Classes in Dungeons & Dragons determine whether characters should tank damage, unleash powerful spells, or eliminate enemies from the shadows. However, the D&D 5e Player's Handbook also offers Subclasses that further diversify a character's Class. These help ensure no two characters of the same Class have the same builds.

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However, players might take note that other D&D sourcebooks introduce new Subclasses outside the PHB. Furthermore, some of these Subclasses correspond to unique themes that can tickle a player's imagination. Which Subclasses are a must-try for D&D players?

10 Phantom (Rogue)

Phantom Rogue - DnD Subclasses To Try Not In The Handbook

Players often associate Rogues with dying, but the Phantom from Tasha's Cauldron of Everything gives them that much-needed "literal link" to death itself. In turn, the Phantom gives Rogues quite a compelling set of extra features.

For instance, Phantoms can use Whispers of the Dead to ask the dead for help on certain tasks, gaining temporary Proficiency in Skills. Meanwhile, Wails from the Grave allows Phantoms to deal damage to other creatures after delivering a Sneak Attack. At 9th Level, Tokens of the Departed allows Phantoms to use the essences of the dying to perform special moves. Ghost Walk gives them an astral form, while Death Knell further gives them advantages in battle.

9 College Of Whispers (Bard)

College of Whispers - DnD Subclasses To Try Not In The Handbook

The College of Whispers subverts expectations out of the "cheery and seductive" Bard. This College, found in Xanathar's Guide to Everything, plays into the darker aspects of being a Bard. As a weaver of words, a Bard in the College of Whispers can transform secrets into weapons, perfect for politically-focused campaign stories.

Due to the darker aspects of this College, their features also emphasize the negative nature of a Bard's allure. Their Psychic Blades allow them to use their Bardic Inspiration to imbue psychic damage into attacks. Meanwhile, their Words of Terror can frighten creatures. The Mantle of Whispers allows Bards to "assume" the form of the recently-deceased. Lastly, their Shadow Lore enables them to manipulate almost anyone, as they make them assume they're aware of their secrets.

8 Circle Of Wildfire (Druid)

Wildfire Druid - DnD Subclasses To Try Not In The Handbook

Compared to other Druid Circles, Wildfire emphasizes the need for destruction to make room for growth. Found in Tasha's, the Circle of Wildfire gives Druids access to more fire-related Spells as well as a Wildfire Spirit they can summon. In turn, they no longer have access to Wild Shape.

The Wildfire Spirit gets its own stat block and takes its turn immediately after the Druid's. They can only take a Dodge action unless the Druid uses their bonus action to order a long-range attack or teleportation. Eventually, the Wildfire Spirit's presence can enhance the Druid's flames. Likewise, the Druid can take advantage of dying creatures and use their essences to heal others. Finally, Blazing Revival at 14th Level allows Druids to "kill" the Wildfire Spirit in exchange for half-HP after a killing blow.

7 Artillerist (Artificer)

Artillerist - DnD Subclasses To Try Not In The Handbook

Players who want a more creative ranged spellcaster might appreciate the Artillerist. Hailing from Tasha's, the Artificer Artillerist specializes more in projecting arcane energy as projectiles. As such, they get a special Eldritch Cannon – complete with stats like an AC and HP – that they can use to project their attacks and have special abilities. These Eldritch Cannons can exhale fire, make force attacks, or protect the Artillerists and their companions.

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Additionally, Artillerists can transform their rods, staves, and wands into an Arcane Firearm. They eventually improve their Cannon's potency and even protect others within the Cannon's vicinity. As such, the Artillerist can become quite the effective long-range Wizard/Ranger mix.

6 City Domain (Cleric)

City Domain - DnD Subclasses To Try Not In The Handbook

At first glance, the Cleric's City Domain seems most useful in modern D&D settings. After all, players can find this Domain in Unearthed Arcana 7 – Modern Magic. Interestingly, much of the City Domain's Features also take advantage of modern technology.

Clerics can become Proficient in Charisma checks and saving throws, as well as Perception checks while navigating. Their Divine Strike becomes imbued with psychic energies, while Express Transit makes use of public transportation as teleportation points.

