Dungeons And Dragons Classes

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For multiclass characters, Hit Points, Base Attack Bonus and Saving Throws of each different class are added. For example, a rogue/fighter who is level 10 (with five levels of each class) receives a Hit Point total that's equal to both a level 5 rogue and a fighter added together. Add your own class to D&D Wiki by clicking the link and following the instructions. Base Classes Prestige Classes Racial Paragon Classes Racial Classes NPC Classes Homebrew; SRD? All; Homebrew; SRD? All; Homebrew; All; Homebrew; Homebrew; SRD? All; All Classes (Base, Prestige, Racial Paragon, and NPC).

Image credit toSince the mid-1970s, tabletop fans have been gathering together, dice in hand, to play Gary Gygax and Dave Arneson’s long-famous Dungeons and Dragons masterpiece. The game, of course, has gone through some changes over the years. Since being acquired by Wizards of the Coast, the company best known for Magic: The Gathering, D&D has gone through five different editions.With every new edition, the mechanics and world building of the D&D universe have received some slight tweaks. Fifth edition Dungeons and Dragons has caused a massive resurgence in the game’s popularity, leaving many avid tabletop fans curious about how to pick up their dice and play the incredibly fun game.One of the first choices a new D&D player is confronted with is selecting a class. If you are having trouble choosing a class for your game, then look no further.

Check out our tier list down below to see how each class ranks and which one is perfect for you. Tier List Descriptions.

Tier S — These classes are extremely strong. Versatile, dominant in combat and just plain fun, these warriors are safe picks no matter the situation. Tier A — These classes are powerful, though not unbeatable.

If you want to ensure that your class does not hold you back, then you can’t go wrong with these characters. Tier B — Average, these classes are capable and dependable. While not the most powerful characters to choose from, these classes can still be a lot of fun. Tier C — These classes are generally considered less powerful than many of their counterparts. However, these characters can be quite useful and quite fun situationally. Tier D — Generally considered the weakest classes, these characters are not highly suggested for first time players. Image credit to.

— The bard is truly special. While many of D&D’s classes have firm grasps on the arcane or divine powers, the bard uniquely has the potential to have a firm grip over many different disciplines of magic. Every bard learns “magical secrets” at level 10, allowing the character the ability to learn upwards of six spells from any spell list in the game. If the player chooses to be a college of lore bard, then the player will be able to choose two non-bard spells by level six. This is incredibly advantageous, as the player is able to truly customize their bard’s skillset to fit their party. Need more healing? You can choose a handful of healing spells from the cleric spell list.

Need some AoE damage? The wizard spell list is filled to the brim with damaging spells. Beyond that, the bard is the most capable of orchestrating the battlefield thanks to the large number of buffing, debuffing and crowd control spells natively found within their spell list and thanks to the decisive edge offered by a steady flow of inspiration die. If that wasn’t already enough, the bard holds some quality utility outside of combat thanks to the class’s “jack of all trades” and “expertise” abilities. Consequently, a bard can have great success with a large variety of skill checks.

Ultimately, the bard is one of the most adaptive and highly customizable classes within the game. If you want to be useful both in and out of combat, want to orchestrate each battle with magical precision and want to be able to adapt to every situation, then you cannot go wrong by choosing a bard. My personal favorite bard archetypes are college of valor and college of lore. Image credit to. — When it comes to pure combat prowess, no one outclasses the fighter. Concerning defense, the fighter has a small collection of useful abilities. With a d10 hit die, the fighter has the second largest hit die in the game.

Consequently, the player can achieve a pretty sizable maximum health if they place a chunk of their ability points into constitution. Beyond that, the fighter’s second wind and indomitable abilities provide a minimal improvement to the class’s sustain. If you choose to make dexterity a dump stat for your fighter, your character still has proficiency with all armors and with shields. Consequently, there will never be an excuse for having a low armor class when using a fighter.

The true power of the fighter, however, is the class’s ability to deal incredible amounts of damage. The fighter natively learns how to use upwards of four attacks per turn, which doubles the attack rate of any other class.

But, the fighter can double his attacks per turn by using his action surge ability. Consequently, the fighter can burst down almost any standard enemy in a single or only a few turns if built properly.

