D&D 5e: Loxodon Race Guide

D&D 5e: Loxodon Race Guide

Large humanoid elephants that are known to be feared peacemakers and keepers native to the plane of Ravnica. They are characterized to have a strong sense of community but not one withheld only those of their species. Hence their loyalty towards their friends, kin, and family and their intense animosity to their enemies or betrayers of their trust.

The Loxodon are known to be gentle giants (not the race kind of giant), they often appear calm even in the face of dangerous situations or violence. They mainly work as artisans (especially in stonework) rather than as warriors with their strength. They neither discriminate against others regardless of gender, age, or race but rather in character. Despite preferring to be peaceful, this does not make them pacifists in any way.

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.

Loxodon Traits

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

  • ASI: +2 Constitution, +1 Wisdom

  • Description:

    • Age:  Loxodon live about 450 years

    • Height: Medium (7” – 8”ft)

    • Walking speed: 30” ft

    • Appearance: They’re described to be tall humanoid Elephants with four-fingered hands and leathery skin. They have similar facial features to that of real Elephants with large ears, trunks, and tusks.

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

Best Classes and Archetypes for Loxodon 


  • A class for people who enjoy tinkering, creating, and adding extra effects or features to things and weapons. Although Loxodons are skilled artisans, Artificers require Intelligence to become effective. 

  • Alchemist – The Alchemist enhances the Artificer’s healing and support abilities without affecting the class’s overall functionality. There are potions for speed, fearlessness, durability, flying, transformations, and even injury by default; you can produce a lot of them (homebrewed if your DM permits).

  • Armorer -It’s a class for individuals who desire a martially oriented Artificer like the Battle Smith but don’t want to deal with a robot pet. The Armorer specializes in enhancing magical armor to help you battle more successfully. Without a question, this is the tankiest choice accessible to the Artificer.

  • Artillerist – As a tank and support, the Artillerist has a lot of potential. Guns, cannons, explosives, a flame thrower, and a range of other weapons are in their arsenal. Cannons may be used to attack or defend comrades, and the Artillerist spell set has many unique spells that match the subclass’s concept.

  • Battle Smith – The Battle Smith permits the Artificer to depend on Intelligence and Constitution instead of Strength or Dexterity. It allows you to fight with a steel pet in melee. The additional constitution you have does help but it’s going to take a bit more to be effective as a Battle Smith.


  • These warriors are more than just power with rage as steroids. They mainly tank, defend, and do melee damage with some subclass capable of doing spells. It’s not suitable for Loxodon as they prefer to keep a level head. Their Natural Armor is not anything compared to the Barbarian’s unarmored defense. Loxodon Serenity helps with some effects which barbarians frequently have trouble with, but that’s not enough.

  • Ancestral Guardian – These Barbarians could summon the spirits and strength of their predecessors (ancestors) to fight with them and their friends. They excel at tanking and defending during combat.

  • Battlerager – DWARF EXCLUSIVE

  • Beast  These warriors can produce and rip your adversaries apart with their teeth, claws, and tail. 

  • The bite can be used to heal oneself. 

  • Each of your hands morphs into a claw that may be used as a weapon if it’s empty, and you can perform one more claw attack as part of the same action. 

  • You sprout a lashing, spiky tail that you may swipe with your reaction and roll a D8 for it.

  • Berserker  It’s excellent for going berserk, but it’s exhausting (exhaustion can make you sloppy after). You can simply change it to something different, like as penalty points, or have it removed if your DM permits it. This subclass is simple and effective, even though none of the components are original or distinctive.

  • Depths – These Barbarians can resist the freezing depths of the ocean (and cold in general). They feed on the sorrow and misery of those that drowned or went missing at sea to attack their opponents. Regrettably, a pirate or water-themed campaign may be more appropriate for this subclass.

  • Juggernaut – A juggernaut’s forte is field control. They’re combatants driven by a passion for conquering and battle. Fighting animals with superior protection and attack may be challenging, even if it is heavy-handed in practice.

  • Storm Herald – A Barbarian with attributes theoretically related to the “Environment” you pick, which you may alter at every level. You may not even be able to level up at the optimal moment, and you are rarely aware of the perils that await you. It’s still mechanically intriguing, and it’ll keep things exciting for you and anyone else with you.

  • Totem Warrior -The Barbarian adopts a spirit animal as guide, guardian, and inspiration on the Path of the Totem Warrior, which is a spiritual journey. Your totem spirit gives you extraordinary strength in combat, lending magical fuel to your barbarian anger. Because there are so many possibilities, Totem Warrior is a little more versatile than other Barbarian subclasses, but it’s also more challenging to play.

  • 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’s 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 gain a knockback 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.

  • Wild Magic – Barbarians are particularly vulnerable to these wild effects as beings of intense emotions, with some barbarians being altered by the magic. Wild Magic Barbarian is an excellent choice for individuals who love their adventures to be completely random. Add some random magic to your battles by gaining an unexpected benefit each time you rage, allowing you to perform incredible things like teleport.

  • Zealot – The Zealot is an excellent choice for daring players or those prone to frequently dying, as they are adamant about killing and maybe revived without the need for pricey ingredients. Sadly, dying and resurrection would become a nuisance rather than a game-breaking problem.


