, abilities can be ineffective towards enemies that can’t hear or on those who are unconscious.

  • Swords – The stabbiest of the subclasses, these Bards are experts in blade entertainment, assassination, and thievery. Although they still use the same spells as any basic Bard, they focus more on doing offense. 

  • Valor – These Bards are the definition of what most think a Bard is with their tales and songs of great heroes. This subclass is also more on offense but more spellcasting with the stabbing. 

  • Whispers – These Bards are suitable for sneak attacks, getting information, breaking in, and breaking out. Unfortunately, they’re notorious for being treacherous and manipulative.

Blood Hunter

  • Mages that practice the forbidden art of blood magic. Despite the “gruesome” theme of their magic they intend to use it to destroy evils near and far. A Firbolg’s Strength with their extra magical abilities can be handy for this class but unfortunately Blood Hunters require Constitution and Intelligence for hit points and saving throws.

  • Ghostslayer – Oldest and the most standard of Blood hunters with a goal to destroy undeath and wherever it may be. They’re curse specialists resistant to necrotic damage.

  • Lycan – Can freely mutate themselves temporarily beyond animal-like qualities as they level. These Blood Hunters can have additional immunity and abilities but unfortunately can’t be applied on their party or other creatures. They have a sort of Artificer feel to them.

  • Mutant – A subclass with an Artificer feel. Apart from the forbidden art of blood magic, these Blood Hunters practice the forbidden art of mutagencraft, which can temporarily mutate them beyond animal-like qualities as they level. They have additional immunity and abilities but unfortunately can’t be applied on their party or other creatures (unless your DM says otherwise). 

  • Profane Soul – Blood Hunters that have a Warlock theme but without the choice of a patron. They make pacts with lesser evils to boost their abilities that combat the greater evils. Surprisingly, you can choose to make Wisdom your spellcasting ability, which puts more of a Firbolg’s abilities to use.


  • Clerics are mainly the healers of the party and representatives of the divine. The +2 Wisdom and extra abilities are handy additions to the Clerical spell list plus the strength increase allows a melee cleric build. 

  • Arcana – Clerics that are blessed by the Arcana gods with the secrets and potential of magic. They major more in spellcasting with healing and support options with their utility.

  • Blood – A really cool but gory subclass that practices controlling the very life source that runs through most creatures’ veins: Blood. With this subclass you can worsen wounds, control bodies, gain information, among other abilities but it’s rendered useless with creatures without blood. 

  • Death – Clerics that worship evil deities and do the opposite of what a Cleric is expected to do. They deal necrotic damage and harm rather than healing and support. Not really suitable for a Firbolg’s alignment or with their deep connection with nature but if you’d like to change all that in roleplay then why not.

  • Forge – Forge Domain Clerics make good defenders, support, and front liners. They have enough damage output to be a threat in combat even without relying on spellcasting.

  • Grave – An interesting mix between qualities of death and life domain, doing healing and damage. Would definitely make a Firbolg very powerful with the additional spells and racial abilities.

  • Knowledge –  These clerics value learning and knowledge and are fantastic for those that like psychic abilities. They also get two skill proficiencies of choice from the following: Arcana, History, Nature, or Religion.

  • Life – These Clerics apart from being the best healing Cleric Subclass can also act as defenders. Since most of their spells are for healing, the Firbolg’s additional abilities come in handy. 

  • Light – These Clerics can turn a hoard of enemies into burnt scones making them great battle controllers and strikers. 

  • Nature – Thematically, the most suitable subclass for Firbolgs with their racial spells and abilities complimenting features of a Nature Cleric. Their Speak with Animals Ability compensates for what Speech of Beast and Leaf isn’t able to do (but doesn’t apply for plants). Overall, these Clerics make good bruisers, fighters, and support while keeping enemies at bay. 

  • Order – These Clerics make good front liners but not because of their heavy armor and their ability in the offense- in fact, they don’t make extraordinary offenses- but for being able to crowd control and buff their teammates.

  • Peace – Clerics of Peace are mainly diplomats. Ability wise, apart from being healers, they can make their team resistant to any damage and redirect damage from any source making this subclass notoriously OP.

  • Tempest – Clerics that serve the gods of storms, seas, sky, and reason-why-you can’t-hang-your-laundry-outside. They can attack short and long-range and are mainly blasters that push, knock over, and break an enemy charge.

