A guide to Character Classes & Subclasses in DnD 5e

Everything you need to know about the classes and subclasses of D&D 5e 2014.

*Updated 28th August 2024 to include 2024 class and subclass information

D&D is home to diverse creatures and characters that follow a variety of paths. Each of these characters are unique with different skills, abilities and interests. The class you choose largely defines your skills and capabilities making it one of the most important aspects of character creation.

Rogues are stealthy, wizards are spellcasting scholars and barbarians are rage-filled warriors. When creating a character, you’ll want to make sure you choose a class that fits the skillset of your character. There are 13 official classes in D&D 5e to choose from in total which we’ve detailed below.

Beyond that, each class varies in specialisms. As you progress in levels, you’ll also gain access to a subclass. Rogues for example have thieves (master burglars), assassins (exceptional killers), arcane tricksters (that combine stealth and spellcasting) and many more subclass options giving even more diverse skills to your character.

For D&D 5e 2014 There are 117 subclasses in total. D&D 2024 has 48 subclasses (4 for each of the 12 classes in the Player’s Handbook, artificers aren’t included yet). Most of these are revised versions of 2014 subclasses but there are 3 unique subclasses (dance bard, world tree barbarian and sea druid).

Below I’ve detailed the classes and subclasses officially released by Wizards of the Coast along with some tips on how to get the most out of each class. Feel free to click through to our even more detailed optimisation guides for each class so you can look at tactics, subclasses and how to best optimise your character.

What is a class in D&D?

Xanathar Fighting

A class in D&D 5e is the discipline a character has trained in. There are 13 classes in total and each of these disciplines has unique and different benefits for an adventurer. Some classes focus on martial prowess like the fighter or barbarian, some focus on magic like wizards and sorcerers, others focus on stealth and other out of combat abilities like rogues and bards and others might be more support focused providing things like healing, like clerics and druids. There’s a lot of variety in the capabilities of each class.

Even the explanation of the capabilities of each class above falls short as many classes can’t be pigeon-holed to one particular function. For example, a bard will likely be great at charisma-based skills like performance and deception and using support spells that provide buffs and debuffs. But in reality, they can be pretty decent swordsmen and can access high damage spells from the spell lists of other classes. This means a lot can depend on your specific build.

Another example is a cleric. They often take the role of healer in a party, but also have access to high damage spells and are capable of becoming a bit of a tank with their ability to wear heavy armour.

You will likely want to choose your class based on the function you wish to perform in the party, but this doesn’t need to limit what your character does. You can stylise your character and class to fit a number of different roles. Despite this, there are limitations to the flexibility of a class. A wizard is never going to be as great a warrior or tank as a barbarian or paladin, even if they take the bladesinging subclass. Likewise, paladins will never be as good at stealth as rogues, monks and bards so understanding the strengths and weaknesses of each class is important.

What is a subclass in D&D?

Gith fighting on a dragon

A subclass is an option for a character to specialise further. There are 117 subclasses in total and each class has a list of subclasses they can choose from to show this specialism. For example, a rogue might be a specialist at deception and disguises, in which case, they might choose to have the mastermind subclass. Alternatively, they might be adept at assassinating their targets, in which case, they’d take the assassin subclass. Arcane tricksters use magic to supplement their stealth, thieves are excellent at stealing things, swashbucklers make great swordsmen and so on.

Most classes will choose their subclass when they hit level 3 (in D&D 2024, all classes choose their subclass at level 3) which is also when characters start to become much more capable.

There are a couple of exceptions. Clerics, sorcerers and warlocks receive their subclass at level 1 while druids and wizards receive their subclass at level 2. This is because these disciplines require specialism at an earlier state in their progression. For example, a cleric will choose a deity to worship from day 1 of their training, a sorcerer is often born with their innate abilities and warlocks only get their abilities once they’ve made a pact with a powerful being.

It’s up to you and what works best for your character. While some classes are considered more powerful than others, all classes are capable in their own right and have different uses in different circumstances. For example, you may find that your bard does less damage than the barbarian or the wizard in combat, but you’ll likely outshine others in social encounters.

