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Character class (Dungeons & Dragons)

A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game. A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character.[1] A character's class affects a character's available skills and abilities. A well-rounded party of characters requires a variety of abilities offered by the classes found within the game.

Dungeons & Dragons was the first game to introduce the usage of character classes to role-playing.[1] Many other traditional role-playing games and massively multiplayer online role-playing games have since adopted the concept as well. Dungeons & Dragons classes have generally been defined in the Player's Handbook, one of the three core rulebooks; a variety of alternate classes have also been defined in supplemental sourcebooks.

Classes by type edit

Principal base classes edit

These classes have appeared as character classes in the core books of multiple published editions:

Alternative base classes edit

While the main character classes available have remained fairly consistent since the 1st edition of Advanced Dungeons & Dragons, a variety of alternate base classes have been offered in supplemental books. The release of Unearthed Arcana in 1985, for instance, introduced the base class of Barbarian and reworked Paladins to be a type of the new base class "Cavalier".[2] Oriental Adventures also introduced a number of alternate classes more appropriate for an Eastern setting.[3] The 2nd edition added several completely new base classes (e.g. Runecaster and Shaman);[4][5] in addition, supplemental handbooks offered a variety of "kits" to customize each base class,[6][7] and the Dungeon Master's Guide offered rules for creating new character classes.[8] The 3rd edition introduced five classes for use in creating non-player characters in its Dungeon Master's Guide.[9]

Non-core base classes are considered optional and do not always exist in all settings.[3][10] For example, the Samurai class introduced in the Oriental Adventures book may not make sense in a game set in a standard European-style realm. Similarly, classes associated with psionics such as the Psychic Warrior do not apply to worlds without psionics.

Multiclassing edit

Most editions of Dungeons & Dragons have allowed for the possibility to either advance in more than one class simultaneously, alternately taking levels in more than one class, or branching out in a second (or more) class at a specific point defined by the first class, a concept generally called "multiclassing".[11][12]: 82–84 

In the 1st and 2nd editions, changing a character's class is difficult. Only those playing as humans can, and it requires extremely high stats to do so. This is called "dual-classing". Non-humans, on the other hand, can "multiclass" where they effectively learn two (and rarely even three) classes at the same time at the cost of slower level progression for that character.[12]: 82–84 

The 3rd edition allows players to mix and match levels from any number of classes, though certain combinations are more effective than others. In addition, Prestige classes add more options for multiclassing.[12]: 82–84  This edition offers the most freedom regarding multiclassing. There are, however, penalties to the rate of experience point gained if classes are added haphazardly. The 3rd edition version of Unearthed Arcana includes rules for gestalt characters which combine the advantages of two classes.

The 4th edition allows characters to take a feat that grants access to specific facets of another class. The class-specific multiclass feats are also prerequisites for the power-swap feats, each of which allows the character to swap out a daily, encounter, or utility power from their first class for one from their second class. Also, at level 11, a character with a multiclass feat and all of the power-swap feats is eligible for paragon multiclassing, which allows them to gain additional powers from their second class in lieu of taking a Paragon Path. Some classes are only available through multiclassing; the first such class was Spellscarred, introduced in the Forgotten Realms Player's Guide.[13] In the 4th Edition, each character can only multiclass into a single class, unless otherwise stated by their primary class (such as the Bard). The Player's Handbook III introduced "hybrid" classes, a deeper form of multiclassing in which elements of two classes are combined each level.

In the 5th edition, multiclassing requires minimum ability scores before it can be chosen; however, the requirements are not as steep as in previous editions. The core classes only require an ability score of 13 or greater in the specific requisite score, except for the Monk, Paladin and Ranger (who need 13s in two stats).[14][15][16]

Classes by editions edit

Original Dungeons & Dragons edit

Original Dungeons & Dragons classes
Source Classes
Book I: Men and Magic Cleric, Fighting-Man, Magic-User
Supplement I: Greyhawk Paladin, Thief
Supplement II: Blackmoor Assassin, Monk
Supplement III: Eldritch Wizardry Druid

In the original Dungeons & Dragons boxed set, there were only three main classes: the Cleric, the Fighting man, and the Magic-User. The first supplement, Greyhawk, added the Thief as a fourth main class, as well as the Paladin as a Fighting Man subclass. These four fantasy gaming archetypes represent four major tactical roles in play: the Fighter offers direct combat strength and durability; the Thief offers cunning and stealth; the Cleric provides support in both combat and magic; and the Magic-User has a variety of magical powers. In many ways, other classes are thought of as alternatives that refine or combine these functions.