My personal favorite fighter archetypes are the battle master and the brute. Image credit to. — Paladins are just plain fun. The paladin has a hefty d10 hit die, giving the character the second highest potential for maximum health out of all the classes. The paladin is also proficient with all armors and with shields. Consequently, it is quite easy to get a high armor class with the character.

The end result is that paladins can be wonderful tanks if necessary. That being said, a paladin can dish it out just as well as they can take it. Thanks to their martial weapon proficiency, divine smite, extra attack per turn and a spell list decked out with a bevy of combat-oriented spells, paladins are also capable of dishing out top tier damage. While these are already plenty of reasons to pick up a paladin, the class also has some serious healing potential. The paladin’s spell list is full of useful healing spells, but its the paladin’s channel energy and lay on hands abilities that really separate the class’s healing from the rest of the pack. My personal favorite paladin archetypes are the oath of treachery and the oath of conquest.A.

Image credit to. Cleric — When it comes to healing, no class compares to the cleric. This character’s spell list is chock full of incredibly useful healing and debuff removal spells.

If your team needs more sustain, then it will likely be best to bring a cleric into the fold. The cleric can hold their own in combat, thanks to the class’s proficiency with medium armor and shields. However, clerics only get one attack per turn and are somewhat held back by their smaller d8 hit die. Consequently, you can make a quasi-tank out of a cleric. However, a cleric will never have the tanking abilities or damage dealing of some other classes. My personal favorite cleric archetypes are life domain and war domain. Image credit to.

Druid — Druids can be incredibly fun to play, as well as incredibly useful. The druid has a pretty similar spell list to that of a cleric.

Consequently, druids can be great healers for your team. Beyond that, the druid has a variety of summoning spells that can help draw aggro and tank for your team. The class’s wild shape ability only adds to the druid’s unique brand of tank abilities. Ultimately, the druid is capable of doing a little of everything. However, the druid is also not quite the master of any particular craft. The class can tank, thanks to the wild shape ability and the list of summoning spells. The class can heal, thanks to the druid’s many healing spells that are shared with the cleric spell list.

The druid also knows a handful of AoE damage dealing spells. Ultimately, the druid is a pretty well-rounded class. The only disadvantage is that the druid is not truly a master of much. My favorite druid archetypes are circle of the moon and circle of the shepherd. Image credit to.

— Warlocks are incredibly unique characters. Beyond that, these eldritch warriors are more well equipped for combat than some of their spell casting counterparts. Warlocks have a much more restricted library of known spells and spell slots alike.

However, these characters are almost always willing to blow all of their spell slots every encounter because warlocks uniquely get their spells back on short rests. The end result is that warlocks can focus their spells on buffing themselves and boosting their damage in every exchange. Warlocks are also highly adaptable when it comes to dealing damage. The pact weapon feature makes any warlock capable of dealing damage in melee when necessary. Beyond that, the unique warlock cantrip eldritch blast can provide adequate ranged damage all the way to level 20.

If you are looking for something a little different that offers some flexibility concerning play style, the warlock can be an incredibly fun class. My personal favorite warlock archetypes are hexblade and raven queen.

Image credit to. — Especially inventive and otherwise creative players may want to check out the wizard class. The class lacks in hard-hitting combat prowess, but makes up for it in arcane wonders. The wizard is quite disarmed when it comes to weapons focused combat. With a d6 hit die, the wizard has the lowest maximum health of all the classes.

Beyond that, the wizard is not natively proficient in any of the armor types. Consequently, the wizard is defensively the most naturally vulnerable out of all of the classes. That being said, this wizard is not without its wonders. The character knows effective AoE damage dealing spells. With this being the wizard’s most effective form of damage dealing, the class can be somewhat dependant on enemy positioning in order to really lay down severe punishment.

That being said, the wizard can still use cantrips like Firebolt and low level spells such as Scorching Ray to deal single target damage. Of course, the class’s strengths remain elsewhere. The wizard can excel when it comes to out of combat utility.