  • Often seen as the cheerleaders, artists, musicians, and team support, but don’t be fooled as this class has many skilled thieves, assassins, and spies. You may ignore Dexterity entirely with Constitution and Natural Armor, but you’ll fall behind on all of the Bard’s most significant talents without a Charisma boost.

  • Creation – Harmony, rhythm, and music are all parts of creation, and it is how these Bards make something from nothing. Because Performance of Creation is related to half of the College of Creation’s class characteristics, you and your DM must know the details. Power abusing it can make the output more unpredictable and uncontrollable than spells like Creation or Fabricate.

  • Eloquence – The Bard’s Bardic Inspiration receives a massive boost from the College of Eloquence. Bards are already great support casters, but this elevates them even further. While other bard schools focus on supplementary characteristics such as Bardic Inspiration and Bard’s undeniable mastery of Charisma-based talents, College of Eloquence focuses on Bard’s core characteristics.

  • Glamour – Using the Feywild’s talents, these Bards morph into dazzling forms and captivate crowds. College of Glamour is a great support caster with a mix of assistance and charm effects but typically lacks offense and defense capabilities.

  • Lore – Bards remain one of the most versatile classes. More abilities, magic, and the ability to belittle enemies with Cutting Words are more essential, according to the College of Lore than the bard’s alleged ability to use weapons.

  • Maestro – Music and atmosphere are more than what catches our ears and brains for these Bards. After all, the environment affects everything from social interactions to combat. More mental and emotional injury, repair, and manipulation are done than physically damaging foes or making a defense.

  • Swords – College of Swords are the more daring of the Bard subclasses as they perform blade stunts such as sword swallowing, knife dancing, and even mock duels. Don’t be fooled though as these bards are skilled in melee fighting and are known to be great assassins, thieves, and informants. Sadly, it uses up your Bardic Inspiration dice in exchange for subpar abilities and a minor damage bonus.

  • Valor – Bards that are as heroic as the heroes whose tales they tell. They’re similar to the college of Swords but with the weapon and armor proficiencies and less of the deceit. These Bards are mainly melee fighters but also good battle casters.

  • Whispers – College of Whispers excels in deception and deceit, making it ideal for a game focused on diplomacy and roleplaying rather than dungeons and battle. It’s not the finest in combat, but it’s fantastic in social settings.

Blood Hunter

  • Blood mages are casters who use the forbidden art of blood magic. Despite their magic’s “gruesome” theme, they intend to use it to destroy evils both near and far. Although an improvement in your ability score will be beneficial, the class does need a high level of Intelligence and Dexterity.

  • Ghostslayer – The Ghostslayers are the Blood Hunters’ oldest and most traditional members, intending to eradicate undeath wherever it may be found. They are curse experts who are unaffected by necrosis.

  • Lycan – As they level up, they get the ability to transform their appearance beyond animal-like features. Despite their proficiency in melee combat, loss of control can result not only in their opponents being ripped apart but also in harming those around them. These Blood Hunters have extra immunity and abilities, but they can’t be employed by their party or anyone else.

  • Mutant – These Blood Hunters practice the forbidden arts of mutagencraft, which can momentarily alter them beyond animal-like features as they advance, in addition to their forbidden talent in blood magic. They resemble the Lycan Subclass in that, aside from transformation, they have advantages and immunity that are unique to them.

  • Profane Soul – Blood Hunters with a Warlock motif but don’t have a patron. They enter into a partnership with lesser evils to enhance their abilities to oppose the greater evils. They can stack Hex and their Rite (and possibly Mark) to add 2d6 to all weapon attacks, or 3d6 if the Mark curse is used.


  • Healers decked in heavy armor may not be as capable as fighters when it comes to weaponry but can call upon divine power to smite their foes. Loxodon Serenity shields you from several terrible effects that can knock you out, and Wisdom and Constitution are great.

  • Arcana – The Wizard spells list is available to Arcana Domain Clerics, which enhances the party’s support options. Without extensive research, I’m practically a wizard. Celestials, elementals, fey, fiends, and undead are the ideal foes for this subclass.

  • Blood – Blood manipulation is a fascinating yet cruel ability that revolves around managing the life that runs through the veins of most creatures, blood. This subclass is capable, among other things, of aggravating wounds, changing or deforming bodies, and acquiring knowledge, but it is useless against non-blooded creatures.

  • Death – Rather than aiding and mending allies, the Death Domain concentrates on causing necrotic damage to your opponents. Because, unlike most Clerics, this subclass was established to worship evil gods or deities, it has a strong offensive value and even can use martial weapons.

  • Forge – These Clerics have a large spell list, definite front-line role, and unique utility and support options. Forge Domain Clerics are good Defenders, and their damage output is high enough that they can be a danger in battle even if they aren’t performing spells. 

  • Grave – The goal of the Grave Domain is to sustain a good balance between life and death. Uniquely, the Subclass mixes offensive and healing abilities. The majority of the talents are useful, however, there are a few that are ineffective or inefficient.

  • Knowledge – Knowledge Domain Clerics flourish in missions when information is crucial. If you won’t be doing any research or investigation, many of the spells and abilities will appear unnecessary. They aren’t very strong on offense or defense.

  • Life – Clerics from the Life Domain are great for people who desire to be the healer in their team. This subclass is widely regarded as the game’s finest healer. Due to their accessibility to heavy armor, the Life Cleric also serve as a front-line Defender, letting them do dual duty as a Defender and a Healer. Fighting will be almost exclusively dependent on spells or weapons, but this shouldn’t be an issue considering the Cleric has so many strong spells.