  • Trickery – A subclass with a rogue-like theme, these Clerics have the abilities to be undetected such as cloning themselves, invisibility, dispel magic, mirroring, charming, and much more. 

  • Twilight – Clerics of the gods that guard against the dangers of the night. They do well in the front lines, defending and protecting the party, and doing some damage on their own. Apart from the aforementioned, they can also buff and provide sanctuary.

  • War – A subclass requires you to balance your spellcasting and weapon attacks to ensure you don’t waste your extra attacks. These Clerics are in service to the gods of war and destruction, making good melee fighters in battle- but not front-liners- and with violence as their offering and prayers. 


  • Thematically and mechanically, Firbolgs are most suited to being Druids. Similar to the Cleric, but involving more of their racial feats, all capabilities of Firbolgs fit into the Druid class. Apart from speaking to animals and nature, their natural invisibility allows them to further meld into nature.

  • Dreams – Dreams Druid has a lot of range in its healing, scrying, and teleportation. This subclass has a more mystical feel for its fey theme. They work better with stealthier segments of a plan which makes the Firbolg’s invisibility and magic detection really shine.

  • Land –  A subclass that has a subclass. Land Druids are very solid, all-around spellcasters. They can recover spell slots on short rest, have some wizard spells, and are (situationally) immune to poison and disease. 

  • Moon – Druids that can hold their ground and shield against regular attacks. Their ability to wild shape as a bonus action raises the challenge rating cap of beasts they can transform into. This gives them quicker access to stronger beasts than other Druid circles. 

  • Shepherd – Subclass tied being the best healer with life and grave cleric. These druids are connected to nature’s beasts and fey allowing them to have permanent wild speak- which can make up for what speech of the beast lacks. 

  • Spores –  These Druids lack wild shape and rely on physical ability and Constitution. Though they cant shape shift they can do a variety of other things with their spores and fungi like improve your combat prowess, poison your enemies, and control the body of dead enemies.

  • Stars – For these druids their beast form is replaced with starry form which they can use for attack, recovery, or switching between this form and their original body.

  • Wildfire – Another subclass that doesn’t have wild shape but is compensated with fiery blasting abilities. Apart from the fire-based abilities, they have an insane amount of teleportation.


  • It’s a class mainly focused on weapon combat and physical prowess over magical capability but is still suitable for most races. Apart from the Strength increase and Invisibility, the Firborg’s other abilities are either wasted or barely used.

  • Arcane Archer – These fighters weave magic into their bow attacks with fantastic accuracy and consistent damage. Unfortunately, they aren’t good for anything else but ranged attacks. 

  • Battle Master – Mathematically, Battlemaster is superior on almost every metric. The best approach to Battlemaster is looking for synergies with other features. Battle Master Fighters can be insane tanks with the help of feats.

  • Cavalier – Masters of mounted combat, taunting enemies, fending off strikes, cutting and locking down enemy mobility. Although they’re disadvantaged if you intend to protect the party or group and they’re spread out 

  • Champion – A subclass that’s simple and gets the job done but in a great way. They get resilience, remarkable athletics, three chances at a crit with the expanded range, and a passive boost. 

  • Echo Knight – They create echos, a magical, translucent, gray image of them that lasts until it is destroyed or dismissed. They can look through a keyhole and create their echo on the other side. Then teleport to it. You can do attacks and opportunity attacks through Their echo, allowing them to take advantage of pam and sentinel without needing to be in the same level of danger.

  • Eldritch Knight -A more magic-based Fighter than the other subclasses. Warriors proficient in shielding, ranged attacks, and blastings. They shine more in adaptability and survival.

  • Gunslinger – Although they can deal good damage, it’s hard to keep consistent which makes them challenging to use. Their pistols require reloading, which requires gunpowder, which requires materials you need to make -unless your DM is nice enough to have available here and there. 

  • Psi Warrior – a.k.a Psionic Warriors, are fighters that use psychic abilities with their weapons and have a Jedi feel. This subclass has more defensive options with its shield and bulwark than offense. It is pretty cool how they can do both melee and range of 30”feet attacks by propelling their weapons. Unfortunately, like in real life, using the power of your mind requires a long rest after use.

  • Purple Dragon Knight – Or, in short, a Banneret. Although the class seems to have good abilities such as inspiring, healing their team, and having a creature attack for them, it feels more like a squishy bard knight without potent spellcasting. 

