Okay, I've retyped this a few times on the Dungeons and Dragons 5e Facebook group, so I'm making good on my threat to type this out and I'm going to expand upon it a little bit.
Martial Classes
Barbarian
Barbarians are most strongly tanks or damage dealers. As far as damage dealing is concerned they are somewhere between a consistent damage dealer and a burst damage dealer with leanings toward consistent.
- Rage - Provides a consistent damage bonus and some damage resistance. Dependent on your subclass, rage also provides other benefits that might alter the role your barbarian favors. Because of rage, barbarians will favor Strength based weapons. Rage also has some utility uses in the form of removing obstacles via Strength checks. This is something I've used in games to open paths for the bulk of the team by destroying barricades.
- Reckless Attacks - Increases the accuracy of the barbarian's attacks and also increases the chance of critical hits significantly. However, it comes with an increased rate of suffering damage. This is mostly offset by the barbarian's defensive abilities.
- Your frequency of using this ability will largely depend on whether you primarily want to deal damage or tank. As using it means you will deplete yourself quickly and not using it means your damage will be lower.
- Brutal Critical - This is where the barbarian's burst damage comes from. This can't be planned for so it is not reliable burst damage. However, using Reckless Attacks, as stated before, makes the chance of this going off much higher.
- Barbarians have two attacks usually and have lots of damage bonuses. As such they are most efficiently used to take on high damage targets. However, their ability to minion clear cannot be discounted as they can do a lot of damage and remove lower CR minion critters in very few blows rather reliably. Rogues and Paladins are better burst damage. Fighters and Monks are better at minion clearing. But Barbarians have a good flexibility between the two and don't suffer the resource issues that Paladins and Monks do.
- Frenzied Berserker leans more damage dealing.
- Totem Warrior is rather versatile.
- Bear tends to be tank oriented.
- Wolf tends to be teamwork oriented.
- Tiger and Elk are mobility and damage oriented.
- Eagle is very mobility oriented.
- Ancestral Guardian is very tanking oriented.
- Storm Herald is a bit versatile
- Sea is a bit control and damage oriented.
- Desert is very damage oriented.
- Tundra is defensive oriented.
- Zealot is a blend of damage and survivability but not so much tanking.
- Battlerager - A barbarian that focuses on grappling and armor. Honestly, I find them a bit lackluster.
Fighter
Fighters are very versatile warriors, but lean pretty heavily toward consistency and battlefield control. They have only a little bit in the way of controllable burst damage. Different subclasses operate very differently.
- Fighting Style allows for a lot of flexibility in building.
- Archery, Dueling, Great Weapon Fighting, and Two Weapon Fighting increase the fighter's consistent damage either via accuracy (Archery), increased average damage (Great Weapon), and increased max damage output (Dueling, Two Weapon Fighting)
- Defense is the most generally applicable style as it increases personal survival.
- Protective increases the ability to defend others, but requires some precise positioning and use of Reaction.
- Action Surge provides a little bit of burst damage ability by granting the ability to make a full action's worth of attacks. However, as it provides a full action it is a rather versatile ability being able to get the fighter into position swiftly, spreading out attacks, or any of a number of other things.
- Extra Attack in fighters allows them to gain up to four attacks (five with dual wielding). This allows them to either focus fire on one big opponent, or spread their attacks out to many minions. This also gives them more ability to vary up their attacks with shoves and grapples. This gives them effective melee battlefield control even without going to subclasses that specialize in that.
- Indomitable lets them get extra attempts at passing saving throws, which gives them some defense against their weak points.
- Fighters are equally viable with either Strength or Dexterity builds and can be viably Light, Medium, or Heavy armor users with little effort.
- Champions lean toward personal survival and increased damage via the improved critical hits. The extra fighting style also lets them expand their options.
- Battlemasters are the battlefield control specialists and increase the amount of damage they can put out via Superiority Dice. However, that is a resource which they can run short of.
- Eldritch Knights add in mobility and heavy versatility by the addition of Abjuration and Evocation magics into the mix. Due to their limited spell selection, they may get the best use out of buffing, debuffing, or control magics.
- Bannerets (Purple Dragon Knights) are very much teamwork and support based, having abilities to shield allies in their area.
- Cavaliers specialize heavily in tanking and mounted combat, though they are effective without a mount. They have some of the best protective abilities in the game.
- Samurai improve their consistency by making it easier to get advantage. They can also sacrifice Advantage for extra attacks at higher level. They also have some decent self-survival abilities.