While the class’s skill checks cannot rival that of a bard or a rogue, the wizard has a bevy of fascinating spells at their disposal. Consequently, the wizard is best reserved for advanced players that are looking for a more challenging and inventive Dungeons and Dragons experience. My personal favorite wizard archetypes are the school of bladesinging and the school of war magic.B. Image credit to. — The barbarian has the potential to be one of the most fun classes to play. The character has a d12 hit die, the largest hit die in the game.

Beyond that, the barbarian’s rage ability allows the class a chance to half physical damage for a short time. Ultimately, the character’s massive hit die, rage ability and unarmored defense ability join together to make the barbarian one of the greatest tanks within Dungeons and Dragons.

Of course, the barbarian can dish out some serious damage as well. The barbarian earns a second attack at level five. Beyond that, the class gets a scaling, static damage bonus when raging. The barbarian’s reckless attack ability also allows the class advantage on attacks, though enemies will have advantage on attacks against the barbarian as a result.

Ultimately, the barbarian is capable of being a better tank than pretty much any other class. Beyond that, the class deals enough damage to threaten your standard enemy.

The class’s increased movement speed also makes the barbarian great for dashing into your enemy’s back line so that you can pressure the enemy glass canons and healers. The largest drawback of the barbarian is the class’s damage dealing is not quite on the same level as the fighter’s damage or even potentially the paladin’s damage.

The barbarian is also one of the weakest of the group when it comes to utility out of combat. That being said, the barbarian can still be incredibly useful to the team and is lots of fun to play.

My personal favorite barbarian archetypes are the ancestral guardian and the berserker.C. Image credit to. Artificer — Artificers are quite unique.

Rather than leaning on the strength of their spellcasting, artificers largely rely on the strength of their gear. Artificers have d8 hit die, making them vulnerable when it comes to maximum health. However, they also have proficiency in medium armor and shields.

Consequently, an artificer can be built into a tank but the results will be less impressive than other classes may be able to offer. An artificer can also situationally get a second attack. Of course, artificers are not proficient with martial weapons so the maximum potential for weapon damage is not as high as it could be. Still, artificers can be quite useful out of combat thanks to their multiple tool proficiencies. Beyond that, the artificer’s unique ability to boost their gear makes them marginally effective at dealing damage or tanking in combat. Ultimately an artificer is entirely capable of being useful in almost any team composition.

However, the class is less equipped for combat effectiveness or out of combat utility than some other classes. My personal favorite artificer archetype is the alchemist. Image credit to. Ranger — The ranger is uniquely equipped to guide the party to their destination. However, the ranger is not necessarily the best class for helping out once that destination is reached.

The ranger has a bevy of unique abilities that the entire party can benefit from, including the inability for the party to get lost during a lengthy journey and the ability to avoid negative effects from difficult terrain during long journeys. The ranger can also be a great scout, as the class can boost its stealth with spells like pass without a trace. Ultimately, rangers make the best scouts and the best guides for any party. However, rangers are not specially equipped for dealing damage or being tanks within combat. Rangers are proficient with medium armor and shields.

Beyond that, they have d10 hit dies. Consequently, players will be better off learning how to tank with the ranger class than dealing much damage. My favorite ranger archetypes are beast master conclave and the hunter conclave. Image credit to. Rogue — The rogue can be a tough class to master in combat.

The class is highly mobile, as rogues can disengage or dash as a bonus action. Consequently, rogues are great at diving into the enemy’s backline and pressuring some of the enemy team’s weaker members. Thanks to the rogue’s ability to hide as a bonus action, it is also highly suggested to do everything you can to avoid damage every turn. In order to increase the rogue’s sustain, move in from a distance to deal damage. Then, move away with your additional movement before using your bonus action to hide. The rogue is not really capable of tanking much, so you will want to utilize this feature as much as you can.

Thanks to the rogue’s sneak attack feature, the class is capable of dealing moderate damage. However, the rogue’s damage is largely situational and cannot compete with the damage outputs of some other classes. The rogue’s lack of combat prowess, however, is somewhat compensated for outside of battle. The rogue’s expertise and reliable talent abilities make the rogue wonderfully equipped to complete skill checks outside of combat. Consequently, the rogue is best reserved for players that want to be able to help in battle but want the freedom to truly utilize their abilities elsewhere if needed.