  • Renegade -Similar to Gunslinger with the same issue. What differentiates them is their choice of doing massive damage with a single shot (sniper) or a quick shot to harm one or more creatures (pistoleer). At a high enough level, they can use small explosives. 

  • Rune Knight – Runes are ancient symbols made by the ancient practice of Giants with supernatural effects. Some of those effects boost or top-up to your own racial abilities or weapons-similar to an Artificer. A small Bonus is you get a little boost in height.

  • Samurai – Samurai are excellent for having an extra tool it can draw on for combat power. They can get a bonus proficiency of History, Insight, Performance, or Persuasion to add to their abilities. In tough fights, they can even use all three of their bonus action abilities and get an advantage for three rounds of combat. However, a downside is that after an intense battle and using their Fighting Spirit ability, they’ll have to take a long rest..


  • Unarmed combat masters of Ki that act as Strikers in battle. The Wisdom increase of Firbolgs do come in handy but Monk’s require a lot of Dexterity as well. Monks can’t risk lagging behind with their attacks.

  • Ascendant Dragon – Monks that can deal powerful damage to anyone within range. They even have resistance to acid, cold, fire, lightning, or poison damage, can summon wings to fly, and even destructive breath- the elemental kind. Unfortunately, it all comes at a high Ki cost. 

  • Astral Self – Allows them to create a visage of their astral form capable of giving them vision in the dark, an advantage in Wisdom and Charisma saving throws, and send telepathic messages. Apart from that, it is very suitable for Firbolgs due to the subclass requiring lots of Wisdom and Strength while tossing in the racial feats. 

  • Cobalt Soul –  An intellectual monk who slaps the information out of their enemies and learns their attributes like Damage Vulnerabilities, Damage Resistances, break their defense, among others, when they use their flurry of blows to mark them as analyzed.  

  • Drunken Master – These monks move with the unpredictability of a drunkard rather than being one. They are great when dealing with ranged attacks, dodging, and spend a minimal amount of movement to get back up after being put down. They have a style of hit-and-run combat that lets them do damage while also staying out of range of direct attacks

  • Four Elements – This subclass has a druidic feel to control certain fish, plants, mountains, and cresting waves. It’s more of a battlefield control class, which most monks don’t really do. Although this subclass has spellcasting, the ki points required are very costly.

  • Kensei – A weaponized monk that makes significant ranged weapon attacks. Their ability to parry gives them a bonus to their armor class. Their attacks aren’t that magically based, so a Kensei can come in handy in a low magic setting.

  • Long Death – As long as these monks have a ki point, they can still live even after a deadly blow. They can intimidate and instill fear to the point that no one dare question or fight them. This subclass is more bark than bite as it lacks features to help them do damage.  

  • Mercy – A masked monk that can heal as much as they harm with no save and attack roll needed compared to Flurry of Blows. Apart from packing a punch, they can also induce their attack with poison and heal anyone who is blinded, deafened, paralyzed, poisoned, or stunned. This makes a great combination with Firbolg Magic for sneak attacks.

  • Open Hand – Open Hand offers some excellent, well-rounded options that squeeze a lot out of the Monk’s core abilities. They literally can just flat out kill someone who fails a con save, that or 10d10 damage.

  • Shadow – A more tactical and sneakiest of monks that can literally hide, move in, make shadows. This subclass is meant for attacking and missions that require stealth. Need I mention how the Firbolg’s racial abilities compliment this subclass?

  • Sun Soul – The subclass strikes and blasts with the power of the sun. The damage is pretty so-so for this class, though, but it is handy if you want your attack to range up to 150″ ft.


  • Like Clerics, these warriors stand for the ideals of their divine masters. Taking oaths they uphold to show their loyalty. The Firbolg’s strength barely makes it compatible with the class. Paladin’s require Charisma for their spellcasting which dumps your other capabilities.

  • Ancients – A “nature or green knight” subclass that loves the light, all things beautiful and living, and kindness. We get some nature-themed oath spells, a vine-restraining Channel Divinity, healing, and form into an ancient nature being that screams at people for illegal logging. They are less suited to the traditional high-damage striker role, leaning more towards being a battlefield controller and relentless tank.