Each of the playable races had different amounts of access to the classes. Dwarves could be Fighters or Fighter/Thieves, with Fighter/Cleric possible for NPCs. Halflings were restricted to the Fighting Man and Thief classes. Elves were restricted to Fighter/Magic-User, Fighter/Magic-User/Thief, and Thief class options, with Fighter/Magic-User/Cleric an option for elven NPCs. Half-Elves (introduced in Greyhawk) could be Fighter/Magic-Users, Fighter/Magic-User/Clerics, or Thieves. All four non-human races had limited level advancement except in the Thief class. Humans could be any single class with no level restriction.

Advanced Dungeons & Dragons 1st edition edit

Player's Handbook classes[17]
Base class Sub-classes
Bard n/a
Cleric Druid
Monk n/a
Thief Assassin
Fighter Paladin, Ranger
Magic-User Illusionist

Advanced Dungeons & Dragons loosened the restrictions on race and class combinations, although non-human races often had restricted choices among classes and maximum levels they could reach in a class. Additional classes that had first appeared in supplements and articles in The Strategic Review magazine were included as base classes. The Player's Handbook also introduced the bard as a sixth base class; however, its usage in 1st edition was more akin to what would be called a prestige class in later editions, as it was not a legal choice for a starting character. Instead, a character had to start as a fighter, change classes to a thief, and finally switch classes once more to become a bard.

A character's ability scores directly tied into what class choices were legal for them. For instance, a character wishing to be a fighter required at least 9 strength; the more discriminating monk required 15 strength, 15 wisdom, 15 dexterity, and 11 constitution.[18] Unusually high or low ability scores could proscribe class choice further; "too high" an intelligence could prohibit being a fighter, while a charisma of 5 or less would require the character to become an assassin. High ability scores in statistics considered pertinent to the class would grant an experience bonus.

The Player's Handbook brought about other changes in the game and its character classes.[19] Fighters, clerics, and thieves have increased hit dice compared to the original edition. The book also made changes to how the strength score of a character affects their chances to hit in combat and cause damage, as well as how much weight they can carry, and the roll to open doors successfully. A higher intelligence score grants an increased chance for both knowledge of spells and ability to learn languages. A higher wisdom score now granted clerics a bonus to their spells, while low wisdom imposed a possibility that their spells will fail. New charts detail the effects of the constitution, dexterity, and charisma scores for characters. Each of the five main character classes and five sub-classes had its own table for charting gains on experience points; for most of these classes it now required more experience points than before to reach beyond third or fourth levels. The book also introduced multiclassed characters to the game.[19]

Unearthed Arcana added the Cavalier, Barbarian, and Thief-Acrobat classes.

Dungeons & Dragons Basic Set edit

Dungeons & Dragons Basic Set classes
Category Classes
Human classes Cleric, Fighter, Magic User, Thief
Demi-human classes Dwarf, Elf, Halfling
Later additions Avenger, Druid, Gnome, Knight, Mystic, Paladin

The second version of the Dungeons & Dragons Basic Set combined the idea of race and class; non-human races did not have classes. Hence, a character might be a (human) Cleric or else simply an "Elf" or "Dwarf". The Basic Set presented four human classes: Cleric, Fighter, Magic User, and Thief, and three demi-human classes: Dwarf, Elf, and Halfling. The Companion Set introduced four optional classes for high-level characters: the Avenger, Paladin, and Knight for Fighters, and the Druid for Clerics. The Master Set introduced one additional class: the Mystic. The Rules Cyclopedia included in its final pages instructions on modifying the Halfling class into a Gnome class, adding that as an option. The Gazetteer series included many optional classes for humans and non-humans, including the shaman (GAZ12) and shamani (GAZ14). Additional human and race classes were also presented in other supplements.

