Dungeons & Dragons offers a range of options to customize characters. Between the thirteen available classes and races, players have tons of potential to create unique characters that personally speak to them. Through the use of subclasses, D&D even allows for two characters of the same class to provide distinct utility to a party.

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However, while there are a plethora of excellent subclasses, not all of them are made equal; in fact, there are plenty of subclasses that don't bring much of value to the table. Let's examine the ten worst subclasses that are currently available in D&D's fifth edition. While no subclass is completely useless, these are the ones that just don't provide as much power as other options available.

10 Circle Of Dreams – Druid

heritage druid mtg
Heritage Druid by Larry MacDougall

Circle of Dreams is a subclass that aims to provide druids with additional healing options. While the first ability that the subclass gets, the Balm of the Summer Court, is a useful long-ranged healing option with a range of 120 feet, this subclass tends to fall flat in other areas.

The next subclass ability this circle gains is Hearth of Moonlight and Shadow, an ability that is quite limited in its uses only helping to protect one's camp. While the last two abilities this circle gains are teleportation based, there are many less roundabout ways to get similar effects, such as playing a class with access to Dimension Door and Teleportation Circle.

9 Inquisitive – Rogue

soaring thought thief mtg

The Rogue Inquisitive isn't exactly bad, rather it is incredibly narrow in what it excels at. This is a rogue entirely built around discerning details around them, making them excellent for players looking to play a detective.

While the improvements provided towards a character's insight, investigation, and perception can be very flavorful, this subclass doesn't get nearly as many meaningful combative abilities as other rogues.

8 College Of Whispers – Bard

Yisan the wanderer bard card art from MTG
Yisan The Wanderer Bard by Chase Stone

Bards of the College of Whispers initially seem cool on paper, but tend to fall short in practice. First providing a means of converting bardic inspiration into additional damage through the use of psychic blades, the damage this ability provides does not scale well and is often not worth the use of bardic inspiration.

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Additionally, while this subclass gets the ability to inspire fear, it requires a minute to do so, greatly limiting the application. Although the subclass gains the excellent Shadow Lore ability at level 14, it's too little too late by that point.

7 Mastermind – Rogue

rogue d&d art

The Mastermind is a subclass with abilities that are very hit and miss. While some abilities it gains access to are excellent, others are often completely irrelevant.

On the one hand, this class gains numerous niche proficiencies that can go unused; on the other, it gains the ability to help as a bonus action, providing allies with an advantage on their attacks. The Mastermind is the definition of a mixed bag.

6 Banneret – Fighter

banneret mtg

Banneret is an extremely unique fighter subclass that rather than focusing on additional means of dealing damage, concentrates on supporting the rest of the party instead. Gaining a healing ability in Rallying Cry and improving persuasion through Knight Envoy, these fighters gain a great deal of utility that is traditionally foreign to the class.

However, this comes at the cost of preventing the fighter from gaining more combative abilities that allow the class to serve as a primary damage dealer.

5 Oath Of Glory – Paladin

haktos mtg

Originally introduced in Mythic Odesseys of Theros, paladins of the Oath of Glory just don't offer nearly as much as other options in this class. While many of the auras provided by paladins are incredible buffs to a party, the Aura of Alacrity only increases the characters' movement speeds.

Even if someone wants to use this ability, the other party members must be sure to stay close to the aura, or else they will simply be left behind. Additionally, many of the spells offered by this subclass are quite niche, stifling their usefulness.

4 Nature Domain – Cleric

Oath of Nissa by Wesley Burt
Oath of Nissa by Wesley Burt

Don't misunderstand, the cleric is easily one of the most useful classes in the game. However, clerics of the Nature Domain attempt to be a middle ground between cleric and druid but end up a watered-down combination that fails to bring out the best of either class.

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While this subclass gains proficiency with heavy armor and gains numerous spells that are commonly associated with druids, it has by and large one of the most useless Channel Divinity abilities in the entire game. As many of the Channel Divinity abilities are some of the best that clerics can utilize, this in itself lands this subclass on the "worst" pile.

3 Way Of  The Four Elements – Monk

narset mtg

Monks of the Way of the Four Elements are very unfortunate. Featuring what are basically "sub-subclasses," these monks can offer unparalleled customization. Sadly, while these monks have many options, most of them are underwhelming.

Many other monk subclasses can simply use their Ki in more productive ways than the Way of the Four Elements, such as to deal large sums of damage or even heal an ally.

2 The Undying – Warlock

disciple of bolas mtg

While there are a wide range of useful subclass options for warlocks, those with The Undying as their patron simply lack abilities that are regularly relevant. Immediately learning Spare the Dying, much of the appeal of this subclass comes in its Defy Death ability that can help it and others quickly bounce back from the brink of death.

Unfortunately, outside of flavorful abilities that slow their aging and remove their need to eat, many of The Undying's additional abilities and spells from their expanded spell list are the most enticing.

1 School Of Transmutation – Wizard

arcane denile mtg

While wizards are among the most iconic spellcasters in D&D, those that belong to the School of Transmutation tend to be among the worst. While many other wizard subclasses provide frequently applicable abilities that can offer assistance both in and out of combat, the same cannot be said for this subclass.

Nearly every special ability it gains has incredibly limited usefulness. At level ten, this subclass gains the Shapechanger ability, which is essentially a worse version of a druid's Wild Shape.

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