My favorite rogue archetypes are assassin and arcane trickster. Image credit to. Sorcerer — The sorcerer can be incredibly fun, though not as rewarding in combat as other classes. The sorcerer has a bevy of AoE damage dealing spells at their disposal. However, the class offers little concerning single target damage. Consequently, the sorcerer’s ability to deal damage is largely situational.

With a d6 hit die and no armor or shield proficiencies, the sorcerer is also defensively quite vulnerable. However, the sorcerer’s unique metamagic ability gives the class a rather uplifting quality of inventiveness. Beyond that, players that choose the divine soul archetype will also have a bevy of healing spells at their disposal. This class is not suggested for new players, but more experienced players looking for a bit more of a challenge and more inventive play style will likely have lots of fun with this class. My personal favorite sorcerer archetypes are stone sorcery and divine soul.D. — The monk is a rather interesting class, though not a particularly useful one. The monk is highly mobile, as the class gets an additional 30ft of movement by level 20 and can use their step of the wind ability to dash as a bonus action.

Consequently, the monk is best used as a gorilla fighter. Step into combat from afar, deal your damage and then use step of the wind to disengage and get away from the action. The player can also use the monk’s impressive mobility to leap into the enemy’s backline and pressure some of the enemy force’s weaker members. The issue with either of these strategies, however, is that the monk is not particularly great at tanking or at dealing damage. The monk only has a d8 hit die and will likely be more useful without a shield.

Consequently, the player will have to dump many ability points into constitution if they wish to tank at all. Beyond that, monks are only proficient with simple weapons and short swords. There are ways around this issue, but most monk builds depend on the scaling unarmed damage that is unique to the class. Thanks to the flurry of blows ability, a monk can deal up to four attacks per turn for a short time. However, an unarmed monk can not benefit from damage boosting feats like sharpshooter or great weapon master. Monks also cannot buff their damage with paladin spells like banishing smite or buff their tanking abilities with arcane spells like mirror image.

Consequently, monks are not effective tanks or really effective damage dealers. As a monk, a player can easily move around the battlefield. However, the player will have to get creative if they want to provide utility in combat.

My personal favorite monk archetypes are way of tranquility and way of the open hand.Drop a comment and let us know what you think of the official GameTruth D&D class tier list. For all your D&D needs, check out. AuthorHunter Boyce is a writer, which probably seems pretty obvious with 'author' prominently displayed. He mostly writes about video games. However, he was previously a mixed martial arts news writer.

When not writing about people pelting each other in the face or about leveling up in the latest RPG, he tends to spend his time as a web producer in Atlanta.You can shout all of your MMA and video game related quandaries at him at @SomthinClever on Twitter. Feel free to make your demands to him in ALL CAPS. He loves that.Related Posts.

DDO allows players to combine up to three of any available classes, although this is considered a more advanced way to build a character. For multiclass characters, Hit Points, Base Attack Bonus and Saving Throws of each different class are added. For example, a rogue/fighter who is level 10 (with five levels of each class) receives a Hit Point total that's equal to both a level 5 rogue and a fighter added together.

Artificer

Combining magic with weapon technology and skill, artificers can attack their enemies in multiple ways, summon pets for support, and can also spot and disable traps.

Solo Ability: Good.

Important stats:

Intelligence is the most important stat for artificers. High intelligence makes an artificer's spells more difficult for enemies to resist and gives him or her more spell points.

Constitution is important for artificers who want to increase their hit points. Some artificers may focus more on melee weapons, and for them strength is important.

Notable abilities: Inscribe Spell, Unleash Iron Defender.

Artificers use a mix of arcane magic and technology to augment items and blast foes. Wielding rapid-fire crossbows and magical 'rune arms', they have a fighting style unlike any other class.

Having less spell points than wizards and sorcerers, artificers must rely on their weapons more in battle. To achieve this, they learn how to use multiple types of crossbow and special rune arms, magic items that can charge up and shoot enemies with elemental bolts of energy.