- Arcane Archer do a lot of debuffing and control and also have abilities that improve on their damage consistency.
Monk
Monks are primarily a spoiler class, meaning they excel at screwing up the enemy's plans. They have high mobility, good ability to resist or clear status effects, and have a lot of control options.
- Martial Arts - At low levels, a monk should still have some weapons like a staff, mace, or other simple weapon on hand. As they increase in level this starts to become largely a flavor choice. Martial Arts also increases their number of attacks.
- Flurry of Blows - Makes the monk the only class that can get four attacks before level 11 where a two-weapon specialist Fighter hits that number. More importantly, this increases the number of attacks that can deliver a stunning blow. Even without Stunning Blow, as with fighters, this allows them some versatility in doing shoves and grapples with their basic attacks (Flurry and Martial attacks have to be damage).
- Step of the Wind - Increased mobility, allowing the monk to ignore opportunity attacks or move faster at the cost of ki and bonus action.
- Stunning Blow - This ability cannot be underestimated. A lot of D&D fights are over in less than five rounds, which means the ability to remove a target's ability to act for a round can be a game turner. If a monk is willing to spend a lot of ki, they can drown the target in stunning attacks increasing the chance that one of them carries through.
- Unarmored Movement - This provides the monk with nearly unparalleled ability to get to places that an enemy really doesn't want people to get to. This is especially true once they hit level 9 or in combination with Step of the Wind. This ability is largely superior to even flight and most of the tactical teleports just because of the sheer distance that can be traveled.
- Ki-Empowered Strike improves their consistency of battle and also means that magical weapons aren't really an important consideration. They can use their attunement slots for other things. Though magical weapons with no attunement requirement still add a bit of damage.
- Many of their other abilities are various sorts of survival and resistance abilities.
- They lack some of the damage improvement abilities that fighters get, so they have somewhat less consistent damage than fighters, but can still put out a respectable amount of damage. However, they're most effective at keeping enemy casters and other important targets often in the back ranks busy.
- Open Palm Monks increase their control capabilities heavily.
- Shadow Monks add a lot of stealth and mobility options.
- Four Elements Monks have some versatile abilities and can take abilities toward control, damage, and survivability.
- Drunken Master are very geared toward fighting multiple opponents making them decent for dealing with minion hordes on a flank of the main line.
- Kensei increase the range of weapons that are viable and have some good defensive and damage boosting abilities.
- Sun Soul monks add significant ranged attack abilities.
- Long Death monks have some early survivability and control options and their capstone is a very hefty damage dealer.
Paladin
Paladins are very defensive oriented warriors with a lot of auras that protect nearby allies or increase their abilities. As such, when a paladin is on the team, formation because far more important than usual. They also have decent burst damage. They protect allies by providing buffs more than by battlefield control, meaning they aren't quite the pure tank that a fighter is.
- Fighting Style - Paladin fighting styles mostly focus on defense and damage. They lack archery and two weapon style, but otherwise are the same as the fighter abilities.
- Divine Smite - This inceases the paladin's burst damage and can be declared after a hit. There is a common worry that this can be held until a critical hit is rolled and that's true, but I personally consider that an iffy strategy. Also, until 11th level, this always burns spell slots to use. After 11th level some amount of damage is added to every attack regardless of whether a spell slot is spent. This is more effective agaisnt undead and fiends.
- Auras - Paladins have a variety of auras. Most of these are defensive meaning it is difficult to affect allies that stand near the paladin. However, there are some offensive auras as well.
- Spellcasting - Paladin spells are often buffs or debuffs and can also come in the form of yet more auras. A paladin more focused on tanking will be using spells more than smites.
- Extra Attack - Because Paladins get two attacks (three with two-weapon fighting) and Divine Smite, like with Barbarians they are better suited to target high HP enemies and tie them up. While they have resources, they are often better at this than Barbarians, so they are more dangerous in the early stages of a fight.
- Channel Divinity - It depends on the subclass, but most include one control ability.
- Paladins are typically heavy armor and Strength based. A lot of the pre-made magic items associated with paladins favor this. However, Light or Medium Armor and Dex based builds are definitely viable. Two-weapon fighting can be done (I've done it) though Paladins make use of a lot of bonus actions so it might be best to approach Two-Weapon Fighting as either providing versatile abilities via magical items or just for flavor because the extra attack won't be used much and they don't have Two-Weapon Fighting as a style option.
- Paladins are not best suited to Ranged combat. A lot of their abilities syngerize heavily with being close to the action.