  • Conquest – Paladins seeking glory in battle are pretty evil-aligned, but it could easily be adjusted. They are merciless in action, striking fear in the hearts of their opponents and shattering their will to fight. Casting spells while making melee attacks and making their skin hard as stone for additional defense.

  • Crown – A subclass good in defense, support, and even rescue. They’re able to save any creature by swapping health with theirs and taking the damage if it is attacked right after. This can also protect their own skin if their hp is low. Reaching a high enough level makes the Crown Paladin immune to any non magical weapon attacks and gives their allies an advantage in death and wisdom saving throws once they activate Exalted Champion.

  • Devotion – a.k.a white knights or holy warriors.  It is very effective in combat, with the Sacred Weapon Channel Divinity being roughly equivalent to having an advantage on every attack (with +4 or +5 CHA). Turn the Unholy can trivialize encounters with fiends and undead (especially undead swarms). Its spell list isn’t staggering, but not bad.

  • Glory – Previously known as the oath of Heroism. Many of their spells require concentration, but the subclass is suitable for grappling, shoving, and speed. Although not mentioned in the handbook, it is recommended they have a steed for better use of their Aura of Alacrity and its effect on their party. 

  • Oathbreaker – An oathbreaker is a paladin who still has that internal strength of conviction but has lost the spark that guided them before. They don’t have to be evil for this subclass. Their profane energy can bring death and destruction upon those they touch with necrotic action as a bonus. The spell list is fantastic, with tons of offensive potential and consistent damage. 

  • Open Sea – They are paladins with wanderlust, adventure in their hearts, and love for the sea. They’re skilled in creating a fog that allows them and their comrades to see. They’re able to knock back their enemies a maximum of 10” ft away with Fury of the Tides. Additionally, at a higher level, This would be great in a water/pirate style campaign. Overall, this subclass being a yay or a nay is situational, especially with the campaign theme.

  • Redemption – If you want to be a somewhat pacifist, there isn’t a better choice than becoming a complete control caster with this subclass. They get bonuses to multiple stats and charisma and are eligible to take prodigy to gain expertise in persuasion.

  • Vengeance – If you want to lead your party in a fight against the villain, this may be your calling. Vengeance paladins are great at picking one target, closing distance, and blowing them up. They can literally make a tactical nuke with a combo of Vow of Enmity, Great Weapon Master, & Divine Smite. If anything does go wrong in battle, they get to have some free self-healing.

  • Watchers – This subclass is definitely made by its spell list. Counterspell and Banishment are universally powerful spells, and even Moonbeam is insanely strong as a damage-dealing option. Watcher’s Will and Vigilant Rebuke work very well together and in conjunction with their Aura of Protection. Many of their features rely on facing outsiders. Even with the capstone, it’s only good if they’re facing an outsider, not on their own plane. Watchers are also probably one of the least specialized Oaths mechanically. 


  • Dwellers and hunters of the wilderness that act as trackers and scouts. The Firbolg’s racial abilities are suitable for the class. Although Rangers prefer Dexterity over Strength, Strength can still be useful when medium armor is worn.

  • Beast Master – The only rangers with a beast that come with the package. You can deck out their animal companion in gear and use them for attacking and shielding. This companion also gets a turn whenever the ranger’s out, which is strictly better than just having no turn at all when you’re stunned or unconscious.

  • Drakewarden – Rangers accompanied by their scaley partner a small drake that may perch upon their heads, arms, and shoulders. Drakes can do extra elemental damage and act as a breath weapon. You can’t ride them though unless you’re a small race plus Drakes have to constantly be resummoned.

  • Fey Wanderer – A psychic damage subclass that gives defense against charm or fear. These Rangers can attack multiple opponents- with one of their abilities being summoning fey beings to assist- instead of focusing on one enemy at a time. 

  • Gloom Stalker – These Rangers specialize in stealthy attacks while literally moving through the shadows. The Gloom Stalker is incredible in total darkness and can even provide one party member who doesn’t have Darkvision when needed. Unfortunately, if the campaign barely involves darkness, it’s challenging to use the being undetectable in the darkness ability.

  • Horizon Walker – Rangers with great mobility, spell list, and incredible attack that use force damage. They can teleport around the battlefield being a solid mid-ranged damage dealer or a decent mobile front-liner.