Some players may want to choose classes that complement the party well so that there’s a variety of skill sets. A party of 4 fighters may find they lack the stealth or spellcasting abilities to deftly handle certain situations so you may want to discuss your character with your group as part of a session 0.

Ultimately though, the most important factor in deciding your character’s class is how well it fits your character and what you want to be. D&D is flexible enough that you can get around many situations in a variety of ways. You don’t need to unpick the lock to get through the door, you could bash it down, steal the key, trick someone into letting you through, use a spell or simply find another way round.

Below I’ve included a table with a few details about each class so you know a bit about what they all do. I’ve gone into a bit more detail in the sections below and if you’re looking to optimise your character class, you can read one of our class and subclass guides too.

ClassRolePrimary Ability ScoreDescription
ArtificerUtility, Support Caster, ControlIntelligenceInventors and tinkerers that use magic and technology to enhance their capabilities.
BarbarianTank, Melee DamageStrengthRage-filled warriors that charge into combat with reckless abandon.
BardFace, Support Caster, Utility, Battlefield ControlCharismaPerformers trained in a wide variety of arts making them the ultimate jack of all trades class.
ClericHealer, Spell Damage, Support CasterWisdomDevoted adherents to a deity, clerics are primarily healers with a wide range of devastating spells to boot.
DruidTank, Healer, Utility, Support CasterWisdomOne with nature, druids draw their powers from nature itself, including the ability to shapeshift.
FighterTank, Melee Damage, Ranged DamageStrength or DexterityTrained in martial combat, fighters are adept with a huge array of weaponry.
MonkEvasive, Melee Damage, StealthDexterity & WisdomMartial artists that are adept at unarmed combat. They use their ki/focus abilities to enhance their natural abilities.
PaladinTank, Healer, Support Caster, Melee Damage, FaceStrength & CharismaDevoted warriors that adhere to an oath which provides them with some magical ability.
RangerRanged Damage, Survival, StealthDexterity & WisdomSurvivalists that live with nature. They are experts at tracking, foraging and hunting.
RogueStealth, Evasive, Melee Damage, Ranged DamageDexterityStealthy individuals that are adept at subterfuge and cunning to make their way in life.
SorcererSpell Damage, Battlefield Control, FaceCharismaSpellcasters that use enhanced magic inherited from some powerful source.
WarlockSpell Damage, Battlefield Control, FaceCharismaSpellcasters that have gained their magic through a pact with a powerful entity.
WizardSpell Damage, Support Caster, Utility, Battlefield ControlIntelligenceScholars that have studied to become hugely adept in the magical arts.

As you’ll see, a lot of classes crossover in their function and strengths, despite being unique in how they execute those strengths. You might wonder whether a barbarian or a fighter is the best option for your melee warrior or whether to take a wizard, warlock or sorcerer as a dedicated Spellcaster.

To help you out, I’ve rated each class out of 5 on a bunch of different criteria to help you know which classes are good at which things:

ClassArmor classWeapon damageDurabilityMobilityCombat abilitiesSpells knownSpell slotsSpell damageSpell buffsSpell debuffsSpell healingBattlefield control spellsOut of combat spellsFace abilitiesSkillsOut of combat abilities
Artificer5333442252244234
Barbarian4454500000000221
Bard2223244255335555
Cleric4233254454532322
Druid3244254354543223
Fighter4553500000000221
Monk3335400000000222
Paladin5453532332322423
Ranger4343322333333234
Rogue2344400000000354
Sorcerer1113334532143421
Warlock2223331424143421
Wizard1113254444154221
How have we worked out these scores?

We’ve reviewed and played all the officially released D&D 5e classes and looked at a typical build for these class types. Because subclasses offer a lot of variety, we’ve had to exclude these from our considerations.

There is an exception here as the artificer is shaped hugely by their subclass. When it comes to something like weapon damage, we’ve had to take into consideration the fact that most artificers are decent with weapons, but an alchemist would probably only score a 2, even if the other artificer subclasses would score a 3.