- Devotion paladins are heavily focused on defensive abilities and resistance. Their captsone is damage oriented. Channel Divinity options are damage consistency and control.
- Ancients paladins are heavily focused on shielding against enemy magic. Their capstone increases their action speeds and survivability. Channel divinity options are both control.
- Vengeance paladins focus on increasing damage and increasing their mobility and ability to consistently deal damage. They do not have a defensive aura. Channel divinity options are control and damage consistency.
- Crown paladins add a lot of battlefield control. Their captsone is mostly team defense and self survivability. Their Channel divinity is control and healing.
- Conquest paladins have an offensive aura and are very control and damage oriented. Their capstone is self-survivability and lots of damage improvements. Their Channel Divinity is Control and damage consistency.
- Redemption paladins have control, self-survival, and team defense focus. Their capstone gives you impressive defense abilities against people you don't attack. Their channel divinity is a social benefit and a damage ability.
Ranger
Rangers are primarily a utility class but have decent damage output. They can be heavy damage dealers with the right build and gear. I am also currently playing a ranger that makes for a decent tank. In terms of damage they generally have to build to either focus fire or spread fire. Most examples I've seen are focused on focusing on single opponents.
- Favored Enemy - The official version is mostly focused on information-gathering and utility, which is far more important than you think. It's very useful to know that your character shares your OOC knowledge on certain creatures.
- Natural Explorer - Heavy utility benefit. This allows the ranger ability to avoid a lot of environmental issues and increases their effective mobility. This helps them get to unusual places in a similar manner to monks and rogues.
- Fighting Style - With the exception of Defense, most of the ranger styles are focused on damage consistency and are the same as the ones from Fighter.
- As a note, a lot of ranger subclasses make heavy use of Bonus Action options, so Two-Weapon Fighting, ironically may not be the best option for those subclasses.
- Primeval Awareness - Another utility ability. This allows for some tracking and hunting abilities.
- Land's Stride - More mobility and increasing the ranger's ability to get weird places.
- Spellcasting - Spell choices will say a lot about what the ranger is looking to do. They have some impressive AoE ranged abilities, some spells rather beneficial to the melee fighter (Absorb Elements is becoming a favorite of mine.). There's also some healing and a large amount of utility abilities such as Pass Without Trace. Of course, Hunter's Mark increases damage consistency and has utility application.
- Hunter - The basic ranger with a lot of damage and defense abilities. Most people I've seen take on Colossus Slayer and focus on targeting single big enemies, but Horde Breaker has some useful abilities. At higher level, they get some impressive minion clearing abilities in the choice between Volley and Whirlwind Attack.
- Beastmaster - Probably the subclass that requires the most creative use and attention to detail. It is hard to get work.
- Horizon Walker - Adds a lot of mobility and some improved damage consistency.
- Gloomstalker - Stealth, utility, and a lot of burst damage in the first round of combat.
- Monster Slayer - This is a good spoiler and has lots of defense against enemy spells. There are also some protective buffs and information gathering abilities.
Rogue
Kings of the burst damage and also has a lot of utility ability similar to a ranger. They also have improved mobility similar to monks and rangers.
- Sneak Attack - The primary damage dealing component of the rogue. It can be used once per turn. It is important to note that is turn not round. So they can use it on their own turn and again if they get an opportunity attack. Sneak Attack requires either an adjacent ally or advantage to be used. (as a note, despite the name, it doesn't necessarily have to be sneaky, it might just represent someone who fights by manipulating matters into a single deadly strike rather than taking every opportunity as a fighter does.)
- Cunning Action - So much tactical utility. Primarily this gives a lot of flexibility of tactical mobility. They don't have the speed of monks, but also don't have to spend resources to use this ability.
- Uncanny Dodge and Evasion - Provide a lot of self survivability.
- Expertise - Lots of utility application here.
- Reliable Talent - This is the reason rogues are the kings and queens of utility application. Rangers and Bards are close seconds (with rangers often being better in the select area of wilderness survival and travel).
- Rogues do not get extra attack. Instead they do a massive amount of damage in a single attack. As such they are not usually well suited to minion clearing.
- Thief - Mostly mobility and utility improvements. They are basic but very flexible and powerful. Use Magic Device provides a whole lot of ability.
- Assassin - First round damage dealing improvements and some heavy utility application geared toward infiltration.
- Arcane Trickster - The addition of magic makes this very versatile. As it is focused on low level illusion and enchantment that is geared mostly toward deception and social utility. They are very good for dealing traps safely provided they have time though thieves can do it quicker.