They also have pets to aid them in battle that advance and grow with them and can be fitted with special equipment to improve their abilities.

Basic Information

Hit Die: D6
Base Skill Points Each Level: 4
Caster Type: Arcane
Spell Casting: Intelligence determines how powerful a spell a Artificer[v] can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Mastermaker, Arcane Marksman[v], Runic Champion, Arcane Marksman[v], Mastermaker, Runic Champion
True Reincarnation Feat(s): Past Life: Artificer

Bard

Using spells, skills, and powerful magical songs, Bards are the ultimate support characters, simultaneously strengthening friends and weakening foes.

Solo Ability: Challenging.

Important stats:

Charisma is the most important stat for bards. High charisma makes a bard's songs and spells more powerful and more difficult for enemies to resist and also gives him or her more spell points.

Notable abilities: Fascinate, Inspire Courage.

Playing songs is the bard's most impressive ability. With songs bards can give a boost to their allies abilities or subdue foes. The Fascinate song can mesmerize and immobilize enemies better than any other class's spells or abilities.

Bards also have mastery of many different kinds of spells. They can heal allies or attack and manipulate foes and have more spell points than any of the other melee or specialist classes.

With this special blend of abilities, bards can make any party more effective, regardless of composition.

Basic Information

Hit Die: D6
Base Skill Points Each Level: 6
Caster Type: Arcane
Spell Casting: Charisma determines how powerful a spell a Bard can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Spellsinger, Virtuoso of the Sword, War Chanter, Virtuoso of the Sword, Virtuoso of the Sword, Spellsinger, War Chanter
True Reincarnation Feat(s): Past Life: Bard

Barbarian

Barbarians possess incredible strength and offensive power. They are not as well armored as fighters, but they can absorb damage and go into a battle rage to overwhelm their enemies.

Solo Ability: Good.

Important stats:

Strength is the most important stat for barbarians. High strength boosts a barbarian's ability to hit enemies and increases the damage dealt with each attack.

Constitution is good for barbarians who want more hit points, and dexterity is good for barbarians who want increased defense.

Notable ability: Rage.

Barbarians are the beasts of the battlefield. Often using huge two-handed weapons or two weapons at once, they can deal immense amounts of melee damage.

By tapping into the raw fury of nature, barbarians can enter a battle rage that boosts their fighting ability to extreme levels, but they need to recover afterwards.

Barbarians also have the ability to shrug off or absorb some incoming physical attacks without taking damage. This is called damage reduction (DR) and can help make up for their lack of heavy armor.

Basic Information

Hit Die: D12
Base Skill Points Each Level: 4
Path(s): Savage of the Wild, Storm of Kargon, Bastion of the Outlands, Bastion of the Outlands, Savage of the Wild, Storm of Kargon, Bastion of the Outlands, Savage of the Wild, Storm of Kargon
True Reincarnation Feat(s): Past Life: Barbarian

Cleric

Divine spell casters and healers, Clerics have a broad range of spells at their command. They excel at curing ailments and healing allies but also have the ability to blast enemies with their divine power.

Solo Ability: Very Good.

Important stats:

Wisdom is the most important stat for clerics. High wisdom makes a cleric's spells more difficult for enemies to resist and gives him or her more spell points.

Charisma is important for clerics who want to be able to use divine abilities like turning more often.

Notable abilities: Turn Undead.

Clerics use divine magic and gain all of their spells as they level up. They don't have to inscribe new spells like wizards or pick a subset like favored souls. Clerics also have a special ability called Turning. They can use this to attack undead or assist allies.

Unlike wizards and sorcerers, clerics have powerful healing spells and can wear armor and use shields, granting them better protection than other casters.

When clerics are at taverns or rest shrines, they can switch to different spells to better address the challenges of their current quest. Favored souls and sorcerers cannot do this.

Basic Information

Hit Die: D8
Base Skill Points Each Level: 2
Caster Type: Divine
Spell Casting: Wisdom determines how powerful a spell a Cleric can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Warpriest of Siberys, The Font of Healing, Scourge of the Undead
True Reincarnation Feat(s): Past Life: Cleric, Past Life: Initiate of the Faith

Druid

Druids, versatile masters of nature, have many powerful shapes of wild magic. They cast spells of aid and offense, made from earth, fire, wind, and water. They shape shift into creatures like wolves, bears, and elementals of pure fire or water. And they command wolf companions, who tear and gnash at a druid's enemies.