  • Light – The Light Cleric is a Striker and Controller who focuses on dealing damage to particular targets and areas. These Clerics already wield some of the most potent Radiant damage spells, and adding fire damage to the mix makes the attack much more potent.

  • Nature – The subclass has many beneficial spells (animal friendship, converse with animals, and so on), as well as combat control spells (plant growth, spike growth, wind wall). When these and other factors are taken into account, a nature cleric is quite capable, especially when it comes to being a bruiser, fighter, and supporter while keeping opponents at bay.

  • Order – Order Domain Clerics are great at supporting comrades, crowd control, and managing non-combat circumstances. It’s a fantastic choice for Clerics who want to lead or aid their party. You’ll be effective on the front lines in heavy armor, and Voice of Authority provides a huge force multiplier to anybody in your company who can deliver big amounts of attack.

  • Peace – Despite having powerful protective spells, Peace Domain Clerics are driven into the overpowered zone by their particular attributes. This subclass is notorious for being powerful since they can make their squad “unstoppable” but resistant to harm and deflect damage from any direction.

  • Tempest – Although nothing directly benefits your teammates in battle, it is an interesting Subclass that provides decent AOE damage and control. Tempest’s abilities and spells offer a variety of crowd control and area damage choices, making them a strong threat in both long and short ranges.

  • Trickery – Cloning, invisibility, dispel magic, mirroring, alluring, and other skills make Trickery Domain Clerics seem like a cross or mix of a Rogue and a Wizard. Because they aren’t intended to tank, they are more susceptible and exposed in battle. Your Natural Armor and Strength can somewhat make up for that along with your Loxodon Serenity.

  • Twilight – Twilight Clerics present the transition of darkness into the light of Twilight and guard against the horrors within the darkness. This Domain is a very balanced subclass that excels on the front lines, where they may both defend comrades while being a threat to their enemies. Buffs, utility, defensive choices, and assault account for the majority of their abilities.

  • War – These Clerics are more focused on melee fighting than casting spells, yet they lack established bonus attacks. While this is a nice concept with a lot of interesting potential, combining the abilities of the subclasses may be tricky because many of them rely on Concentration or Bonus Actions.


  • A class that is in tune with the environment and elemental forces of nature. They’re capable of healing and transformation. Thematically and mechanically suitable for Loxodons. Their Racial feats allow them to become a far less squishy Druid than 

  • Dreams –  Their magic heals wounds and offers comfort to sorrowful hearts, and the lands they guard are breathtaking places where dream and reality mix and the tired find rest. These Druids treat others using Feywild magic and feature a wide variety of healing, scrying, and teleportation abilities. While all Druids have some healing and utility skills, this Circle is focused on the craft.

  • Land – The Druid’s caster nature is fundamental to the Subclass. Their power is affected by the place where they were accepted into the circle’s secret ceremonies as a member. They have more cantrips, the ability to replenish spell slots after a brief rest, and a longer spell list that includes immunity to poison and disease in some situations.

  • Moon – Druids who go all out when it comes to their transformations. Even if they falter at the medium level, they can keep their composure and efficiently defend themselves against regular blows. You can wild form as a bonus action to enhance the number of monsters you can transform into with a higher difficulty rating. This gives you quick access to more powerful creatures to turn into than other Druid circles.

  • Shepherd – The Druid’s choices for supporting their party and summoning more powerful creatures utilizing Conjure Animals and Conjure Fey in Circle of the Shepherd are great. This is a wonderful pick if you appreciate summoning creatures and supporting your teammates, as well as speaking with woodland spirits and calling them to help you in battle. Practically a disn*y princess subclass.

  • Spores – The Circle of Spores sees decay as art and provides the druid with a slew of new assault options. Life and death, according to these druids, are two elements of a larger cycle, with one leading to the other and then back again. Death is not the end of life; rather, it is a change from one state to another. Spores and fungus are used to increase your battle skills, poison your opponents, and take control of dead bodies.

  • Stars – A Cosmic Omen support subclass with a lot of destruction and healing potential. Starry Form is its defining feature, works as a battle surge in a similar way to Circle of Spore’s Symbiotic Entity or the Barbarian’s Rage does. When it comes to attacking, healing, and transitioning between the two, this is a very versatile subclass.

  • Wildfire -These druids form a relationship with a primal spirit that possesses both destruction and creation ability, allowing them to manipulate flames to burn away one thing while giving life to another. Although this subclass lacks Wild Shape, it can supply you with a partner (or servant, if you like to give it a humanoid form and traits). In addition to the fire-based talents, you get a lot of teleport and fire blasting powers.


  • A simple combat master class that can still play a major role as they can Tank, Melee, Strike, and do Ranged Damage. The Constitution increase and Loxodon Serenity are all beneficial along with the Trunk that can be used for grappling. It is playable but Fighters typically need Strength and Dexterity.

  • Arcane Archer -These are archers who specialize in incorporating magic into their bows. Arcane Archers have a lower tanking role than other Fighter subclasses because they do ranged attacks. Arcane Archers are typically constructed with this idea in mind, aiming to deliver massive damage while avoiding getting hit at all costs.

