Classes


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 women and men 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 swear the oath of a paladin. A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. 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 Multiclassing, appear in chapter 6.

The twelve classes from the Player's Handbook — listed in the Classes table — are found in almost every D&D world and define the spectrum of typical adventurers.

Player's Handbook

Name Hit Die Saving Throws Weapon and Armor Proficiencies
Barbarian d12 Strength, Constitution Light and medium armor, shields, simple and martial weapons
Bard d8 Dexterity, Charisma Light armor, simple weapons, hand crossbows, longswords, rapiers,
shortswords
Cleric d8 Wisdom, Charisma Light and medium armor, shields, simple and martial weapons
Druid d8 Intelligence, Wisdom Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers,
darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Fighter d10 Strength, Constitution All armor, shields, simple and martial weapons
Monk d8 Strength, Dexterity Simple weapons, shortswords
Paladin d10 Wisdom, Charisma All armor, shields, simple weapons and martial weapons
Ranger d10 Strength, Dexterity Light and medium armor, shields, simple and martial weapons
Rogue d8 Dexterity, Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers,
shortswords
Sorcerer d6 Constitution, Charisma Daggers, darts, slings, quarterstaffs, light crossbows
Warlock d8 Wisdom, Charisma Light armor, simple weapons
Wizard d6 Intelligence, Wisdom Daggers, darts, slings, quarterstaffs, light crossbows

Tasha's Cauldron of Everything

Name Hit Die Saving Throws Weapon and Armor Proficiencies
Artificer d8 Constitution, Intelligence Light armor, medium armor, shields, simple weapons

Homebrew

Name Hit Die Saving Throws Weapon and Armor Proficiencies
Dragonfire Adept d8 Constitution, Charisma Daggers, darts, slings, quarterstaffs, light crossbows