Advanced Dungeons & Dragons 2nd edition edit

AD&D 2nd Edition classes
Group Class
Warrior Fighter
Paladin
Ranger
Wizard Mage
Specialist wizard
Priest Cleric
Druid
Priest of specific mythos
Rogue Thief
Bard

The 2nd edition of Advanced Dungeons & Dragons attempted to streamline what had become a hodgepodge of rules that only applied in specific cases in 1st edition. As such, it sought to simplify the rules and straighten out contradictions. Character classes were divided into four groups or "metaclasses": Warrior, Wizard, Priest, and Rogue. Each of these groups had a "base" class which only required at least a 9 in the "prime requisite" ability in Fighter, Mage, Cleric, and Thief; these were intended to be playable in any setting. The Player's Handbook went on to say that "all of the other classes are optional".[20] Each group of classes had the same hit dice (determining hit point growth), THAC0 progression, and saving throw table.[20] 2nd edition maintained minimums in certain statistics to qualify for some classes, but removed many of the other restrictions such as one extremely low ability forcing a character into a specific class.

Class-specific supplements for 2nd edition introduced a number of additional class modifications called kits, which allowed players to create characters with particular themes without having to introduce additional classes. The assassin, barbarian, and monk were re-implemented in such fashion.

Supplemental books introduced new classes. The barbarian returned as a class in the Complete Barbarian's Handbook which also introduced the shaman. The berserker and the runecaster classes appeared in the Viking's Campaign Sourcebook, and the manteis in the Celts Campaign Sourcebook. The psionicist class was introduced in the Complete Psionics Handbook. Campaign settings also introduced new classes, such as the magician and guilder from Birthright, the gladiator and trader from Dark Sun, and the anchorite and arcanist from Ravenloft.

Changes from 1st edition edit

Magic-using classes were altered in the 2nd edition. The 2nd edition had two unified spell groups, one for wizard spells and another for priest spells. These lists were then further subdivided by school of magic and sphere of influence, respectively. Different classes had access to different schools or spheres, allowing for each class to have distinct spell lists.

The illusionist class from 1st edition, for example, became a type of specialist wizard; specialists gained the ability to cast extra spells of their chosen school of magic in exchange for the inability to cast spells of "opposed" schools; an illusionist would gain extra spells per day in the school of illusion, but would be denied access to the schools of abjuration, necromancy, and evocation.

A similar distinction was made for priests. 2nd edition introduced priests of a specific mythology who would gain their own specific abilities, restrictions, and sphere of influence selection. The druid was provided as an example; the specification of other specialty priests was left to dungeon masters and setting books. As an example, a specialty priest of Tempus, the god of war in the Forgotten Realms campaign setting, can incite a berserker rage in allies and lacks the "only blunt weapons" restriction of normal clerics. The selection of spheres of influence worked similarly to the allowed and forbidden schools of magic.

The bard class was changed to be a normal class that could be chosen at character creation. The assassin and monk classes were removed from the 2nd edition Player's Handbook.[12]: 84  The Dungeon Master's Guide clarified the rationale behind the decision in a section on creating new character classes:

What is a Viking but a fighter with a certain outlook on life and warfare? A witch is really nothing but a female wizard. A vampire hunter is only a title assumed by a character of any class who is dedicated to the destruction and elimination of those loathsome creatures.

The same is true of assassins. Killing for profit requires no special powers, only a specific reprehensible outlook. Choosing the title does not imply any special powers or abilities. The character just uses his current skills to fulfill a specific, personal set of goals.