  • Hunter – Against tightly clustered groups of enemies, the hunter will have the best-sustained dps in the game. That’s a relatively limited situation that comes up only once in a while, so overall it’s hardly overpowered. The Firbolgs magic adds an extra kick to this subclass that can somewhat make up for what the Hunter lacks.

  • Monster Slayer – It’s excellent at anti-mage and anti-magical creature duties. Their Supernatural Defense and ability to counter big monsters makes them shine in battle. They kinda stink in fighting, just straight-up monsters that don’t have magic in them. 

  • Swarmkeeper – A great subclass if you want to trigger everyone’s Entomophobia. They can summon swarms of creatures at their disposal, be they locusts, roaches, other insects, twig blights, birds, and fairies. They’re pretty much frontline crowd control with their ability to move enemies away from the backline or into melee with their front-liners as an archer.


  • A martial class full of stealth, sneak, and skill proficiencies. Invisibility does come in handy, but Rogues require a lot of Dexterity, and despite having your own spell list, you’ll need Charisma to effectively cast Rogue spells. 

  • Arcane Trickster –  Intelligence-based spellcasters that’re versatile and can consistently pull off sneak attacks, enchantments and illusions.

  • Assassin –  It is considered a trap subclass due to the ability to create false identities, mimic voices behavior, practically replace another person, take over their life for a time, but eventually find it difficult because they’ve made an emotional connection. Assassin’s abilities don’t always mesh well with the party and encourage them to separate from the party.

  • Inquisitive – Master detectives that can decipher an opponent’s tactics and develop a counter to them. Unfortunately, the subclass limits you to investigating and lie-detecting parts of a campaign apart from bonus sneak attacks. 

  • Mastermind – Mastermind gives a lot of infiltration and mimicry abilities, allowing them to almost flawlessly pass themselves off as another person and find out information that other characters couldn’t. 

  • Phantom – If you’re into the spooky theme but don’t wanna be a necromancer then you can still have dealings with the dead by being a Phantom Rogue. These Rogues can deal necrotic damage and even gain a skill proficiency that they lack after a long or short rest.

  • Scout – Scouts are skilled in stealth and surviving far from the streets of a city, allowing them  to scout ahead of their companions during expeditions. This makes them great at getting the party through hostile terrain alive and basically being a non-magical rogue.

  • Soulknife – A Rogue that can not only infiltrate a premise but a person’s mind. Psionic Rogues, with telepathy, lets them scout for the party while still being able to instantly and privately communicate what is happening or what they see. Also, it does not require a shared language to communicate. 

  • Swashbuckler – Duelist thieves that have incredible mobility, can impose disadvantages and prevent opportunity attacks. Swashbuckler makes a lot of voluntary Acrobatics and Athletics maneuvers and checks during combat making them easier at pulling off sneak attacks. Unfortunately, to be effective you’d require a lot of Charisma.

  • Thief –  The subclass that is iconic but not combat optimized. They rely on skill, stealth, agility, opportunity, and knowledge to take what they must without a track left behind. By now you can tell, they’re more on support.

  • Wild Card –  It’s still debated whether this subclass is truly official as it is homebrew. These Rogues have resistance to almost all damage, can move through objects and creatures, and immunity. From being grappled, paralyzed, stunned, and restrained, these Rogues are not ones to be messed with.


  • Versatile spellcasters that have restricted spell lists, unlike Wizards, but can manipulate their spellcasting in unique ways. Unfortunately, if you’re going to play a mainly magic class you can’t simply rely on your racial ability. Sorcerer’s require Charisma for their spellcasting.

  • Aberrant Mind – A Sorcerer gifted with psionic powers, great utility, and can swap out the bonus spells for different ones – if you don’t want or need a given one. They have great  battlefield control and can do psychic damage and telepathic communication.

  • Clockwork Soul – Their power comes from the machinations of Modron. These Sorcerers have various spell options borrowed from the Cleric and Wizard. Nonetheless, they still lean heavily on their spell list. They are great at supporting their team by taking advantages and disadvantages that would either harm them or help the enemy.

  • Divine Soul – Divine Soul Sorcerers have good durability and multiple ways to buff their materials by increasing hit chance, defense, healing, or giving extra weapon attacks. Their abilities come from a divine being that gives them access to the Cleric’s spell list. Players may find it challenging to play since they have to pick 15 spells from 2 very different spell lists.

