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Is it worth playing a martial DnD class in 2025 instead of a caster?

September 6, 2025


Every era of Dungeons and Dragons has had discourse about whether martial classes are worth it. Before the rule changes in DnD 2024,  many in the community felt martial classes were sorely lacking in 5th Edition.  After a year with the new rules, some of those folks might be wondering if it’s worth going for a martial class now.

The short answer: yes, but casters are still more powerful and interesting mechanically.

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To understand why the debate is so prevalent in modern DnD’s meta,  it’s important to look at what these martial DnD classes do. One of the most famous arguments against martial classes stem from their supposed limitations. Namely, that they are inherently limited by having to be “grounded” relative to the rest of the setting.

Obviously, “grounded” for DnD is blatantly superhuman. You’d hardly find even the World’s Strongest Man accomplishing the feats a “mere” level 4 Barbarian can do.  Plus, it’s not as if hitting things really hard can’t look absolutely sick. Not to mention, the sword a martial swings can potentially do the same damage as a Wizard’s big fat fireball.

But my gripe with DnD martial classes stem from versatility, not viability. Even if I can do just fine with a martial class at every level, I understand why the grass looks greener on the caster’s side of the fence. Even the fantastical elements of a martial class are tied to their physical prowess, and so required “more effort.”

Whereas a Monk of the Four Elements must expend tons of actions and ki to set a crowd of enemies on fire, a Sorcerer just casts Fireball.  A Totem Eagle Barbarian must attain 14th level to fly, while a Wizard gains the Fly spell at 6th.  It’s more work for the same reward, especially in later levels.

They also just can’t do much outside of hitting things, due to a lack of non-combat skills and abilities. Hence the infamous stereotype of a Human Fighter being the most “boring” build.  But credit where it’s due, the changes in DnD 2024 did address many of these concerns.

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Overall, martial classes are more diverse and viable than they’ve ever been since 4th edition.  Thanks to universal features such as Weapon Mastery and more unique options for every subclass, it’s a great time to go martial. On a personal note, Way of the Four Elements went from complete joke to genuine Avatar: The Last Airbender tier in my eyes after DnD 2024.

Unfortunately, the core issue remains.

Yes, martial classes can do cooler stuff now, but they still need to do more for the same results. Some people suggest the popular “just reflavor/use your imagination” but that has always felt like a copout to me. DnD is no World of Darkness or FATE.

It has always been focused on the ‘”game” part of being a roleplaying game. When said game gives casters more tools and potent effects, it’s easy to see why some martial mains remain disillusioned.  FATE would never encounter the problems the average DnD player does, because it’s a game about storytelling. The mechanics simply don’t sell the power that a DnD martial class should have.

To  be clear, there’s nothing wrong with enjoying martial classes in DnD. I am and always will be a martial main simply because I think hitting things is cooler than casting things. That said, many other tabletop RPGs have more fascinating “thing-hitting.” Hopefully, DnD can catch up to the others soon.

The Wargamer Discord will most definitely have opinions about the classic martial vs magic debate in DnD. If you need catching up on other dungeon crawling stuff, the DnD release schedule 2025 guide will get you situated.



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