We’ve scored each attribute out of 5 with a score of 5 reserved for classes that are the very best at that attribute. There’s some judgement required here. For example, a druid is typically a 3 in mobility (average mobility), but with wildshape, they can fly and swim quicker (and just travel faster). This elevates their score in our minds, even if they don’t consistently have these levels of mobility.

It’s important to understand though, that these scores are not hard and fast. Obtaining feats and pumping more into certain ability scores can turn any class into a decent face, for example. Different subclasses will also make a class better at different things (like an eldritch knight gaining spellcasting) but we feel that these scores represent most typical versions of their class.

Artificer

Halfling Artificer
Halfling artificer
Party RoleUtility, Support Caster, Control
Main AbilityIntelligence
Saving ThrowsConstitution, Intelligence
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityIntelligence
Armour ProficiencyLight armour, medium armour, shields
Weapon ProficiencySimple weapons, firearms (if agreed by your Dungeon Master)

Description

Artificers are inventors and tinkerers. They turn mundane objects and items into unique artefacts, useful in a variety of circumstances This might be contraptions that can distract, sentry guns to cause damage or armour for protection.

Similar to bards, artificers are a hugely flexible class that can provide support in a variety of ways while rarely being a master of any area of combat (apart from their ability to tinker and create). Artificers will want to focus on having a high intelligence as this is their spellcasting ability and the one used for some of their abilities.

Strengths

  • Access to enhancements known as infusions. These can buff yourself or allies
  • A variety of subclasses allows you to fulfill a variety of party roles including martials, tanks, support casters, ranged warriors and healers.

Weaknesses

  • A lack of true mastery in their particular discipline. For instance, they have relatively low HP for frontline warriors
  • Spellcasting is limited to 5th level spells
  • Action economies can often be complicated by the needs of spells, companions and class features
  • Are a challenging and complicated class for D&D newcomers

Artificer Subclasses

Artificers haven’t received an update in D&D 2024, but the 2014 options below remain compatible with both the old and revised editions of D&D 5e

  • Alchemist – A master of potions, the alchemist can create powerful elixirs.
  • Armorer – A specialised armorer that can create a powerful and technologically advanced exoskeleton.
  • Artillerist – A builder and wielder of mechanised firearms.
  • Battle smith – An artificer who enhances their martial abilities with machines and technology.

Related articles

Barbarian

Goliath barbarian
Party RoleMelee Damage, Tank
Main AbilityStrength
Saving ThrowsStrength, Constitution
Hit Dice1d12 + Consitution modifier per level
HP at 1st Level12 + Constitution Modifier
Spell Casting AbilityN/A
Armour ProficiencyLight armour, medium armour, shields
Weapon ProficiencySimple weapons, martial weapons

Description

Barbarians are fierce warriors with primal instincts whose main approach to just about anything involves brute force and a reckless abandonment of self-preservation. Barbarians can enter a rage in battle making them formidable opponents capable of dealing large amounts of damage and shrug off all but the most lethal of wounds.

Strengths

  • Extremely resilient warriors that have more HP and shrug off more damage than most classes. They are also capable of a very high AC
  • Strike with greater power than most classes
  • Easy for beginners to play as

Weaknesses

  • Lack of utility outside of combat
  • Lack much in the way of tactics (though the 2024 iteration goes some way to address this)

Barbarian Subclasses

  • Path of the Berserker – Utilises their rage for maximum combat effectiveness.
  • Path of the Totem Warrior – Channels the animal spirits of the world to aid them.
  • Path of the Battle Rager – Utilises their body as a weapon giving little thought for self-preservation.
  • Path of the Ancestral Guardian – Draw upon the power of your ancestors to increase your abilities.
  • Path of the Storm Herald – Your attunement with nature enhances your ability.
  • Path of the Zealot – Your rage is a gift from the gods to enact their will.
  • Path of the Beast – You are attuned with the beasts of the world that enhance your abilities.
  • Path of Wild Magic – Your rage shatters the bounds of magic creating unexpected effects.
  • Path of the Giant – You draw upon the power of giants to wreak destruction on your foes.