  • Battle Master – Combat is something to study for a Battle Master, which may include things other than battles, such as weaponsmithing and calligraphy. The moves of this Fighter allow you to obtain an advantage in strikes, intimidate opponents, counterattack, hit adversaries when they miss, and a variety of other combat techniques. Finding synergy with other aspects is the best way to Battlemaster.

  • Cavalier –  The Cavalier is a horseback combatant. Usually, they come from the nobility, a Cavalier is fairly adept at leading a cavalry charge or interacting in a noble court. Cavaliers also learn how to protect people under their command, frequently acting as protectors. Even without a mount, cavaliers are extremely capable melee combatants with a vast range of battlefield control strategies.

  • Champion – It’s a class that’s simple but effective. Hitting a target with Crits more frequently is a major problem for fighters. The Champion is the way to go if you want a straightforward class with good stats. As a result, the Champion is a fantastic character for newbies.

  • Echo Knight – The Echo Knight is a strange and fearsome frontline fighter of the Kryn Dynasty who has perfected the technique of summoning an Echo that aids them in combat by utilizing Dunamis. Echos are magically transparent gray copies of the Fighter that last until destroyed or disregarded. You can use their echo to launch assaults and take advantage of opportunities, or even use them for tactical operations.

  • Eldritch Knight – Eldritch Knights are semi-casters who gain spell slots up to 4th level, similar to Rangers and Paladins. They can only cast abjuration and evocation-based spells and are limited to the Wizard’s spell range. Evocation spells deal harm to many opponents at once, increasing the fighter’s combat range. Abjuration spells provide additional protection in battle.

  • Gunslinger – They can cause a lot of harm, but maintaining consistency is tough. Reloading their handguns necessitates the usage of gunpowder, which necessitates the fabrication of materials unless your DM is gracious enough to allow you to keep some on hand.

  • Psi Warrior – A Psi Warrior is a combatant who uses psionic-infused weapon strikes, telekinetic lashing, and mental force barriers to supplement their physical might. This subclass has stronger defensive powers than attacking ones, thanks to its shield and bulwark. It’s incredible how they can use their weapons for melee and ranged strikes up to 30 feet away. Unfortunately, just like in real life, using their mind powers can exhaust them.

  • Purple Dragon Knight – A great knight with the ability to extend their primary Fighter abilities to other party members. The Purple Dragon Knight’s flaw is that it attempts to create a fighter who is practically entirely proficient in battle and just average in other areas.  In the appropriate group, it’s a fantastic alternative. It also requires a sizeable amount of Charisma.

  • Renegade –  With the same problem as Gunslinger. What sets them apart is their ability to deal massive damage with a single shot (sniper) or to injure one or more creatures with a rapid shot (pistoleer). They can employ small explosives at a high enough level.

  • Rune Knight – These warriors use runes, a giant’s language, to imbue their weapons and armor with amazing abilities. Giants created runes, which are ancient symbols with mysterious properties, in the past. You can choose from several different runes that can help your Fighter or have specific effects. Some of these advantages complement or enhance your racial abilities.

  • Samurai – The Samurai is a ruthless Striker who is only concerned with causing damage. Samurai are unstoppable warriors with unsurpassed combat skills. You’ll get extra abilities, just like the Cavalier. They can even use all three of their additional action skills to acquire advantage for three rounds of fighting in serious confrontations.


  • Contrary to most assumptions, Monks do not serve deities like Clerics but rather uphold teaching and discipline. They are masters of unarmed strikes and unarmored fighting. Unarmored Defense does not combine well with Natural Armor as it does for barbarians. Unarmored Defense is just better. Monks, at the very least, gain from both Constitution and Wisdom.

  • Ascendant Dragon – The Ascendant Dragon’s Way is capable of performing a range of duties. It transforms the Monk into a blaster, allowing them to fight crowds in a way that no other monk subtype can. You eventually gain new skills such as flight and a form of Frightful Presence that helps keep opponents at bay during a battle.

  • Astral Self – Astral Self enables this Monk to focus more on Wisdom without abandoning the class’s combat abilities. It allows them to create a visage of their astral form capable of providing sight in the dark, a benefit in Wisdom and Charisma saving throws, and deliver bizarre but useful psionic communication. Apart from that, most of their early talents simply allow them to achieve things that any other monk can do by default.

  • Cobalt Soul – A knowledgeable monk sees their foe and acts by that understanding—basically assessing before attacking. When they use their flurry of strikes and label their opponent investigated, in addition to smacking the information out, they may uncover a creature’s qualities such as Damage Vulnerabilities, Damage Resistances, and their innermost secrets.

  • Drunken Master -It allows you to focus on the Monk’s job as a Striker by enabling you to use a strike-and-go tactic to keep them safe and out of danger. Surprisingly, Way of the Drunken Master specializes in free movement, making it an excellent choice for those who prefer going around the battlefield.

  • Four Elements – This Monk Subclass stands as the most flexible and unique due to its ability to cast spells. Controlling fish, plants, mountains, and cresting waves have a druidic vibe to it. It’s a Subclass for battle control class, that most monks don’t perform very often. The elemental disciplines, on the other hand, demand a lot of ki points, so you’ll almost always use Flurry of Blows.

  • Kensei – A monk that’s been weaponized and can launch vast ranged weapon attacks. Their ability to counter grants them an armor class boost. While this provides a modest damage boost, the Kensei’s main feature is rendered worthless due to Agile Parry’s phrasing (perhaps by accident).