— Dungeon Master's Guide, 2nd edition

Dungeons & Dragons 3rd edition edit

Classes in 3rd edition Dungeons & Dragons
Source Classes
Player's Handbook Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard
Player's Handbook II Beguiler, Dragon Shaman, Duskblade, Knight
Complete series Ardent, Divine Mind, Favored Soul, Hexblade, Lurk, Ninja, Samurai, Scout, Shugenja, Spellthief, Spirit Shaman, Swashbuckler, Warlock, Warmage, Wu Jen
Setting-specific Artificer (Eberron); Eidolon, Eidoloncer (Ghostwalk); Mystic, Noble (Dragonlance); Shaman, Sohei (Oriental Adventures)
Other Archivist, Binder, Crusader, Dread Necromancer, Incarnate, Psion, Psychic Warrior, Shadowcaster, Soulborn, Soulknife, Swordsage, Totemist, Truenamer, Warblade, Wilder

The 3rd edition abolished the practice of grouping classes directly, allowing hit dice, attack bonus, and saving throws to vary for each particular class again. 3rd edition also saw the return of the Monk as a base class, the creation of the new Sorcerer class, and the inclusion of Barbarian as a base Player's Handbook class, previously described in 1st edition's Unearthed Arcana rules and as an optional kit in 2nd edition. Ability requirements on classes and experience bonuses were abolished, though a low score in an ability that is important to a class would still adversely affect a character in it.

3rd edition allows for a much more fluid idea of multiclassing than earlier editions, as one unified experience-points-per-level table was made. Rather than earlier editions' rules on splitting experience, characters can simply choose which class they wish to take a new level in and add the appropriate bonus from the class.

Prestige classes were also introduced in the 3rd edition's Dungeon Master's Guide, with new classes only available at higher levels and after meeting several prerequisites.

In addition to the eleven classes presented in the PHB, various alternate base classes were presented in supplements, and the Dungeon Master's Guide presented five weaker classes designed for NPCs (the adept, aristocrat, commoner, expert, and warrior). Low-level humanoid monsters, such as goblins, have levels in an NPC class instead of racial hit dice.

In addition to class variants for the eleven core classes, many of the supplemental books introduce new base classes that can be taken from first level or multiclassed into, such as the Warlock from Complete Arcane. Some of these books also present prestige classes which have entry requirements only accessible by taking levels in the base classes described in those books (e.g. the Soulcaster prestige class requires the soulmelding class ability, only offered by the three classes in Magic of Incarnum).

Prestige classes edit

Prestige classes were introduced in 3rd edition as a further means of individualizing a character.[12]: 64  They expand upon the form of multiclassing and are inaccessible at first level, specifically meant to be multiclassed into from the base classes. To attain a specific prestige class, a character must first meet a number of prerequisites, such as certain feats or membership in a specific organization. Prestige classes offer a focus on different abilities that may be difficult to attain otherwise; for example, the 3rd edition version of the Assassin prestige class grants minor magical powers, more sneak attack damage, and better usage of poison.

The 3rd edition Dungeon Master's Guide included prestige classes such as the Arcane Archer, Blackguard, Mystic Theurge, and Shadowdancer, while the 3.5 revision additionally included classes such as the Arcane Trickster, Archmage, Dragon Disciple, and Duelist. Many other sourcebooks introduced additional prestige classes, such as the Bladesinger in Tome and Blood; Blighter, Geomancer, Shifter, Verdant Lord in Masters of the Wild; Divine Champion in Forgotten Realms Campaign Setting; Cerebremancer and Elocater in Expanded Psionics Handbook; Fochlucan Lyrist in Complete Adventurer; and Chameleon in Races of Destiny. Some of these classes were readjusted for balance in the 3.5 revision of the game.

Dungeons & Dragons 4th edition edit

Classes in 4th edition
Class Power source Role
Player's Handbook
Cleric Divine Leader
Fighter Martial Defender
Paladin Divine Defender
Ranger Martial Striker
Rogue Martial Striker
Warlock Arcane Striker
Warlord Martial Leader
Wizard Arcane Controller
Player's Handbook 2
Avenger Divine Striker
Barbarian Primal Striker
Bard Arcane Leader
Druid Primal Controller
Invoker Divine Controller
Shaman Primal Leader
Sorcerer Arcane Striker
Warden Primal Defender
Player's Handbook 3
Ardent Psionic Leader
Battlemind Psionic Defender
Monk Psionic Striker
Psion Psionic Controller
Runepriest Divine Leader
Seeker Primal Controller
Eberron Player's Guide
Artificer Arcane Leader
Forgotten Realms Player's Guide
Swordmage Arcane Defender
Dragon magazine
Assassin Shadow Striker
Heroes of Shadow
Vampire Shadow Striker

The 4th edition heavily retooled the class system in favor of a more unified set of mechanics for characters, which was in part intended to reduce some of the perceived imbalance between spellcasters and non-spellcasters in the 3rd edition. Classes can be defined as the combination of a character role with a power source and are differentiated by what active-use class features and powers they give, all of which follow the same pattern of at-will, once per encounter, once daily, and utility powers.