Whether a druid fights with the smack of a staff or burn of faerie fire, their combination of nature magic and wolf ally make them deadly foes in combat. A druid's nature magic is temporarily lost should they wear metal armor. Druids are a great solo class.

Solo Ability: Good

Important stats:

Wisdom is the most important stat for druids. High wisdom makes a druid's spells more difficult for enemies to resist and also gives him or her more spell points.

Notable abilities: Wild Shape

Druids use divine magic and gain all of their spells as they level up. Druids also have the ability to change form into animals and other natural creatures. Unlike wizards and sorcerers, druids have access to healing spells, but cannot heal as much as clerics and favored souls.

Druids also have pets to aid them in battle that advance and grow with them.

Basic Information

Hit Die: D8
Base Skill Points Each Level: 4
Caster Type: Divine
Spell Casting: Wisdom determines how many spell points they get.
Path(s): Nature's Warrior, Aspirant Adept, Verdant Seeker
True Reincarnation Feat(s): Past Life: Druid, Past Life: Harbinger of Nature's Wrath

Favored Soul

Wielding divine magic to both heal and destroy, favored souls have fewer spells than clerics but can cast more often.

Solo Ability: Good.

Important stats:

Charisma is the most important stat for favored souls. High charisma grants a favored soul access to higher level spells and gives him or her more spell points.

Wisdom is also important for favored souls, especially those who want to use offensive spells, because wisdom determines how difficult a favored soul's spells are for enemies to resist.

Typical abilities: Empower Spell, Leap of Faith.

With their innate connection to the divine, favored souls can cast divine spells without needing time for study and prayer like clerics, but they can only perform a fixed number of spells in this way.

Like clerics, favored souls have access to powerful healing spells. Favored souls and sorcerers get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.

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Favored souls cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.

Basic Information

Hit Die: D8
Base Skill Points Each Level: 2
Caster Type: Divine
Spell Casting: Charisma determines how powerful a spell a Favored Soul can cast and how many spells they can cast. Wisdom determines how hard those spells are to resist.
Path(s): Angel of Vengeance, Beacon of Hope, Divine Avenger, Beacon of Hope, Angel of Vengeance, Divine Avenger
True Reincarnation Feat(s): Past Life: Favored Soul

Fighter

Fighters can use a large variety of weapons, all types of shields, and the heaviest armor. They can also train in many more combat abilities than the other melee classes.

Solo Ability: Good.

Important stats:

Strength is the most important stat for fighters. High strength boosts a fighter's ability to hit enemies and increases the damage dealt with each attack.

Constitution is also good for fighters who want more hit points.

Notable abilities: Sunder, Tower Shield Proficiency.

Fighters get more feats than any other class, and as a result they have a lot of attack options in battle. They can knock an enemy off his feet or damage multiple enemies at once with a great cleave.

Fighters are also able to use more weapons, armor, and shields than any other class. They often focus their training on a specific set of gear and become masters of their own custom fighting styles. A fighter can succeed in battle in many different ways.

Basic Information

Hit Die: D10
Base Skill Points Each Level: 2
Path(s): Stalwart Soldier, Vanguard Warrior, Whirlwind Fighter, Stalwart Soldier, Whirlwind Fighter, Stalwart Soldier, Whirlwind Fighter, Vanguard Warrior
True Reincarnation Feat(s): Past Life: Fighter

Monk

Monks use an energy called ki to perform amazing techniques in battle. Usually fighting without weapons and armor, they can assist allies or destroy enemies but take longer to master than the other melee classes.

Solo Ability: Very Good.

Important stats:

Strength and Wisdom are the most important stats for monks. Strength affects melee attack chance and damage, and high wisdom boosts a monk's defenses and amplifies many special attacks.

Dexterity is important for monks who want to further improve defense and reflexes.

Typical abilities: Stunning Fist, Deflect Arrows.

