Classes
All 12 D&D 5e SRD classes — hit dice, primary ability, armor, and key features.
Choosing a class
Your class is your primary source of abilities, hit points, and proficiencies. Put your highest ability score in your class's primary ability. All 12 SRD classes are available at character creation.
Class overview
| Class | Hit Die | Primary Ability | Armor | Role | | --------- | ------- | --------------- | ---------------------------------------- | ---------------------------------------- | | Barbarian | d12 | STR | Light, medium, shields | Melee tank with Rage damage resistance | | Bard | d8 | CHA | Light | Support caster with inspiring abilities | | Cleric | d8 | WIS | Light, medium, shields (heavy if domain) | Divine caster — healing and damage | | Druid | d8 | WIS | Light, medium, shields (non-metal) | Nature caster with Wild Shape | | Fighter | d10 | STR or DEX | All armor, shields | Versatile martial with multiple attacks | | Monk | d8 | DEX & WIS | None | Unarmed combat with Ki points | | Paladin | d10 | STR & CHA | All armor, shields | Holy warrior with smites and auras | | Ranger | d10 | DEX & WIS | Light, medium, shields | Hunter with spells and terrain expertise | | Rogue | d8 | DEX | Light | Sneak Attacker with Cunning Action | | Sorcerer | d6 | CHA | None | Innate magic with Metamagic | | Warlock | d8 | CHA | Light | Pact magic with powerful Invocations | | Wizard | d6 | INT | None | Broadest spell list, Spellbook mastery |
Key class features
Barbarian — Rage: Bonus action to enter Rage. While raging: advantage on STR checks and saves, +2 damage with melee attacks, resistance to bludgeoning/piercing/slashing damage. Lasts 1 minute or until you don't attack or take damage for a turn.
Bard — Bardic Inspiration: Give a creature a d6 (scaling up as you level) they can add to one ability check, attack roll, or saving throw within 10 minutes.
Cleric — Channel Divinity: Once per rest ability that varies by domain. All Clerics can Turn Undead (forcing undead to flee).
Druid — Wild Shape: Transform into a beast whose CR is within your limit for 2 hours. You keep mental ability scores and proficiencies; you use the beast's physical stats.
Fighter — Action Surge: Once per rest, take one additional action on your turn. At 5th level, gain Extra Attack (attack twice with one Attack action).
Monk — Ki: Pool of ki points per rest. Spend them on Flurry of Blows (two unarmed strikes as bonus action), Patient Defense (Dodge as bonus action), Step of the Wind (Disengage/Dash as bonus action), Stunning Strike.
Paladin — Divine Smite: After a hit, expend a spell slot to deal extra radiant damage — 2d8 per slot level above 0 (3d8 on a critical hit).
Ranger — Favored Enemy + Natural Explorer: Advantage tracking certain enemy types; double proficiency for certain terrain skills.
Rogue — Sneak Attack: Once per turn, when you have advantage on an attack or an ally is adjacent to the target, deal extra 1d6 (scaling by level) damage.
Sorcerer — Metamagic: Spend Sorcery Points to modify spells — Subtle (no verbal/somatic components), Twinned (target two creatures), Quickened (cast as bonus action), Empowered (reroll damage dice).
Warlock — Pact Magic: Spell slots refresh on a short rest. All slots are the same level (determined by your Warlock level). Eldritch Invocations grant passive and active abilities.
Wizard — Spellbook: Know spells by copying them into your book. Prepare any spells from your book each day. Arcane Recovery: short rest to recover spell slots.