However, given the vagueness of the definition of "modern" settings in D&D, players and DMs can easily integrate the City Domain Cleric to function in large urban centers in any decent technological setting. As such, a City Domain Cleric can function in the same cities as Artificers and other semi-advanced civilizations.

5 War Magic (Wizard)

War Mage - DnD Subclasses To Try Not In The Handbook

Wizards under the School of War Magic integrate both Abjuration and Evocation Schools into their arsenal. Found in Xanathar's, this school focuses on protecting the Wizard and improving its damage potential. For instance, at 2nd Level, Wizards can get a +4 to a saving throw or +2 AC bonus against an attack while foregoing their ability to cast non-Cantrip Spells for a while.

They also have features that give them bonus Initiative, steal magical energies to use as extra damage, and even get bonus protection while concentrating. Essentially, War Magic bolsters a Wizard's ability to stay safe without compromising elements that make them unique.

4 Drakewarden (Ranger)

Drakewarden - DnD Subclasses To Try Not In The Handbook

Players who always wanted to have a dragon companion might want to become a Drakewarden. This Conclave, available in Unearthed Arcana 75 – Subclasses, Part 5, allows Rangers to bond with a Drake Companion. In turn, the Drakewarden gets Draconic as another language, learns Thaumaturgy, and summon the Drake Companion at will.

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As with the Wildfire Spirit, the Drake Companion can only Dodge unless the Ranger uses their bonus action to have it make a Bite attack. Likewise, the Drake can use its reaction to infuse an ally's strike with its essence. Moreover, the Ranger or the Drake can perform a cone-based Drake's Breath at 11th Level. Finally, a 15th Level Drakewarden will have its Drake grow to Large, imbuing it with a stronger Bite attack and even receive additional resistances.

3 Lurker In The Deep (Warlock)

Lurker In The Deep - DnD Subclasses To Try Not In The Handbook

Warlocks with a penchant for primordial or otherworldly creatures as Patrons will want to try Lurker in the Deep. Hailing from Unearthed Arcana 61 – Sorcerer and Warlock, the Lurker grants sea-themed bonuses to Warlocks. In turn, Warlocks get ties with beings such as Cthulhu and other primordial monsters. As such, they also get water-themed Spells and features.

The Warlock's main appeal lies in their ability to summon a tentacle they can order to attack from a distance. Additionally, the Warlock can communicate with anything that has a swimming speed and it soon gets the ability to breathe underwater, gain swimming speed, as well at resistances. Lastly, Warlocks eventually get the ability to call forth their Patron in the form of an ethereal maw, a quick getaway, or even a vicious attack.

2 Monster Hunter (Fighter)

Monster Hunter - DnD Subclasses To Try Not In The Handbook

The Monster Hunter Archetype, found in Unearthed Arcana 14 – Gothic Heroes, plays on the stereotype of a supernatural monster hunter. In turn, players can make characters with the same skillset as Geralt of Rivia. Their bonus Proficiencies also enable players to fit them into roles corresponding to scouts or diplomats while killing monsters

Like the Battle Master, the Monster Hunter also has Combat Superiority that gives them access to Maneuvers. However, the Monster Hunter removes the need for players to choose Maneuvers from a complicated list. Instead, their Maneuvers either add their Superiority Dice to attack rolls, damage rolls, observational checks, or some saving throws – all of which are likely the ones most useful to Fighters, anyway.

1 Path Of The Ancestral Guardian (Barbarian)

Path of the Ancestral Guardian - DnD Subclasses To Try Not In The Handbook

As with the Monster Hunter, the Ancestral Guardian from Xanathar's bolsters the Barbarian's tanking prowess with a few useful knick-knacks. When they enter Rage, the Barbarian summons spectral warriors that grant attack roll disadvantage to the first creature the Barbarian hits. Furthermore, the Barbarian can at some point summon a Spirit Shield that tasks their guardian spirits to reduce damage taken by the Barbarian or its allies.

Further down the line, Barbarians can consult their guardian spirits and allow them to perform Clairvoyance or Augury as their focal points. In turn, players rolling these Barbarians can focus on dealing damage as a tank, doing basic reconnaissance with their spirits, and still have room for efficient Multitasking.

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