Monks can study different philisophical paths to allow them to use a number of special moves in battle.

Through intense physical training and mental discipline, monks gain the ability to generate and control ki. They use this vital energy to launch powerful combination attacks and project amazing beneficial effects.

In order to use their special abilities, monks must be in a state of physical and mental balance called being centered. To remain centered, a monk cannot wear armor and must fight unarmed or with special monk weapons like staffs and kamas.

Basic Information

Hit Die: D8
Base Skill Points Each Level: 4
Path(s): The Path of Shadow, Two-headed Heron, The Path of Light, Shintao Monk, Ninja Spy, Henshin Mystic, Henshin Mystic, Ninja Spy, Shintao Monk
True Reincarnation Feat(s): Past Life: Monk

Paladin

Paladins are supremely resilient and have a good balance of offense and defense. They protect and support allies better than the other melee classes, provide some healing, and wield the power of good as a mighty weapon.

Solo Ability: Very Good.

Important stats:

Strength and Charisma are the most important stats for paladins. Strength affects melee attack chance and damage, and high charisma makes many of a paladin's special abilities more powerful.

A moderate level of wisdom is also needed for a paladin to cast spells.

Notable abilities: Smite Evil, Lay on Hands.

Through their devotion and purity, paladins gain many special abilities. They can deal extra damage to evil creatures, can boost their own saves, and can use Lay on Hands to send powerful healing energy to allies.

At level 4, paladins get their first helpful spells which they can use to aid themselves or their party.

Paladins also get immunities to harmful effects like disease and fear, and radiate powerful protective auras that help defend all nearby allies.

Basic Information

Builder

Hit Die: D10
Base Skill Points Each Level: 2
Caster Type: Divine
Spell Casting: Wisdom determines how powerful a spell a Paladin can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): The Mighty Protector, The Flame of Justice, The Truthbringer, The Mighty Protector, The Flame of Justice, The Mighty Protector, The Truthbringer, The Flame of Justice
True Reincarnation Feat(s): Past Life: Paladin

Ranger

Rangers are extremely versatile combatants. They can act as scouts, can wield two weapons at once, and are lethal with a bow.

Solo Ability: Good.

Important stats:

Strength and Dexterity are the most important stats for rangers. Strength affects melee attack chance and damage, and high dexterity boosts a ranger's defense and ability to hit enemies with a bow.

A moderate level of wisdom is also needed for a ranger to cast spells.

Notable abilities: Favored Enemy, Two Weapon Fighting.

Rangers switch between bow and melee combat, shooting until the enemy closes to melee range, then switching weapons. They are the best class at two-weapon fighting, using a weapon in each hand. In addition, they can make very good scouts, sneaking ahead of the party and gathering information on enemies.

Rangers are also incredibly skilled with the bow. They can eventually learn remarkable techniques like shooting through groups of enemies with a single arrow or firing multiple arrows simultaneously.

Rangers can also cast several useful spells and begin to learn these at level 4.

Basic Information

Hit Die: D8
Base Skill Points Each Level: 6
Caster Type: Divine
Spell Casting: Wisdom determines how powerful a spell a Ranger can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Deepwood Sniper, Tempest, Arcane Archer, Arcane Archer, Deepwood Sniper, Tempest, Deepwood Sniper
True Reincarnation Feat(s): Past Life: Ranger

Rogue

Rogues use stealth and a variety of masterful techniques to disarm traps, unlock doors, and take down enemies with devastating sneak attacks.

Solo Ability: Challenging.

Important stats:

Dexterity is the most important stat for rogues. High dexterity boosts a rogue's defense and reflexes and improves key rogue skills like sneaking and trap disarming.

Strength is important for rogues who want to increase attack power, and intelligence is important for rogues who want to maximize their skills.

Notable abilities: Disable Device, Open Lock.

Stealthy and sly, rogues pride themselves on their skill. They are among the best at finding secret doors and traps and are the only class that can disarm traps. They can also pick locks to gain access to special areas and treasure chests.

Rogues also have a powerful ability called the sneak attack. With proper skill and strategy, they can use this to devastating effect.