Bard

College of dance bard
Party RoleUtility, Support Caster, Battlefield Control, Face
Main AbilityCharisma
Saving ThrowsDexterity, Charisma
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityCharisma
Armour ProficiencyLight armour
Weapon ProficiencySimple weapons, hand crossbows, longswords, rapiers, shortswords

Description

Bards are the jack of all trades class who inspire those around them with music, tales of heroism and even dancing. While they may be tellers of tales, and not necessarily combative in nature, bards aren’t afraid to throw themselves into the thick of danger in order to learn of the greatest of tales (think Dandelion from the Witcher).

Bards can cast spells, capably swing a sword, are highly charismatic and get to pile extra points into their skills.

Strengths

  • Bards are fairly good at most things (even if not as masterful as some classes at their specialisms)
  • Make an excellent face for your party
  • Great at buffing
  • Have access to top level spells, including those from other classes
  • Have better mastery of skills than any other class

Weaknesses

  • Lack mastery in the things they dabble in. For instance, while they can operate as martials, they lack the capabilities of a fighter in this department
  • Lack the same number and potency of damage dealing spells of classes like wizards and clerics
  • Have a lot of options to choose from making them difficult to play as
  • Require a lot of creativity to fully maximise on their capabilities like for their face skills

Bard Subclasses

  • College of Lore – A student of history and a story teller of the things of the past.
  • College of Valor – You inspire through tales of legends and heroes.
  • College of Glamour – A fey-touched bard who uses their appearance and charm to influence others.
  • College of Swords – A master swordsman capable of impressive feats of swordsmanship.
  • College of Whispers – A trader of secrets and subterfuge, you use knowledge of others as a weapon more powerful than the sword.
  • College of Eloquence – An incredible orator that uses words to convince or manipulate.
  • College of Creation – Words have a magic that can shape and alter reality around them. You use this power for your own will.
  • College of Spirits – you speak with the dead to tell their stories and to uncover hidden truths.

Cleric

Cleric in combat
Party RoleSupport Caster, Healer, Damage Dealer
Main AbilityWisdom
Saving ThrowsWisdom, Charisma
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityWisdom
Armour ProficiencyLight armour, medium armour, shields
Weapon ProficiencySimple weapons

Description

Clerics are wielders of divine powers and are devoted adherents of one of the many gods/religions of the planes from which they receive their power. Clerics operate primarily as healers and support casters, but are also capable of dealing large amounts of damage with their powerful spells.

Strengths

  • The best healers in the game
  • Also great at damage dealing spells and buffs
  • Tougher than most dedicated spellcasters

Weaknesses

  • Being the designated healer can be boring
  • Lots of concentration spells means careful spell management
  • Won’t do much damage with weapons

Cleric Subclasses

  • Knowledge Domain – Knowledge is power and it’s understanding must be preserved.
  • Life Domain – Consider life to be a wonderful thing to be preserved.
  • Light Domain – These clerics serve the light in order to fight back the shadows.
  • Nature Domain – These clerics serve nature and take their power from the natural domain.
  • Tempest Domain – See the power in nature and the elements.
  • Trickery Domain – See the power of trickery and deception to keep the world moving in whatever direction they see fit.
  • War Domain – Follow the ideology of war, whether that’s to conquer or protect.
  • Death Domain – Respected and gatekeepers of death understanding all things must come to an end eventually.
  • Arcana Domain – Adherents of the magical arts.
  • Forge Domain – Honour the powers of creation, using it to enhance.
  • Grave Domain – Servants of life and death seeking balance between each aspect.
  • Order Domain – Seek order through law and justice.
  • Peace Domain – Seekers of peace that avoid violence at all costs.
  • Twilight Domain – Work to stop those that would disrupt balance in the world.

Druid

Orc druid
Party RoleTank, Utility, Support Caster, Healer
Main AbilityWisdom
Saving ThrowsIntelligence, Wisdom
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityWisdom
Armour ProficiencyLight armour, medium armour (optional in D&D 2024), shields (druids will not wear armour made of metal in D&D 2014)
Weapon ProficiencyClubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Description

Druids are wielders of ancient magics arising from nature itself. They show devotion to nature and have the ability to shapeshift into animal forms. It’s their ability to shapeshift and to cast spells that make them one of the more versatile classes in D&D 5e.