The 4th edition Player's Handbook does not include some classes from 3rd edition, such as the Barbarian, Bard, Druid, Monk, and Sorcerer (though these classes returned in the second and third volumes of the Player's Handbook), but does include the Warlock (originally introduced in the 3.5 edition sourcebook Complete Arcane) and Warlord (originally introduced as the Marshal in the 3rd edition Miniatures Handbook) which had not appeared in the Player's Handbook in previous editions. Twenty-six classes were released in total.

Different classes draw on different power sources for their abilities.[21] The power sources used by the Player's Handbook classes are arcane, divine, and martial. Arcane classes gain magical energy from the cosmos, divine classes receive their power from the gods, and martial classes draw power from training and willpower.[22] The Player's Handbook 2 introduces the primal power source, which draws power from the spirits of the natural world and features transformation as a theme. Dragon No. 379 included the Assassin class, introducing the shadow power source. The Player's Handbook 3 introduced the psionic power source, which draws power from the mind. Player's Option: Heroes of the Elemental Chaos introduced builds that use the elemental power source.[23]

Characters of a given class are said to fill a particular character role in the party, especially in combat. Leaders are focused on buffing and healing allies. Controllers focus on affecting multiple targets at once, either damaging or debuffing them, or altering the battlefield's terrain. Defenders focus on blocking attacking enemies or drawing their attacks to themselves and are typically focused on melee combat. Strikers are focused on mobility, dealing heavy damage to single targets and avoiding attacks. A character may fill secondary roles depending primarily on their choice of powers; for example, a Fighter may have Controller as a secondary role by choosing powers that subject enemies to forced movement. While some Leader and Striker classes and builds are focused towards either melee or ranged combat, the roles as a whole are not.

Paragon paths and epic destinies edit

The optional prestige classes from earlier editions have been replaced by paragon paths and epic destinies as methods of character customization. Each character may choose a paragon path upon reaching the paragon tier at level 11 and an epic destiny upon reaching the epic tier at level 21.

Paragon paths are often (though not always) class-specific, and some have additional prerequisites. Other paragon paths are restricted to members of a certain race or are associated with a nation or faction in a campaign setting. Paragon paths generally expand on a character's existing abilities. For example, fighter paragon paths improve a character's toughness, resilience, or damage with melee weapons.

Epic destinies generally have looser prerequisites than paragon paths; many are available to multiple classes, and some, such as Demigod and Eternal Seeker, have 21st level as their only prerequisite. Each epic destiny includes at least one way in which a character can establish a legacy and at least one way in which a character can retire. Most epic destinies provide fewer benefits than paragon paths, but the benefits that they provide are far more powerful. A common feature of an epic destiny is to allow characters to (usually once per day) return to life or otherwise continue to function after dying.

Unlike prestige classes, a character may only take a single paragon path and a single epic destiny, and path and destiny advancement is in addition to class advancement rather than being in lieu of it.[24][25]

Dungeons & Dragons 5th edition edit

Classes in the 5th edition are mechanically and thematically similar to the versions in the 3rd edition. Classes gain new abilities as they reach each level, allowing them to combat stronger monsters and more difficult perilous situations, but unlike 4th edition, lower-level opponents remain threatening as power levels do not scale in tandem.[26]

There are 12 classes included in the 5th edition Player's Handbook (2014).[27][28] Only one other character class, the Artificer, was introduced in another sourcebook, namely in Eberron: Rising from the Last War (2019),[29] and was included (with slight changes) in Tasha's Cauldron of Everything (2020).[30]