  • Long Death – Because Way of the Long Death’s strong tankiness, the Monk is extremely difficult to kill, yet is short on offense and utility options. Still, the Monk can protect themselves. So long as they have a ki point, these monks can survive a killing strike. No one dares to question or fight them because they have the potential to scare.

  • Mercy  – These Monks understand when and where to use Ki to heal, damage others, as well as perfecting their medicinal ability. They can’t outheal a Cleric but this Monk can now add Healer to their core roles as a Scout and Striker.

  • Open Hand – Open Hand provides a wide range of amazing balanced abilities to aid the Monk’s main powers in being as functional as possible. Their method can significantly improve the benefit of using one of your restricted Ki points to earn an extra attack. They can practically kill anyone who fails a Constitution save.

  • Shadow – The Way of Shadow monks have a long heritage of secrecy and deception. These monks are spies and assassins who are sometimes referred to as ninjas or shadow dancers. As a result of the Way of Shadow, the monk obtains near-magical abilities, enabling them to perform feats far more amazing than simply hitting objects with lightning speed. With their ki, they can duplicate the effects of certain spells and travel in shadows.

  • Sun Soul – These Monks transform their life energy into dazzling light bolts similar to that of the Sun. This Subclass combines the fighting abilities of a Monk with the range characteristics of a Blaster or ranged Striker, allowing them to be used together. The features last a long time since it doesn’t require Ki to work, but their damage is restricted if you don’t expend Ki. 


  • As a Paladin, righteous fighters must fully commit to an oath dedicated to certain beliefs, practically crusaders that uphold the ideals of the deities they serve. Paladins are semi-spellcasters who are good as tanky damage dealers. Wisdom isn’t one of the stats that Paladins should concentrate on. A Strength build, on the other hand, may drop Dexterity and instead use Natural Armor.

  • Ancients – Paladins of the Oath of the Ancients safeguard the Light against the world’s darkness, which is an objective with a lot of room for interpretation.  This Subclass grants you accessibility to magical crowd control and tools not available to other paladins, as well as Misty Step, which lets you roam around freely.

  • Conquest – It’s a good blend of crowd control and offensive choices, and it boosts the Paladin’s damage output significantly. It also equips the Paladin with a variety of beneficial skills for dealing with large groups of enemies that other paladins find difficult to handle. In combat, their spells and channel divinity options are intended to subdue and overpower opponents.

  • Crown – These Paladins thrive at directing attention away from their most vulnerable allies and toward themselves, making them an excellent Defender build. Additional oath skills allow them to absorb harm for their friends, saving your group time and resources from having to heal several individuals in combat.

  • Devotion – Most people associate “Paladin” with the Oath of Devotion Paladin. The Oath of Devotion is taken by Paladins to safeguard the weak and preserve the law. If you’re unsure which class to choose or if you’re a newbie to the game and want to gain experience, this is a decent option with a decent ratio of talents.

  • Glory – These Paladins support those around them in performing great feats using buffs and support features. The spell selection is mainly dependent on Concentrating, and though the Channel Divinity possibilities are fantastic, their benefits will quickly wear off, forcing you to seek out new spell chevaliers. The subclass’s remaining traits are either extraordinary or situational, so you’ll use some of them frequently and others only sometimes.

  • Oathbreaker – When they breach their pledge to serve themselves or a wicked cause, the basic Paladin formula is put off. As a bonus, their immoral energy can inflict death and devastation to those who interact with them, as well as necrotic action. The spell list is fantastic, with plenty of offensive potential and reliable damage.

  • Open Sea – They’re paladins with wanderlust, an appetite for adventure, and a love of the sea. They’ve perfected the technique of creating fog so that they and their companions can hide. They can knock their opponents back a maximum of 10″ ft with Fury of the Tides, which would be wonderful in a water/pirate-themed game. Overall, the effectiveness of this category depends on the situation, especially given the campaign theme.

  • Redemption – The Oath of Redemption Paladin favors the more pacifist solutions over other Paladins. As they will depend on spells and special skills rather than physical force, Charisma should be preferred over Strength/Constitution. In many ways, it’s an unusual lengthy caster. 

  • Vengeance – The Paladin’s striker abilities are highlighted in Oath of Vengeance, to defeat adversaries rapidly rather than depending on defensive strategies. The Paladin is an excellent independent character due to their inherent endurance and the Oath of Vengeance’s ability to kill stuff. If your team already has enough support members, the Oath of Vengeance is an excellent choice for becoming the party’s main damage dealer.

  • Watchers – The function of Paladins of the Oath of the Watchers is greatly impacted by the campaign type because they specialize in fighting extraplanar threats. In many adventures, your paladin will go long periods without encountering extraplanar opponents, rendering many of the features of Oath of the Watcher unusable.   In terms of mechanics, Watchers are among the least specialized Oaths.


  •  Skilled hunters, trackers, scouts, and woodsmen that know the ins and outs of the wild. A ranger is a survival expert and employs their expertise in the wilderness to track down enemies and provide tactical benefits in battle. Rangers are the most effective martial class against large groups of adversaries. Many of the ranger’s fighting abilities are built to assault many enemies in a single turn.