Rogues make great scouts and are easily able to blend with the shadows and go undetected. Combining stealth with sneak attacking can be a powerful combination.

Basic Information

Hit Die: D6
Base Skill Points Each Level: 8
Path(s): Master Mechanic, The Dark Blade, Thief Acrobat, The Dark Blade, Thief Acrobat, The Dark Blade, Master Mechanic, Thief Acrobat
True Reincarnation Feat(s): Past Life: Rogue

Sorcerer

Sorcerers are born with the ability to use powerful magic. They have fewer spells than wizards but can cast much faster and more often.

Solo Ability: Challenging.

Important stats:

Charisma is the most important stat for sorcerers. High charisma makes a sorcerer's spells more difficult for enemies to resist and also gives him or her more spell points.

Constitution is important for sorcerers who want to increase their hit points, and dexterity is important for increasing defense.

Typical abilities: Empower Spell, Maximize Spell.

Sorcerers can innately cast arcane spells without needing academic training like wizards. They can only perform a fixed number of spells in this way, but they can cast them much faster and can do more damage over time.

Sorcerers, along with Favored Souls, get more spell points than any of the other classes. They also gain more bonus spell points from special magic items. As a result, they can cast more often.

Sorcerers cannot switch spells at taverns or rest shrines. They are able to switch spells but to do so they must undergo a special ritual that can only be done once every few days.

Basic Information

Hit Die: D4
Base Skill Points Each Level: 2
Caster Type: Arcane
Spell Casting: Charisma determines how powerful a spell a Sorcerer can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Arcane Cannon, The Dynamic Hand, The Voice of Power, Arcane Cannon, Arcane Cannon, The Voice of Power, The Dynamic Hand, The Voice of Power, The Dynamic Hand
True Reincarnation Feat(s): Past Life: Sorcerer

Wizard

Wizards can learn a huge variety of spells and can fine tune their spell list to the task. They can assist the party, summon allies, or destroy opponents with the power of the elements.

Solo Ability: Challenging.

Important stats:

Intelligence is the most important stat for wizards. High intelligence makes a wizard's spells more difficult for enemies to resist and gives him or her more spell points.

Constitution is important for wizards who want to increase their hit points, and dexterity is important for increasing defense.

Notable abilities: Inscribe Spell.

Wizards are the only class that can learn all of the arcane spells. This eventually gives them many spell options when preparing to go on a quest.

Unlike the other classes, wizards get bonus metamagic feats. These feats give them more ways to manipulate the power and duration of their spells.

At taverns and rest shrines, wizards can switch to different spells. This allows them to choose the right spell for the situation. Sorcerers and favored souls cannot do this.

Basic Information

Hit Die: D4
Base Skill Points Each Level: 2
Caster Type: Arcane
Spell Casting: Intelligence determines how powerful a spell a Wizard can cast, how many spells they can cast, and how hard those spells are to resist.
Path(s): Necromancer, The Ingenious Sage, Elementalist, The Ingenious Sage, Necromancer, Elementalist, The Ingenious Sage, Necromancer, Elementalist
True Reincarnation Feat(s): Past Life: Wizard

Warlock

Warlocks make pacts with otherworldly beings to gain power and might. This relationship between warlock and patron is somewhat like that of a cleric and deity, but beings that serve as patrons for warlocks are not gods.

Solo Ability: Good

Important stats:

Charisma is the most important stat for Warlocks. High Charisma makes Eldritch Blast and spells more difficult for enemies to resist, and also gives more spell points.

Constitution is important for Warlocks who want to increase their hit points.

Intelligence is important for increasing skills.

Notable abilities: Eldritch Blast

Warlocks summon powerful energies, attacking with Eldritch Blast. They cast spells through their connection with their patron. They can only perform a small number of spells in this way, but that is supported by their ability to endlessly inflict magical damage with their Eldritch Blasts.

Warlocks cannot easily switch spells at taverns or rest shrines, but can undergo a special ritual once every few days with the help of a Warlock trainer.

Basic Information

Hit Die: D6
Base Skill Points Each Level: 2
Path(s): Eldritch Blaster
True Reincarnation Feat(s): Past Life: Warlock