Class and subclass options for Dungeons & Dragons 5e for all published books, Unearthed Arcana, and the Elemental Evil Players Companion.
Class | Hit Die | Primary Ability | Secondary Ability | Saving Throw Proficiencies | Armor and Weapon Proficiencies | Source |
---|---|---|---|---|---|---|
Artificer | d8 | INT | CON or DEX | CON & INT | Light and medium armor, shields, simple weapons, hand crossbows, and heavy crossbows | TCoE 9 |
Alchemist | Use potions to heal allies & damage opponents; gain a homonculus ally. | TCoE 14 | ||||
Armorer | Iron Man, but with magic instead of technology. | TCoE 15 | ||||
Artillerist | Create magical items like Portal turrets, gun wands, and fortifications. | TCoE 17 | ||||
Battle Smith | Ranger-y with support spells and a mechanical pet that acts on your initiative. | TCoE 18 | ||||
Barbarian | d12 | STR | CON | STR & CON | Light and medium armor, shields, simple and martial weapons | PHB 46 |
Path of the Ancestral Guardian | Spectral warriors hinder attacks against others, reduce damage against others, and do some damage. | XGtE 9 | ||||
Path of the Berserker | High survivability with bonus attacks and counter attacks. | PHB 49 | ||||
Path of the Storm Herald | TODO | XGtE 10 | ||||
Path of the Totem Warrior | Spirit animal grants you bonuses while raging. | PHB 50 | ||||
Path of the Zealot | Battle with the fury of the gods, who grant benefits to damage, resurrection spells targeting you, limited advantage on saving and attack throws, and the ability to inspire others. | XGtE 11 | ||||
Bard | d8 | CHA | DEX or STR | DEX & CHA | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords. | PHB 51 |
College of Glamour | Use Fey-taught performances to buff allies and charm opponents. You can also command others without casting a spell. | XGtE 14 | ||||
College of Lore | Insult others to give them penalties; extra knowledge, skills, and spells. | PHB 54 | ||||
College of Swords | Fighter-y with high mobility, extra attacks, and special flourishes that deal more damage and add to AC, damage multiple enemies, or push opponents away. | XGtE 15 | ||||
College of Valor | More combat focused; can inspire greater damage or defense. | PHB 55 | ||||
College of Whispers | Manipulate the minds of others to deal extra damage, frighten others with words, and disguise yourself as fallen humanoids. | XGtE 16 | ||||
Cleric | d8 | WIS | DEX or STR | WIS & CHA | Light and medium armor, shields, simple weapons | PHB 56 |
Forge Domain | Give +1 to weapons or armor, gain fire and weapon related spells, channel divinity to “forge” objects, and gain resistance to fire and +1 to AC. | XGtE 18 | ||||
Grave Domain | Gain power over death, to prevent it, delay it, or to bring it forth. | XGtE 19 | ||||
Knowledge Domain | Wizard-y with extra languages, skill proficiencies, and doubled proficiency bonuses. | PHB 55 | ||||
Life Domain | Bonuses to healing, heavy armor | PHB 60 | ||||
Light Domain | Paladin-y with disadvantage to attackers, banish darkness and deal radiant damage. | PHB 60 | ||||
Nature Domain | Druid-y with elemental damage manipulation. | PHB 60 | ||||
Tempest Domain | Fighter-y with damage retribution and thunder/lightning damage benefits. Can fly at high levels. | PHB 61 | ||||
Trickery Domain | Rogue-y with illusory duplicate of yourself that lets you cast spells from its location and gives advantage on attack rolls when flanking. | PHB 63 | ||||
War Domain | Barbarian-y with bonus attacks, increased chance to hit, and extra damage. | PHB 63 | ||||
Druid | d8 | WIS | CON | INT & WIS | Light and medium armor (nonmetal), shields (nonmetal), clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears | PHB 64 |
Circle of Dreams | Blessings of the Fey allow you to heal others, provide safety during rests, and allow you to teleport yourself or others short distances. | XGtE 22 | ||||
Circle of the Land | Limited spell slot recovery on short rest, extra spells | PHB 68 | ||||
Circle of the Moon | Wild shape is bonus action, healing in wild shape, higher CR wild shape forms. | PHB 68 | ||||
Circle of the Shepherd | Gain a spirit totem that projects beneficial auras to you and your allies. Improved conjuring of beasts. | XGtE 23 | ||||
Fighter | d10 | STR or DEX | CON | STR & CON | All armor, shields, simple and martial weapons | PHB 70 |
Arcane Archer | Magically imbue some attacks with impressive benefits, imbue arrows with magic and redirect misses. | XGtE 28 | ||||
Battle Master | Fighting maneuvers offer major combat bonuses | PHB 73 | ||||
Cavalier | You ride a horse, lock enemies in on yourself, and prevent them from moving away. | XGtE 30 | ||||
Champion | Increased crit range, add 1/2 proficiency bonus to STR, DEX, CON checks, extra fighting style at high levels. | PHB 72 | ||||