  • Beast Master – The only rangers who come with a beast in the bundle. You can equip your animal partner with gear and utilize it as a meat shield while you take care of all the damage, effectively giving you a free, throwaway sack of hit points. When the ranger is away, your buddy gets a turn as well, which is preferable to having no turn at all when stunned or incapacitated.

  • Drakewarden – The Ranger has a Drake Partner, a draconic spirit that the Drakewarden can transform into physical form. The drake grows in size and can fly and ride as a steed over time, converting it into a formidable battle companion with some minor support abilities. The drake is a powerful and versatile pet that can be used in virtually any party, mostly as a frontline martial character.

  • Fey Wanderer – A ranger who casts spells and deals psychic harm. This subclass provides resistance to charm and fear, although Loxodon Serenity does that for you already. Instead of focusing on one opponent at a time, this skill encourages you to attack numerous opponents at once. Aside from what has already been discussed, you can enlist the help of fey entities.

  • Gloom Stalker – The gloom stalker is known for its stealth, ambush tactics, and huge damaging strikes. The Gloom Stalker is so powerful in complete darkness that it’s worth it for them to learn the Darkvision spell so they can cast it on the one party member who doesn’t have it. Unfortunately, using the being unseen in the darkness skill is difficult if the campaign rarely contains or involves darkness.

  • Horizon Walker – Horizon Walkers are multiverse Rangers who guard the portals that connect the realms. They aren’t as cunning and mysterious as the Gloom Stalker, but they are just as dangerous. Horizon Walkers have a few skills that allow them to travel between planes, but their major feature is their ability to teleport around whilst attacking in battle.

  • Hunter -The Hunter is a simple yet powerful martial option since it is modest and lacks the showy magic seen in many ranger subclasses. The Hunter has the most build possibilities of any ranger subclass, letting you customize your character to fit your playstyle and role in the group. The hunter has the best sustained damage in the game against densely packed groups of opponents. That is a rare occurrence in the grand scheme of things, therefore it isn’t overpowered.

  • Monster Slayer – The Monster Slayer is a simpler version of the Hunter in many aspects. It performs similarly, but without the customization choices due to subclass features. Despite this, it is still a very useful and effective subclass, having a decent balance of damage and toughness without the added expense of extra choice points. The Monster Slayer is an excellent choice if you’re searching for a basic ranger.

  • Swarmkeeper – If you want to increase everyone’s fear of insects, this is the subclass to choose. They can conjure swarms of creatures such as locusts, roaches, various insects, twig blights, birds, and fairies. With their capacity to move opponents away from the defensive line or into melee with their frontliners as an archer, they’re essentially frontline crowd control.


  • Rogues are one of the more complex melee classes to play because they tend to be the party’s scout, as well as the nature of their fighting skills. Rogues need a lot of dexterity and, more importantly, brains to get out of difficult situations and be tactical. Ability-wise Loxodons have nothing to offer as a Rogue as well as a giant humanoid elephant isn’t exactly practical for stealth. Thematically, if you are to continue with the peaceful and loyal characteristic of the Loxodon then it wouldn’t suit the ways of the Rogue either.

  • Arcane Trickster -They gain the benefits of magic while ranking up as an Arcane Trickster Rogue. Very adaptable and capable of performing stealth assaults regularly, even in less-than-ideal circumstances. It’s important to note that they aren’t full casters, and all of their spells are Intelligence-based.

  • Assassin – Because of its ability to create false identities, impersonate voices, and virtually replace another person, it is classified as a trap subclass. They concentrate their training on the dreadful art of death. Because assassins’ skills don’t always blend nicely with the rest of the party, they’re better suited to solo or tactical labor.

  • Inquisitive -They are given investigation talents, such as analyzing an opponent’s strategy and planning a retaliation. Unfortunately, this class restricts you in the investigation, interrogation, and lie-detection aspects of a campaign.

  • Mastermind – Secrets and favors are among your favorite possessions, and words are your weapon as much as knives or poison. They have a lot of infiltration and imitation skills, which allows them to nearly flawlessly pass themselves off as somebody else and learn stuff that other players can’t. Everything else is situational, and it’s designed as a utility class to be useful in social situations.

  • Phantom -It takes a long time to build this subclass. When they conclude a short or long rest, they can achieve one skill or tool proficiency of their choice, as a ghostly presence imparts its wisdom and knowledge to them. Having floating skill competency and dealing necrotic damage is extremely nice.

  • Scout – Scouts are skilled at exploring, scouting, and inspecting ahead of their companions, as well as surviving far from populated areas, allowing them to scout ahead of their expedition partners. This enables them to keep the company alive while traveling hazardous terrain, effectively transforming them into a non-magical rogue.

  • Soulknife -The Subclass has a psychic ability that allows them to perform exceptionally well on skill checks. This, along with consistent talent and/or knowledge, allows them to be better at practically any skill on average than almost any other class, regardless if they have a matching mod increase. They may inspect the party while communicating in real-time and in secret regarding what they see and hear thanks to their telepathy. It also does not require communication in a common tongue.

  • Swashbuckler – Swashbucklers are a fast-moving fighter-thief subclass. They can make it more difficult for the group to be attacked and minimize surprise attacks. The Swashbuckler engages in a variety of voluntary Acrobatics and Athletics moves and checks during combat.