For example, if you need to scout out an enemy hideout, then you can transform into a rat and take a nosy around. Need to get up a tall tower, just turn into an owl and fly up there. Need to restrain your enemies, you’ve got spells for that too.

Strengths

  • Access to powerful spells all the way up to 9th level
  • Wild shape is hugely versatile, especially out of combat, but can also make you a capable melee warrior in combat too
  • Upgraded hit points from wild shape make you a bit tanky
  • Strong healers
  • Also great at battlefield control spells and buffs

Weaknesses

  • Unless you’re a moon druid, wild shape can often lack enough punch in combat
  • Typically low AC for wild shape forms
  • Spells deal less damage than for most other dedicated spellcasters

Druid Subclasses

  • Circle of the Land – Your power is derived from a specific location in nature.
  • Circle of the Moon – Have powers that come from changing forms.
  • Circle of Dreams – Blessed with the powers of the Feywilds to be able to heal.
  • Circle of the Shepherd – a protector of animals.
  • Circle of Spores – Uses mycelium for its many powers and abilities.
  • Circle of Stars – Look to the stars for power and guidance.
  • Circle of Wildfire – View wildfire as a catalyst to change and even enhancement. From the ashes of the old comes a stronger new.

Fighter

Dwarf fighter
Party RoleTank, Melee Damage, Ranged Damage
Main AbilityStrength or Dexterity
Saving ThrowsStrength, Constitution
Hit Dice1d10 + Consitution modifier per level
HP at 1st Level10 + Constitution Modifier
Spell Casting AbilityN/A
Armour ProficiencyAll armour, shields
Weapon ProficiencySimple weapons, martial weapons

Description

Fighters are trained warriors and students of combat. They’re versatile combatants capable with a range of weaponry and fighting styles. Fighters are certainly in their element while in the thick of battle, and while they have their uses elsewhere (need to intimidate an uncooperative guard for example, or bash down a door?), they are certainly at their best when fighting.

Strengths

  • High damage dealers
  • Tough characters capable of operating as a tank
  • Work well as archers too if you have spare martials in the party
  • Easy to use for new players

Weaknesses

  • No spellcasting capabilities (unless you take an eldritch knight)
  • Lack of utility outside of combat

Fighter Subclasses

  • Champion – Particularly deadly fighters that enhance their critical strikes.
  • Battle Master – Highly trained warriors that use battle manoeuveurs to gain the upper hand in combat.
  • Eldritch Knight – Use magic to supplement their martial prowess.
  • Purple Dragon Knight – A particularly brave and inspiring warrior.
  • Arcane Archer – A warrior that specialises in long range combat mixing magical means with their projectiles.
  • Cavalier – A warrior that excels in mounted combat.
  • Samurai – A warrior capable of defeating does in a flurry of blows.
  • Echo Knight – Able to create an echo to support in combat.
  • Psi Warrior – A warrior that fights with their muscle and psychic powers.
  • Rune Knight – A warrior that attunes the might of giants and their runes in combat.

Monk

Dragonborn monk 2024
Party RoleEvasive, Melee Damage, Stealth
Main AbilityWisdom and Dexterity
Saving ThrowsStrength, Dexterity
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Ki Points AbilityWisdom
Armour ProficiencyNone
Weapon ProficiencySimple weapons, shortswords

Description

Monks are martial artists who follow a path towards spiritual and physical mastery. This makes them unique melee specialists, capable of weaving their way through combat to cause damage where they’re needed most. They also have access to interesting ki/focus abilities that enhance their capabilities. They’re the equivalent of ninjas within the D&D universe.