  • Draconic Bloodline – Their magic is inherited from the draconic blood or blessing of their ancestors. They inherit draconic qualities as they level, such as Mage Armor, wings, and elemental damage type depending on Draconic Ancestor. It’s important to note that a sorcery point needs to be spent to gain a temporary damage resistance.

  • Rune Child –  A sorcerer whose magic comes from magical runes which are powerful icons that they can use for a variety of effects. A Rune Child can simply expend sorcery points to immediately charge that number of runes.

  • Shadow Sorcery –  These Sorcerer’s powers come from the Shadowfell. Their abilities mainly being Darkness, dark vision, and teleporting from shadow to shadow. 

  • Storm Sorcery – Their magic comes from the power of elemental air. Great if you want to specialize in lightning and thunder stuff and deal extra damage to enemies within 10 feet. Their abilities have better use as melee, but no good defense. 

  • Wild Magic – From its origin to abilities it is unpredictable, which can make it unreliable and dangerous… or FUN! Although Wild Magic can do a lot of great effects and even damage because of how unpredictable it is the magic can be ineffective, it can also cause some harm to the party or the quest.


  • Epitome of casters, Wizards pride themselves with their magical capabilities and years of knowledge. What they lack physically, they make up for spell-wise. Firbolg aren’t suitable for this class. It’s a similar case with the Sorcerer except instead of Charisma it’s Intelligence that’s required.

  • Abjuration –  They certainly have excellent survivability but that doesn’t mean they’re made to be a fighter. They have features that make them more sizable than other Wizards and good with defense.

  • Bladesinging – A melee combat Wizard while still using their Wizard spell list. A great subclass if you want to do crowd control, damage, or pulling the enemy’s attention off of your weaker party members. You have to be careful though otherwise, a single hit and they are already in the critical danger zone of dropping.

  • Chronurgist – Literal time lords that can change the pace of reality. It’s a great support subclass if you want to buy time for the party (pun intended). 

  • Conjuration – Wizards that can summon creatures and objects and even teleport. Mechanically, it’s not the strongest subclass around, but they’re still a wizard, 

  • Divination – These Wizards get saving rolls to change outcomes drastically, and even replace the enemy dice roll. They’re often sought after for their ability to see the past, present, and future.

  • Enchantment –  Wizards that can actually enchant, mind alter, and flirt without the need of Charisma. Apart from the spells, all that’s left to focus on is the “role playing”.

  • Evocation – A blasting elemental subclass that specializes in flexibility and adaptation. They have a simple go-to-spell list with added bonus damage to pack a punch. Which makes them somewhat beginner friendly but still powerful in its own way.

  • Graviturgist – Wizards that can adjust gravity, weight, and density of creatures and objects. It’s important to know the limit of this power as these Wizards are more support than front liners. 

  • Illusion – A subclass that is a master of deception with illusions. They’re as good as the player makes them, as this subclass requires quick thinking and creativity. Their strengths and power are primarily qualitative rather than quantitative.

  • Necromancy – These Wizards animate and command the dead. It’s important to note as Necromancy Wizard that the undead won’t be powerful in terms of strength and ability but a hoard of them can be used to overwhelm or distract the enemy.

  • Order of Scribes – The most bookish of all Wizards without needing to carry a spellbook around. It is still arguable whether this subclass allows you to not pay or pay at all but it offers convenience but lacks a bit of “impact” as a Wizard.

  • Transmutation – These Wizards have a sort of Artificer-theme with their ability to transform materials at will, manipulating matter into whatever they see fit. They can get and give a variety of buffs such as resistances, con save, speed increase, and darkvision. Despite this, they’re known to not have a lot going for them since it takes awhile to get certain good features.

  • War Magic – A subclass more on defense and focuses on durability. It’s like a solid blend of the evocation and abjuration subclasses but as a generalist instead of a specialist. 

Racial Feats/Best Feats

  • Firbolg Magic – You can use Detect Magic and Disguise Self with Wisdom as your spellcasting ability for them

  • Hidden Step – You get to use invisibility freely once a day, until the start of your next turn, or until you attack. 

  • Powerful Build – You’re already pretty big but more so your strength and capability in pushing, dragging, and lifting. 

  • Speech of Beast and Leaf – A one sided ability wherein you can communicate with animals and plants but you can’t understand them when they try to communicate with you… apart from regular physical gestures. At least your Charisma check advantage can influence them.

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