  • Thief – The subclass is designed for utility, assistance, and stealth rather than combat. When used appropriately, their extra activity aids them in using equipment efficiently. Healer kits, for example, can aid the squad in an emergency while without compromising their offensive capabilities (when no healer is present). Drink potions, utilize a medkit, sling acid, attach themselves, set small traps, and poison with Fast Hands as a bonus action.


  • Sorcerers differ from Wizards in that their magic is passed down through the generations rather than learning magic through the study of arcane arts. When opposed to Wizards, Sorcerers have a smaller spell list, fewer spells they can acquire as they level up, and fewer spell slots. Blaster, Controller, Striker, and Utility Caster are the most common position they have in the field of combat. Their spellcasting relies on Charisma.

  • Aberrant Mind – An extraterrestrial bestows telepathic abilities to this Sorcerer. The option to change out bonus spells for alternate ones if you don’t need or desire one is a good feature of the aberrant mind sorcerer. They can then perform any of their bonus spells as a subtle spell with almost little cost, gaining additional action in the process.

  • Clockwork Soul -These Sorcerers’ power originates from a distant plane or through Modron’s schemes. The subclass has spell skills learned from the Cleric and Wizard, and also tools for managing a variety of problems. The Clockwork Soul, on the other hand, is significantly dependent on its spell list. They acquire new spells that don’t count against their total number of spells. They can employ Restore Balance to help their team by taking advantage of benefits and drawbacks that would otherwise harm or help their opponents.

  • Divine Soul – Sorcerers with access to the Cleric’s spell list as well as divine entity-derived abilities. Divine Soul Sorcerers get a high level of durability due to their knowledge of all armor and shields, and also a range of defensive bonuses and healing. They can improve their skills by boosting hit probability, defense, healing, and weapon attacks, among other things. While their skills sound fantastic, their spell selection is small, and fighting against them would be like fighting naked.

  • Draconic Bloodline – The draconic blood or blessing of their forefathers endows them with magical talents. They get the equal of Mage Armor and wings frequently. The kind of extra elemental damage they take is determined by which Draconic Ancestor they have. The drawback is that they must expend a sorcery point to achieve a temporary damage resistance, and exclusively after casting an elemental spell.

  • Rune Child – It’s worth noting that this subclass is pretty old not just in the D&D-verse but also that it hasn’t been updated in a while. A sorcerer with the skill to absorb and retain arcane energy and whose power is based on magical runes. Runes are powerful symbols that can be used in a wide range of situations. A Rune Child with no sorcery points and no charged runes can charge one rune as an action, or a Rune Child with no sorcery points and no charged runes can charge one rune as an action.

  • Shadow Sorcery – The Shadowfell is responsible for their innate magic. These Sorcerers have a quirk where they level they become more and more corpse-like (not the rotting kind).   Apart from the edgy vibe, shadow sorcery contains some unique tricks, such as conjuring a shadow dog and being hard to kill. 

  • Storm Sorcery – Their power depends on the elemental air’s might. If you wish to pursue working with lightning and thunder and deliver extra damage to enemies within 10 feet, it’s a nice subclass to try. Sorcerers’ abilities are more suited to melee combat, but they lack a powerful defense. Tempestuous Magic can help with this by enabling them to roam around and retreat more easily while casting spells.

  • Wild Magic – Wild Magic is unpredictable, from its origins to its abilities, making it unreliable and hazardous. They gain abilities that allow them to control and tame Wild Magic, such as bending luck, reducing hazards, and increasing damage. The fundamental problem is that the spell can injure the party or the target. It shouldn’t deter anyone from choosing this subclass because it has the potential to be fascinating, and preparations may be done with the DM’s guidance.


  • Warlocks acquire their talents by swearing devotion to a patron, eldritch entity, a deity, or a devil (although not all patrons are limited to these). They are based exclusively around casting spells, unlike the other half caster classes, and have a few idiosyncrasies about their spell caster that make them a very unique caster. These casters, like the Sorcerer, rely on Charisma for their abilities.

  • Archfey – The Archfey Warlock concentrates on ensnaring enemies’ senses by using the fey’s glamour or illusion, cunning, enchantment, and magic. The Archfey is a fantastic choice for somewhat beginner players who wish to learn further about spellcasting classes because spellcasting boosts your powers without adding substantial complexity.

  • Celestial – These Warlocks transform the might of an Upper Planes entity into heavenly healing energy. The Celestial is fine if you enjoy healing but also want to become a Warlock for some reason. On top of the Warlock’s amazing basic skills, there’s a mix of excellent healing and subpar blasting.

  • Fathomless – This type of Warlock is a servant of an underwater creature, entity, or being, and the subclass’s attributes successfully reflect this. Working on or near water, on the other hand, makes up a substantial portion of the subcategory. If your patron sends you to do their bidding on dry land, you’ll quickly lose significance. Regardless of your racial characteristics, you will need a lot of water to be effective.

  • Fiend – This Subclass invokes the might of the Nine Hells to wreak havoc on your foes with a blast of dark energy. The Fiend mostly provides offensive options that help the Warlock do more damage, but it also has several incredibly potent defensive skills. Because the Fiend is primarily a blaster that relies largely on fire damage, the Elemental Adept feat must be considered.

  • Genie – They strike a bargain with a genie to gain access to elemental power as well as the genie’s notorious wish-granting skills. Many of the spell possibilities and class capabilities require thought and time to come up with unique uses. This is an excellent option if you’re an experienced player, but if you’re new to the game, you might have greater luck with other subclasses.