- Swashbuckler - Are fairly well built for two-weapon fighting and make getting sneak attacks easier to do. They are good flankers and spoilers for this reason and can be used to sort of clear outlier targets since they get sneak attack against isolated foes.
- Inquisitive - Lots of information gathering and utility application. They have some abilities to improve damage consistency however.
- Mastermind - Also very utility oriented, but more social and deception. They are very good at aiding teammates in battle.
Caster Classes
Bard
Bards have incredibly broad potential magically speaking. However, each choice of spell narrows this down. Their inspiration at base makes them very suited to teamwork and support. Dependent on their subclass they can touch on numerous roles and are possibly the most flexible class.
- Magical Secrets - This is the key feature that makes bards unique as casters. Through this they can gain spells from any spell list. This is why they have such broad potential.
- Known Spells - Bards have a large number of known spells as compared to sorcerers. As such they are better able to build to multiple caster roles than sorcerers do. They still have to be more careful about spell selection than Wizards do.
- Bardic Inspiration - A very good team support ability that is modified by most of the subclasses.
- Song of Rest - Not to be underestimated, this can be a great boon when recovering from one battle and heading into the next.
- Expertise - A good utility buff.
- Jack of All Trades - Provides justification for attempting almost any roll and broadens their utility application.
- Ritual Casters - This is another utility ability. Rituals are very useful. However, due to the fact that they have a limited spell list, they have to think carefully about which ritual spells they take. Clerics and Druids just get all their spells and Wizards have no upper limit to the number of spells they know.
- Lore - Ability to enhance yourself with bardic inspiration at later levels. Ability to use Cutting Words defensively to prevent attacks from hitting. Increased numbers of spells known and an additional, earlier, gain of Magical Secrets. Also three bonus skills. Lots of Utility and doubles down on magic potential.
- Valor - Proficiencies in medium armor, shields, and martial weapons. Ability to add bardic inspiration to team damage. Extra Attack and some ability to use magic and fighting together. Can be a little bit tankish but takes effort.
- Sword - Adds combat ability similar to Valor, but while Valor still leans heavily toward support, Sword leans toward damage dealing.
- Glamour - Lots of social manipulation toward enthrallment and charming, some ability to provide allies mobility and temp HP.
- Whispers - Social manipulation leaning toward fear and rumors. Some damage bonuses.
Cleric
Clerics have the most tactical versatility of any spellcaster as they have the largest number of available spells on hand. This is in addition to their ability to Channel Divinity.
- Spellcasting - Cleric spells have healing, buffing, debuffing, and damage. They also have some good divination and utility spells.
- Domain Spells - This is the reason Clerics have such a large amount of tactical magical versatility. Clerics get the same number of prepared spells as Wizards and Druids, but also add Domain spells to each of the first five levels as always being available. Granted, these selections will heavily way the cleric toward one role or another, but it still means they have more options with what to do with their spell slots than most casters.
- Ritual Caster - A very useful ability especially given clerics have a lot of good rituals.
- Channel Divinity - While these are set by domains chosen, they are very versatile and many are very powerful. They also recover by short rest.
- Knowledge - Lots of information gathering and utility. Improved cantrip damage. Domain spells add a lot of divination usually limited to arcane casters.
- Life - Exceptional healers. Almost every ability improves the ability to heal in one way or another. Improved melee damage. Heavy armor.
- Light - Artillery casters. Their domain spells add a lot of AoE and fire damage. They also have some non-spell damaging abilities in Channel Divinity and a defensive ward. Improved cantrip damage. Heavy armor.
- Nature - Area denial and terrain manipulation spells. Some broadened channel divinity control (controling nature entities). Some team defensive options. Improved melee damage. Heavy armor.
- Tempest - Artillery caster. Lots of damage potential. Some mobility improvements and terrain manipulation. Improved melee damage. Heavy armor and martial weapons.
- Trickery - Lots of stealth and deception utility. Improved melee damage. A bit of mobility and control.
- War - Buffing and area control. Improved melee damage. Improved damage consistency for self and others. Heavy armor and martial weapons. Improved melee damage.
- Arcana - Adds some wizard spells to their list. Strategic mobility (teleport circle) lots of utiltiy and ability to deal with magical issues. Expanded turn undead to elementals and such. Improved cantrip damage.
- Forge - Lots of utility focused on crafting and creation. Enchanting weapons. Heavy Armor, resistance to fire. Improved melee damage.
