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Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser men and women can’t stand against.

Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith.

Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one.

Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multi-classing, can be found in the Player’s Handbook.

Basic classes—listed in the Classes table—are found in almost every D&D world and define most typical adventurers.[1]:20 [2]:45

Barbarian A fierce warrior of a primitive background who can enter a battle rage, d12, Strength and Constitution, light and medium armor, shields, simple and martial weapons

Bard An inspiring magician whose power echoes the music of creation, d8, Dexterity & Charisma, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Cleric A priestly champion who wields divine magic in service of a higher power, d8, Wisdom & Charisma, light and medium armor, shields, simple weapons

Druid A priest of the Old Faith, wielding the powers of nature— moonlight and plant growth, fire and lightning—and adopting animal forms, d8, Intelligence & Wisdom, light and medium armor(non-metal), shields(non-metal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Fighter A master of martial combat, skilled with a variety of weapons and armored, d10, Strength & Constitution, all armor, shields, simple and martial weapons

Monk A master of martial arts, skilled with fighting hands and martial monk weapons, d8, Dexterity & Strength (At lvl 14 monk proficiency in all) simple weapons, shortswords

Paladin A holy warrior bound to a sacred oath, d10, Strength, Wisdom & Charisma, all armor, shields, simple and martial weapons

Ranger A master of ranged combat, one with nature, d10, Dexterity & Strength, light and medium armor, shield, simple weapons, martial weapons

Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies, d8, Dexterity & Intelligence, light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords

Sorcerer A spellcaster who draws on inherent magic from a gift or bloodline, d6, Constitution & Charisma, daggers, darts, slings, quarterstaffs, light crossbows

Warlock A wielder of magic that is derived from a bargain with an extraplanar entity, d8, Wisdom & Charisma, light armor, simple weapons

Wizard A scholarly magic-user capable of manipulating the structures of reality, d6, Intelligence & Wisdom, daggers, darts, slings, quarterstaffs, light crossbows

List of ClassesEdit

ReferencesEdit

  1. ^ Wizards of the Coast. "Player's D&D Basic Rules V2". http://media.wizards.com/2014/downloads/dnd/PlayerDnDBasicRules_v0.2.pdf. Retrieved 11 Nov 2014.
  2. ^ a b c d e f g h i j k l m Wizards RPG Team. Player's Handbook. Wizards of the Coast. ISBN 978-0-7869-6560-1.

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