Strengths

  • Highly mobile
  • Hit more times than most classes
  • Ki/focus points give them increased approaches and tactics in combat such as stunning an enemy
  • Great at stealth and make a good backup rogue

Weaknesses

  • Lack the durability of other dedicated martials
  • Rely on the presence of other martials to be effective in combat
  • Will feel weak when they run out of ki/focus points
  • Can be tricky to play for beginners as need a strong understanding of various rules to work around their weaknesses

Monk Subclasses

  • Way of the Open Hand – Uses their fists and open hand to defeat their enemies.
  • Way of Shadow – Ninjas that strike from the shadows.
  • Way of the Four Elements – Monks that use the elements to supplement their powers.
  • Way of the Long Death – Monks that are the tools of death.
  • Way of the Sun Soul – Monks with such powerful will, they can ignite with fire.
  • Way of the Drunken Master – Monks that have mastered unpredictable fighting patterns causing them to confuse enemies.
  • Way of the Kensai – Your attacks are an art form in and of themself.
  • Way of Mercy – You use your abilities to bring peace more than harm.
  • Way of the Astral Self – You are able to use your spirit as an extension of yourself to aid in combat.
  • Way of the Ascendant Dragon – Monks that channel the spirit of dragons.

Paladin

paladin
Party RoleTank, Melee Damage, Support Caster, Healer, Face
Main AbilityStrength and Charisma
Saving ThrowsWisdom, Charisma
Hit Dice1d10 + Consitution modifier per level
HP at 1st Level10 + Constitution Modifier
Spell Casting AbilityCharisma
Armour ProficiencyAll Armour, shields
Weapon ProficiencySimple weapons, martial weapons

Description

Paladins are powerful warriors that have made a sacred oath. A paladin follows a strict code of discipline and devotion. While the archetypal paladin is lawful good, protecting the innocent and the weak, paladins in 5e can be much more varied than this (though certainly do steer towards being protectors). They are usually tough, well-armoured damage dealers that can enhance their abilities with a solid number of spells.

Strengths

  • Solid melee damage output with some turns of explosive damage
  • Very durable
  • Make very good backup healers
  • Excellent face skills
  • Half-casters with a reasonable repertoire of spells

Weaknesses

  • Tend to be poorer at ranged combat
  • Spells only go up to level 5
  • Poor at stealth

Paladin Subclasses

  • Oath of Devotion – Holy warriors, devoted to their cause.
  • Oath of the Ancients – Paladins that seek to wage war against darkness for a love of light and life.
  • Oath of Vengeance – A paladin that has dedicated themself to punishing the crimes of others.
  • Oathbreaker – A paladin that broke an oath long ago and that is cursed for this choice.
  • Oath of the Crown – A paladin sworn to protect the crown and its lands.
  • Oath of Conquest – A paladin sworn to conquer and bring about victory.
  • Oath of Redemption – Paladins that believe anyone can be redeemed and will inflict death only as a last resort.
  • Oath of Glory – A paladin that has made an oath to win at all costs and have their name etched into legends.
  • Oath of the Watchers – A paladin that watches for and protects from the unnatural and alien forces of the universe.

Ranger

Ranger beast master
Party RoleRanged Damage, Survival, Stealth
Main AbilityDexterity and Wisdom
Saving ThrowsDexterity, Strength
Hit Dice1d10 + Consitution modifier per level
HP at 1st Level10 + Constitution Modifier
Spell Casting AbilityWisdom
Armour ProficiencyLight armour, medium armour, shields
Weapon ProficiencySimple weapons, martial weapons

Description

Rangers live on the fringes of society finding themselves most comfortable living within nature. They are also capable fighters in their own right. They perform best in their favoured environments and when fighting their favoured enemies (though the 2024 iteration changes this a bit) as well as being at an advantage when traversing the wilderness and tracking others.

Exploration mechanics (which rangers excel at) tend to be of less importance in most games. This often means that many ranger features go underused. The 2024 revision goes a long way to address this with features that are more universally useful, but certainly in D&D 2014, the ranger was often considered a weaker class.

Strengths

  • Capable warriors both with melee weapons and at range
  • Great at exploration and scouting
  • Can make capable backup rogues with decent stealth too
  • Half-casters with access to a range of spells

Weaknesses

  • Exploration is often an underused mechanic leaving a lot of ranger features under-utilised too
  • Tend to be weaker outside of nature
  • Too many concentration spells makes a focus on spellcasting difficult

Ranger Subclasses

  • Hunter – A warrior that has honed their ability to hunt and trap their prey.
  • Beast Master – A ranger that handles animals and that fights side by side with an animal partner.
  • Gloom Stalker – A ranger that hunts in the night to hunt the creatures of night and shadows.
  • Horizon Walker – Hunters of creatures from other realms and planes.
  • Monster Slayer – Hunters of powerful creatures, deadly to most ordinary warriors.
  • Fey Wanderer – Rangers that use the powers of the fey to charm their enemies.
  • Swarmkeeper – Keepers of swarm creatures that aid them in combat.