- Grave - Support, healing, and defensive application. Divination and utility spells. Some damage options unusual for clerics.
Druid
As spellcasters, Druids are pretty average. They are good at most of what spellcasters do but aren't standout in any of the elements. They are the basic prepared caster.
- Spellcasting - Druid spell lists have a number of spells that don't appear on any other list. This includes several strategic movement options like Plane Shift or Transport via Plants. Some of the best shapeshifting spells. A good mix of damage, buffing, summoning, and divination powers. Lots of environmental manipulation.
- Wild Shape - Provides a lot of utility in use of scouting and mobility. Some combat application, but for the most part limited. Until 18th level, Wild Shape also prevents you from spellcasting.
- Ritual Caster - As with cleric, they have some really good rituals and this has a lot of good utility options.
- Land - Land druids gain the equivalent of cleric Domain spells and Wizard Arcane Recovery. This makes them extremely versatile casters.
- Moon - Moon druids hype up the Wild Shape ability into something much more reliably useful in combat. Their combat ability is still somewhat limited compared to what the martials can do, but still effective when used creatively.
- Dreams - Improved healing and utility for protecting and sheltering the party while camping. Also some good mobility options.
- Shepherd - Improved summons and a very useful spirit summon ability.
Sorcerer
The primary specialists of the caster set. They pick one or two roles and heavily invest in doing those roles very well. Alternately, you can specialize in a theme rather than a role. For example, ice or psychic magic rather than combat or buffing.
- Spellcasting - Sorcerers have the most limited spell list of all the full casters (not including Warlocks, because they're weird). Their spellcasting touches primarily on damage, buffing, debuffing, area manipulation, and illusion.
- Known Spells - Sorcerers end up only having around 15 known spells. As such they have to be extremely careful with their spell selection. There just isn't much wiggle room in their spell selection. My suggestion is to have a single primary role and maybe a secondary role. Of course, one or two damage spells aren't a bad idea, but you don't need that many of those unless that is your focus.
- Font of Magic - Allows them to expand the number of spells they cast per rest and also to modify those spells extensively via metamagic. This also allows them to power some of their heritage traits.
- Metamagic - This is why sorcerers are extremely good specialists. Skillful application of metamagic means that the list of known spells being only 15 is rather deceptive. Each of these metamagic abilities make for creating powerful variations of each of their spells. They only get four metamagics, however, so it's best to consider which apply best to your specialization. Things like extended spell work best for sorcerers with focuses on illusion or utility magic as it can expand the length a distraction might last. Twinned Haste is a classic buffing play.
- Draconic - Innate armor and HP. Damage and mobility improvements. Some resistances. It encourages specializing in an element. As a note, lightning focused draconics might be melee oriented early on due to leaning toward Shocking Grasp. The scales and HP bonuses help with that.
- Wild Magic - Probability manipulation and Increased damage consistency. Wild Surges are just silly fun.
- Storm Sorcerer - Lightning and Thunder damage. Mobility. Weather control. Since thunder and lightning cantrips are fairly close range, and a lot of their sorcerer abilities are similarly close range, storm sorcerers might want to look into options for increased AC.
- Divine Soul - Excellent healers and access to clerical spells. Some mobility and survivability options.
- Shadow Sorcerer - Mobility, survivability and a decent summoning ability.
Warlock
Warlocks are masters of minor magic. This is not a bad thing. They have a lot of access to at will abilities. They have a high amount of flexibility, probably second only to bard.
- Pact Magic - Warlocks have a limited number of spell slots that recover on short rests and cast at the highest level of their ability. They have to carefully choose the spells they cast in a battle and also consider that there might be a short rest between battles, but their spells tend to be very powerful. Their spell list is more limited than sorcerer and has a lot of spells with increased effectiveness at higher levels.
- Eldritch Blast - This is the most versatile damage dealing cantrip and also the one with the most potential. A Blast-focused warlock gets a fair amount of control and damage from their blasts, especially combined with invocation. Blade-locks can end up having better damage potential from their weapons, but the ability to target multiple targets at range with eldritch blast still leaves it a good option for any warlock. Even if damage is not your warlock's main role, this is a good choice.
- Spells Known - Warlocks will end up with a spell list of 15 spells (not accounting for spells gained from other sources). This seems similar to the sorcerer list, but lacks metamagic which can effectively expand the sorcerer spell list immensely.
- Invocations - These range from passive improvements, at will abilities, or limited access to spells outside the normal warlock lists. There are some very impressive information gathering abilities, many of which are at-will, in the list of invocations.