Eldritch Knight | Battle caster with spellcasting ability, bond to weapons to avoid being disarmed and summon them. | PHB 74 | ||||
Samurai | Intensity in battle grants you advantage on attack rolls and temp HP while discipline grants persuasion bonus and proficiency in a saving throw. | XGtE 31 | ||||
Monk | d8 | DEX | WIS | STR & DEX | Simple weapons, shortswords | PHB 76 |
Way of the Drunken Master | Mimic the jerky, uneasy sways of a drunkard into a combat performance, granting disengage, faster standing, and the ability to redirect missed melee attacks against you. | XGTE 33 | ||||
Way of the Four Elements | Spend Ki to get various elemental benefits | PHB 80 | ||||
Way of the Kensei | Channel Ki into weapons to become a more damaging, tank-y Monk. | XGtE 34 | ||||
Way of the Open Hand | Buff Flurry of Blows attacks, add healing and self-protection. | PHB 79 | ||||
Way of the Sun Soul | Throw bolts of radiant energy and create cones a of fire to deal damage. | XGtE 35 | ||||
Paladin | d10 | STR | CHA | WIS & CHA | All armor, shields, simple and martial weapons | PHB 82 |
Oath of the Ancients | Nature flavored with Druid-y spells, protective aura against spell damage, restrain enemies, and turn fey and fiends. | PHB 86 | ||||
Oath of Conquest | Frighten and control opponents. | XGtE 37 | ||||
Oath of Devotion | Protection spells, channel divinity to increase attack rolls and turn fiends and undead. | PHB 85 | ||||
Oath of Redemption | Prefer diplomacy to violence, punish violence by reflecting damage, and defend allies by taking damage for them. | XGtE 39 | ||||
Oath of Vengeance | Frighten enemies and get single target advantages. Batman/avenging angel themed. | PHB 88 | ||||
Ranger | d10 | DEX | WIS | STR & DEX | Light and medium armor, shields, simple and martial weapons | PHB 89 |
Beast Master | Get a combat animal companion. | PHB 93 | ||||
Gloom Stalker | Lurk in the dark and ambush enemies for extra attacks and damage. | XGtE 41 | ||||
Horizon Walker | Manipulate the planes to become ethereal and teleport before attacking, as well as making weapon attacks use force damage and gain bonus damage. | XGtE 42 | ||||
Hunter | Highly customizable with options for increased damage, additional attacks, and interesting defensive options. | PHB 93 | ||||
Monster Hunter | Determine creatures strengths and vulnerabilities, designate your prey who you gain advantages against. | XGTE 43 | ||||
Rogue | d8 | DEX | DEX & INT | Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords. | PHB 94 | |
Arcane Trickster | 1/3 spellcaster with Mage Hand antics and spell stealing. | PHB 97 | ||||
Assassin | Massive damage on targets who haven’t attacked yet and disguise/infiltration expertise. | PHB 97 | ||||
Inquisitive | XGtE 45 | |||||
Thief | Criminal, treasure hunter, explorer, investigator. | PHB 97 | ||||
Sorcerer | d6 | CHA | CON | WIS & CON | Daggers, darts, slings, quarterstaffs, light crossbows | PHB 99 |
Draconic Bloodline | Great Grandmama was a dragon. You get some benefits of that, including flying at medium-high levels. | PHB 102 | ||||
Wild Magic | Sometimes can’t control magic. Chaos ensues. Limited manipulation of dice rolls. | PHB 103 | ||||
Warlock | d8 | CHA | CON | WIS & CHA | Light armor, simple weapons | PHB 105 |
The Archfey | Manipulate the minds of others with charm, frighten, invisibility, and illusion. | PHB 108 | ||||
The Fiend | Barbarian-y. Benefits to martial style fighting including lots of temporary hit points and damage spells. | PHB 109 | ||||
The Great Old One | Some telepathic communication and control spells, and some minor defensive boons. | PHB 109 | ||||
Wizard | d6 | INT | CON | INT & WIS | Daggers, darts, slings, quarterstaffs, light crossbows | PHB 112 |
School of Abjuration | Magically protect yourself and others | PHB 115 | ||||
School of Conjuration | Magically create objects and creatures. | PHB 116 | ||||
School of Divination | Roll d20s and optionally use those results in place of another roll. Gain a perception benefit such as Darkvision or see invisibility. | PHB 116 | ||||
School of Enchantment | Hypnotize creatures, charm creatures to attack others, enchant multiple creatures. | PHB 117 | ||||
School of Evocation | Control the shape and increase the damage of Evocation spells. Cantrips can damage creatures who save | PHB 117 | ||||
School of Illusion | Use illusions to avoid damage, change the nature of illusions, and make parts of illusions real for a limited time. | PHB 118 | ||||
School of Necromancy | Absorb health from foes you kill, buff your animate dead spell, resist necrotic damage, and take control of undead creatures. | PHB 118 | ||||
School of Transmutation | Alchemy, choice of various benefits through transmuter’s stone, limited polymorph on self, and at high levels raise dead, fully heal (including ailments), and a couple of other things. | PHB 119 |