Rogue

rogue
Party RoleMelee Damage, Ranged Damage, Stealth, Evasive
Main AbilityDexterity
Saving ThrowsDexterity, Intelligence
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityN/A (Except Arcane Trickster who uses Intelligence)
Armour ProficiencyLight armour
Weapon ProficiencySimple weapons, hand crossbows, longswords, rapiers, short swords

Description

A master of stealth and trickery, a rogue is able to use more subtle means to achieve their goals. This might often involve theivery, deception and stealth. If you’re going to play a rogue, expect to approach your character with a bit more creativity and technical precision than the blunt force tools that are classes like fighters and barbarians.

Strengths

  • Being stealthy
  • Have a large range of skills that they are highly proficient at
  • Capable of extremely high, single attack damage
  • Highly mobile in combat
  • Can make a solid party face

Weaknesses

  • Lack the durability of other martials so rely on hit and run tactics. This can be particularly problematic when getting themselves into highly dangerous situations (like sneaking through an enemy lair)
  • Get one attack, so you’ll often either do hugh damage or no damage
  • However, it also takes effort to be in a position to land a sneak attack
  • Will struggle in combat without the support of other martials

Rogue Subclasses

  • Thief – Experts at stealing and burglary.
  • Assassin – Trained in the arts of stealthy death, assassin’s are trained killers.
  • Arcane Trickster – Arcane tricksters combine their roguish abilities with magical prowess.
  • Mastermind – Masters of deception and disguise, masterminds stay one step ahead of their enemies.
  • Swashbuckler – Rogues that specialise in combat and swordsmanship.
  • Inquisitive – Detectives that study their targets, understanding their strengths and weaknesses.
  • Scout – Stealthy information gatherers.
  • Phantom – phantoms use magic to steal the souls of their victims.
  • Soulknife – Rogues that are able to enhance their abilities with psychic powers.

Sorcerer

Sorcerer
Party RoleSpell Damage, Battlefield Control, Face
Main AbilityCharisma
Saving ThrowsConstitution, Charisma
Hit Dice1d6 + Consitution modifier per level
HP at 1st Level6 + Constitution Modifier
Spell Casting AbilityCharisma
Armour ProficiencyNone
Weapon ProficiencyDaggers, darts, slings, quarterstaffs, light crossbows

Description

Sorcerers have innate magical abilities that often come either as a gift or inherited from some ancestor. They tend to be highly attuned to their magical abilities with the capacity to magnify their spells beyond that of other spellcasters. Of course this greater spell power does come with drawbacks as they have less spells available in their repertoire compared to wizards.

Strengths

  • Meta magic allows sorcerer spells to pack a bigger punch than that of most spellcasters
  • Great at dealing high levels of damage
  • Also have a range of buffs and battlefield control spells
  • Tend to have a few turns of really explosive, magical damage
  • Have great face skills

Weaknesses

  • Durability! Sorcerers are really easy to kill so keep them aout of harms way
  • Resource management is challenging. A sorcerer is only effective while they have spell slots available, and even then, their power diminishes as meta magic wanes too.

Sorcerer Subclasses

  • Draconic Bloodline – These sorcerers have the powers of dragons coursing through their veins.
  • Wild Magic – Chaotic sorcerers whose magic is wild and unpredictable.
  • Storm Sorcery – Sorcerers whose abilities originate from the element of air.
  • Pyromancer – Sorcerers whose magical origins come from beings that control fire.
  • Divine Soul – Such sorcerers have their magic originating from divine sources.
  • Shadow Magic – Their magic comes from shadowy and sinister origins.
  • Aberrant Mind – Their abilities derive from psychic origins.
  • Clockwork Soul – Sorcerers with innate magic derived from mechanus.