- Pact Magic - Expands the list of available spells for warlocks based on their patron. This seems similar to Cleric domain spells, but these aren't automatically gained. The warlock simply has the option to choose them if they desire.
- Mystic Arcanums - These grant warlocks some limited ability to cast the higher magics. However, these aren't spell slots and can't be used to further empower their usual pact magic. It just gives them a one use per long rest of a particular chosen spell.
- Pact Boon - This is the interesting thing. Pact Boons essentially give warlocks two subclasses.
- Blade - One of the more popular ones, allows the warlock to bond with a blade and gives access to more warrior oriented invocations. The chosen weapon can be secreted away in a dimensional pocket. A particular invocation grants the pact blade a magic enhancement and allows for an expanded list of options including longbow.
- Chain - Gains an improved version of familiar. This opens up some invocations for expanding the use of the familiar further and controlling extradimensional entities. The familiar can deliver touch spells as per normal familiars and can also attack.
- Tome - Grants a number of extra cantrips useable while the tome is on hand. Also opens up an invocation that makes the Tome Lock the only caster that can vie with wizard as the king of ritual casting.
- Archfey - Control and resistance to mental manipulation. Patron spells include illusions, blink, mind control, and some nature magic.
- Fiend - Damage and survivability with some probability manipulation. Lots of damage in the patron spells with Hallow as an interesting utility option.
- Great Old One - Communication, mind control, probability manipulation. Evard's Black Tentacles and a lot of mind control spells.
- Undying - Survivability and divination abilities for the most part. Some debuffing and buffing in the patron spell list.
- Celestial - Excellent healers, can focus on that or leave it as a sideline and focus more on divine wrath. Extra cantrips and survivability abilities. Improved cantrip damage with fire and radiant. Lots of healing, fire, and radiant damage.
- Hexblade - Increased martial ability. Some limited summoning ability in the form of raising humanoids recently slain as temporary wraiths. Heavy focus on curses. Blends naturally well with Blade Pact, but there are some viable builds of the other boons. (The main character of the Anima Gate of Memories video game feels a lot like a TomeLock Hexblade.)
Wizard
Masters of magic in general.
- Spellcasting - Wizards have the largest spell list of any of the casters, barring the idea of bards being able to draw from all lists. The only magical ability wizards don't have massive access to is healing. They have some of the most useful utility spells out of all the casters. Of all the spellcasting classes, the wizard has the heaviest out of combat impact on events. Proper application of their spells between fights can make those fights go extremely differently.
- Known Spells - Wizards have to learn new spells but there is no upper limit to the number of spells that they can learn. This means that wizards have the absolute highest degree of strategic flexibility of any spellcaster. They don't have the specialist focus of warlocks or the tactical flexibility of clerics, but one day they can be a damage powerhouse and the next they could be set up to uncovering all sorts of mysteries.
- Ritual Magic - Barring a Tome-Lock with the Book of Shadows invocation, Wizards are the kings and queens of ritual casting. Unlike clerics and druids, they don't have to have the spell on their list of prepared spells for the day, it only has to be in the book. Unlike bards, they don't have to be as careful in selecting ritual spells and it is not a bad idea to just collect every wizard ritual that they can. The only reason the Book of Shadows is better is because they're not limited to a particular spell list and can learn any ritual spell.
- Arcane Recovery - This allows them some limited ability to recover magic over short rests once per long rest.
- Spell Mastery - Turns a 1st and 2nd level spells into at will abilities, though limited to basic power level. This can be switched up on a limited basis.
- Signature Spell - Essentially expands the number of spells per day they can cast, though limtied to one use each of two 3rd level spells.
- Abjurer - Lots of defensive abilities.
- Conjurer - Improved summons and minor teleportational abilities.
- Divination - Probability manipulation...Oh so much probability manipulation. And some heavy information gathering.
- Enchanter - Lots of improvements to mind control abilities.
- Evocation - Damage dealing focus.
- Illusionist - Improved application of illusions and some increased solidity to illusions at higher level.
- Necromancer - Summoning (animating) focus. Resistance to necroctic damage and reduced max HP effects.
- Transmuter - Minor transformational abilities. Dipping into some resurrection and disease curing abilities at high levels. Buffing and shapeshifting as well.
- Bladesinger - Improved martial abilities. Competent melee skirmisher. High AC benefits.
- War - A blend of Abjurer and Evoker. Includes an ability similar to the Shield spell, weaker but at will.
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