  • Great Old One – The Subclass is a collection of options aimed at drawing power from the unknown while staying sane. While some of the powers are quite formidable, many are situational and can’t be used frequently. The spells and features provide a solid mix of possibilities with the whole eerie, cultish feeling of obtaining strength from an eldritch being that fits the Warlock perfectly.

  • Hexblade -Warlocks eager to engage in melee combat will struggle to find a better weapon than the Hexblade. They use a weapon conjured from the realm of shadows to channel their abilities. Once all of the Hexblade’s features are combined, including its extended spell list, it becomes a genuinely terrifying weapon threat capable of equal or exceeding damage.

  • Undying – The Undying makes an attempt to save the Warlock, but it is outmatched by the other patrons. Because most of the abilities are situational, the Undying has few alternatives for problem-solving creativity. You do have a few choices for healing yourself and your companions, but they’re all lackluster on their own and embarrassingly insufficient when compared to the Healing Light function of the Celestial Warlock.


  • Wizards are spellcasters who have understood the underlying forces of magic to use them to their ends. They have an unrivaled spell list from which they can prepare spells every day to guarantee that they are prepared for any eventuality that may come. Unfortunately, they’re very squishy in terms of physical power and require Intelligence in their spellcasting.

  • Abjuration – The School of Abjuration focuses on blocking, banishing, or protecting magic. They’re extremely tough, but that doesn’t imply they’re built to physically fight. They differ from other Wizards in that they are larger and more defensive(in power not in character).

  • Bladesinging – The subclass enables the Wizard to fight in melee while still casting all of his spells. It can be made more exciting by using high armor, haste, misty steps, Contingency combos, and so on. They really must play intelligently; else, a single strike would send them plunging into the critical danger zone.

  • Chronurgist – This subclass has many free stun spells, the ability to enslave creatures from afar, and the ability to refuse opponents a turn in action-packed conflicts. They can be used to create a free spell-storage ring. Everyone is given a familiar (pet) that can help them fight.

  • Conjuration – Teleporting and conjuring creatures and objects are the specialty of these  wizards. It isn’t the strongest subclass in terms of mechanics, but it is still a wizard. School of Conjuration gives you a taste of what the Conjuration school of magic has to give, but you won’t be able to play as a summoner until you reach 10th level.

  • Divination -Saving rolls can be used by these Wizards to drastically modify results and even replace the enemy dice roll. They are widely sought after because of their ability to look into the past, present, and future. They aren’t the strongest in battle, but they aim to master discernment, far vision, supernatural knowledge, and foresight spells.

  • Enchantment – By manipulating and changing people’s memories, these wizards can enchant them and make monsters obey their instructions. Because you rely on multiple attributes, attribute upgrades are ideal for your needs. You can choose two talents, allowing you to use abilities like Deception that aren’t on the wizard’s list.

  • Evocation – A strong elemental subclass with great adaptability and flexibility. They have a small number of spells that do additional damage to help them steal the show. This makes them approachable for beginners while still being effective in their own right.

  • Graviturgist – By manipulating gravity, these wizards can shift the mass of humans, creatures, and objects. A Graviturgist can achieve a lot, but just because they possess gravitational powers doesn’t mean they can fight on the front lines. These Wizards are more like sideline spellcasters than front-line blasters.

  • Illusion – A type of illusionist who is skilled at deceit. They’re just as good as the player makes them because this subclass requires quick thinking and innovation. Your magic is subtle, yet your acute intellect creates illusions that make the impossible appear true. In summary, a player’s roleplaying talent determines their power and strength.

  • Necromancy – They resurrect the dead and build an undead army capable of crushing their foes. The only drawback is that zombies are unable to wear armor or fire weapons (unless the DM allows it). They’d construct a gigantic barrier, but they won’t be able to do much damage. Skeletons aren’t indestructible, and it won’t take much AoE to wipe them out, but a large group of the undead isn’t to be underestimated.

  • Order of Scribes – This Wizard is perhaps the most scholarly of all Wizards because he doesn’t have to carry a spellbook. It’s still disputed whether this subclass lets you pay anything or nothing at all, but it gives convenience while lacking some of the “wow” element that comes with being a Wizard.

  • Transmutation –  Because of their power to change materials at will and matter into whatever they feel fit, these Wizards have an Artificer-like theme. Resistances, con saves, speed bonuses, and darkvision are just a few of the options available to them. Despite this, they are regarded to have little to offer because some positive characteristics take time to develop.

  • War Magic – On paper, this subclass seems to be underpowered because it isn’t flashy. War Magic is a fantastic multiclassing option if you have at least a 13 in Intelligence. It is a good choice for battlefield control spells that need concentration because it focuses on sustaining concentration.

Racial Feats/Best Feats

  • Powerful Build –  You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Being able to push, drag, or lift additional weight is more interesting and is likely to come up in a campaign.

  • Loxodon Serenity –  You gain advantage charmed or frightened saving throws making the chance of success much higher.

  • Natural Armor –  Natural Armor is fantastic if you don’t have any armor on and are playing a class that has trouble pumping their AC. You can use this to get a sizeable AC score.

  • Trunk –  Having a trunk opens up many possibilities to be creative and to do funny things, as long as your DM lets you. Simple tasks like using the trunk as a snorkel or using it to move light objects can be really useful in the right circumstances. 

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