Warlock

Tiefling warlock
Party RoleSpell Damage, Battlefield Control, Face
Main AbilityCharisma
Saving ThrowsWisdom, Charisma
Hit Dice1d8 + Consitution modifier per level
HP at 1st Level8 + Constitution Modifier
Spell Casting AbilityCharisma
Armour ProficiencyLight armour
Weapon ProficiencySimple weapons

Description

Warlocks are magic users that have made a pact with a powerful, magical being. The warlock draws their power from their patron, granting them great power, but at the cost of binding themselves to their patron. Often, these patrons have sinister desires for their warlock servants meaning warlocks can often end up conflicting with the more lawfully good members of a party.

Strengths

  • Enhanced cantrips means better regular spell damage than most spellcasters
  • Tougher than most dedicated spellcasters
  • Can manage themselves in melee if needed
  • Have great face skills

Weaknesses

  • Less spell slots than any other spellcaster meaning levelled spells need to be used sparingly
  • This can mean that they quickly run out of options for the most effective things to do in combat
  • It also means there often aren’t spell slots to spare for out of combat spells
  • Need to be built carefully to be effective in whatever role they’re playing as

Warlock Subclasses

  • The Archfey – Warlocks whose magic comes from a pact with a powerful fey creature.
  • The Fiend – Warlocks whose magic comes from a pact with a powerful fiend.
  • The Great Old One – Warlocks whose magic comes from a pact with a powerful unknown creature from beyond the known universe.
  • The Undying – Warlocks whose magic comes from a pact with a powerful undead creature.
  • The Celestial – Warlocks whose magic comes from a pact with a powerful celestial creature.
  • The Hexblade – Warlocks whose magic comes from a pact with a powerful weapon or who have been gifted a weapon.
  • The Fathomless – Warlocks whose magic comes from a pact with a powerful creature from the depths of the ocean.
  • The Genie – Warlocks whose magic comes from a pact with a powerful genie.
  • The Undead – Warlocks that have made a pact with an undead being.

Wizard

Wizard diviner 2024
Party RoleUtility, Spell Damage, Battlefield Control, Support Caster
Main AbilityIntelligence
Saving ThrowsIntelligence, Wisdom
Hit Dice1d6 + Consitution modifier per level
HP at 1st Level6 + Constitution Modifier
Spell Casting AbilityIntelligence
Armour ProficiencyNone
Weapon ProficiencyDaggers, darts, slings, quarterstaffs, light crossbows

Description

Wizards are scholars who are educated in the ways of magic using spells as a tool to further their own pursuits. Unlike sorcerers, who inherit their magical abilities, and warlocks who are gifted it in a pact, wizards dedicate themselves to endless study in order to gain access to the powers of magic. As such, wizards are capable of hugely powerful feats of magic, though often are not prepared to go toe to toe in melee combat.

Strengths

  • Huge repertoire of known spells
  • Can cast the most spells too
  • Have spells for just about every situation. This grants them a fair bit of utility both in and out of conbat

Weaknesses

  • Lack durability
  • Poor with weapons
  • Lack the ability to heal effectively
  • When spell slots run out, they can become a bit useless

Wizard Subclasses

  • School of Abjuration – Wizards that specialise in abjuration magic.
  • School of Conjuration – Wizards that specialise in conjuration magic.
  • School of Divination – Wizards that specialise in divination magic.
  • School of Enchantment – Wizards that specialise in enchantment magic.
  • School of Evocation – Wizards that specialise in evocation magic.
  • School of Illusion – Wizards that specialise in illusory magic.
  • School of Necromancy – Wizards that specialise in necromantic magic.
  • School of Transmutation – Wizards that specialise in transmutation magic.
  • Bladesinging – An order of wizards that incorporates artistic swordsmanship with their magic.
  • War Magic – Wizards that are adept at casting magic in combat.
  • Chronurgy Magic – Wizards that specialise in chronurgic magic.
  • Graviturgy Magic – Wizards that specialise in graviturgic magic.
  • Order of Scribes – Lore masters that gain magical mastery through intense study.

Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.

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