Character Creation, Part II: Class
What do you want your character to do?
Dungeons & Dragons uses a system of character classes. You start by choosing a class, and then - essentially - you play according to the rules specific to that class. Different classes are good at doing different things in different ways. In general, the three major focuses are magic, combat, and skills. Some classes are better at magic, some are better at skills, and some are better at combat.
You'll start by choosing one of the following classes. You can mix and match some classes as you gain levels, and when you gain a third level in any class, you get to choose a "subclass" that gives you some extra-special abilities within that class.
Artificer. Inventors and tinkerers, who harness magic through technology. They can make magical gadgets and weapons. Intelligence and constitution are vital traits for artificers. Subclasses of the artificer class include alchemists, artillerists, and armorers.
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| This is not the worst thing you've caught me doing. |
Barbarian. Warriors who can overwhelm enemies through short bursts of supernatural power. Strength, constitution, and dexterity are all important to a barbarian. Barbarian subclasses are based on different "primal paths"; some barbarians are zealots who get lost in a frenzy while others are deeply spiritual and call upon ancestral forces to aid them. Others are simply reckless, raging abominations.
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| You forgot: cute and fluffy too! |
Bard. Performers who use their artistry to cast spells and inspire others. Bards are charismatic and dexterous. Bard subclasses are based on "colleges" that focus on different forms of performance, like music, dancing, oratory, etc. Bards are more than entertainers though; they have a way to do almost anything, so they're generally handy all around.
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| You're welcome. |
Cleric. Worshippers of powerful beings who are able to call upon their gods to help them cast spells, accomplish miracles, and dispense wisdom. Clerics use wisdom to cast spells, but charisma helps them negotiate social situations and constitution helps them focus on their magic. Cleric subclasses are based on the domain their deity falls within, like 'life', 'death', or 'trickery'.
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| Our goddess Karametra would counsel you to... dig a little deeper. |
Druid. Worshippers of primal forces who are able to channel that power into their magic and even transform their bodies. Druids rely chiefly on wisdom, but constitution is important for maintaining concentration on their spells, and dexterity keeps them alive in human form. Druid subclasses are based on 'Circles' that shape their spell lists and influence what they can "wild shape" into.
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| Every rock and tree and creature has a life, has a spirit, has a name - And I'm willing to call in some favors. |
Fighter. Soldiers that excel in combat through skill and physical excellence, won through hard work, dedication, and discipline. Fighters can be nimble duelists or armored heavy weights, depending on their physical stats. Fighter subclasses are based around archetypes that reflect special skills or magical enhancements.
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| Let's get down to business... |
Monk. Martial artists that use mental or spiritual techniques to enhance their physical abilities. Monk subclasses are based on different philosophies like the "Way of the Elements" or the "Way of the Open Hand". Monks focus on dexterity and wisdom, but like to get up-close and personal with enemies.
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| Get over here! (Yeah, Disney failed me on this one.) |
Paladin. Heroes and villains that can fight well, cast a few spells, and even heal their allies. Paladin subclasses are based on the sort of causes they are committed to, like the "Oath of Vengeance", "Oath of Glory", or "Oath of the Ancients". Paladins need strength if they intend to wear armor, and charisma to back their spellcasting. Obviously they also need high constitution, so that...
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| They can go the distance. |
Ranger. Survivalists and explorers that combine some of the combat abilities of a fighter with the spellcasting abilities of a druid. Rangers especially need high dexterity and wisdom, but also benefit from decent strength and constitution. Their subclasses are a bit eclectic; the beast master subclass lets you get a special pet!
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| I see the line where the sky meets the horizon, and I wonder how far I'll go. |
Rogue. Cunning, trickery, and speed characterize rogues. They emphasize dexterity above all else. Their subclasses are based around archetypes such as assassins, swashbucklers, tricksters, and thieves. Rogues are lots of fun...
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| If you can stay one jump ahead. |
Sorcerer. Magic runs in their blood, for better or worse, giving them innate access to great power, which they can wield in strange ways. Sorcerers need high charisma for casting their spells, but high stats in dexterity and constitution help them stay alive. Sorcerer subclasses are based on the source of a sorcerer's innate power, and shapes the spells that they can cast. A sorcerer with a trace of white dragon in their bloodline can be a chilling opponent.
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| Time to let it go. |
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| I have friends on the other side. |
Wizard. Some people have to work for their magic. A lot. Relying on their intelligence, wizards spend long hours studying and diligently copying spells into their spell-books. But you know what comes with hard work?
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| PHENOMENAL COSMIC POWER!!! |













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