Subclasses edit

Each class in the Player's Handbook (2014) has multiple subclasses, which allow players to choose an archetype of their class they want to follow (e.g. the Berserker Barbarian, the Evoker Wizard, the Wild Magic Sorcerer, the Beastmaster Ranger, etc.),[27][31] chosen at 3rd level or earlier.[32] This archetype defines many of the abilities that the class receives.[27] The Dungeon Master's Guide (2014) includes two nonstandard subclass options for evil characters that are only allowed in the game by permission of the Dungeon Master: the Death Cleric and the Oathbreaker Paladin.[33]

Additional subclasses have been added to the game with the publication of various sourcebooks and campaign guidebooks, for example, in supplements such as the Sword Coast Adventurer's Guide (2015), Xanathar's Guide to Everything (2017) and Tasha's Cauldron of Everything (2020).[34][35][36]

Subclasses in 5th Edition sourcebooks
Base class Player's Handbook Xanathar's Guide to Everything Tasha's Cauldron of Everything
Barbarian
Primal paths
Path of the Berserker, Path of the Totem Warrior Path of the Ancestral Guardian, Path of the Storm Herald, Path of the Zealot Path of the Beast, Path of Wild Magic
Bard
Bardic colleges
Lore, Valor Glamour, Swords, Whispers Creation, Eloquence
Cleric
Domains
Knowledge, Life, Light, Nature, Tempest, Trickery, War Forge, Grave Order, Peace, Twilight
Druid
Druid circles
Land, Moon Dreams, Shepherd Spores, Stars, Wildfire
Fighter
Martial archetypes
Champion, Battle Master, Eldritch Knight Arcane Archer, Cavalier, Samurai Psi Warrior, Rune Knight
Monk
Monastic traditions
Open Hand, Shadow, Four Elements Drunken Master, Kensei, Sun Soul Astral Self, Mercy
Paladin
Sacred oaths
The Ancients, Devotion, Vengeance Conquest, Redemption Glory, The Watchers
Ranger
Ranger archetypes
Beast Master, Hunter Gloom Stalker, Horizon Walker, Monster Slayer Fey Wanderer, Swarmkeeper
Rogue
Roguish archetypes
Assassin, Arcane Trickster, Thief Inquisitive, Mastermind, Scout, Swashbuckler Phantom, Soulknife
Sorcerer
Sorcerous origins
Draconic Bloodline, Wild Magic Divine Soul, Shadow Magic, Storm Sorcery Aberrant Mind, Clockwork Soul
Warlock
Otherworldly patrons
Archfey, Fiend, Great Old One Celestial, Hexblade Fathomless, Genie
Wizard
Arcane traditions
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation War Magic Bladesinging, Order of Scribes
Artificer
Artificer specialists
Alchemist, Armorer, Artillerist, Battle Smith
Subclasses in 5th Edition campaign & setting books
Base class Sword Coast Adventurer's Guide Guildmasters' Guide to Ravnica Eberron: Rising from the Last War Explorer's Guide to Wildemount Mythic Odysseys of Theros Van Richten's Guide to Ravenloft Fizban's Treasury of Dragons
Barbarian Battlerager
Bard Eloquence Spirits
Cleric Arcana Order
Druid Spores
Fighter Purple Dragon Knight Echo Knight
Monk Long Death, Sun Soul Ascendent Dragon
Paladin Crown Glory
Ranger Drakewarden
Rogue Mastermind, Swashbuckler
Sorcerer Storm Sorcery
Warlock Undying Undead
Wizard Bladesinging Chronurgy, Graviturgy
Artificer Alchemist, Artillerist, Battle Smith

Reception edit

In an article comparing the 1978 Player's Handbook and the 2014 Player's Handbook, James Floyd Kelly, for GeekDad, highlighted that the earlier edition had inconsistencies in leveling across the different character classes. Floyd Kelly wrote: "For all of the classes, the XP chart for leveling varied. Paladins required 350,000XP after level 11, while Fighters only required 250,000XP after the same level. Poor Magic-Users, though… after level 18 each additional level came at a price of 375,000XP while the Illusionist could rock after level 12 with a requirement of only 220,000XP per additional level. Oh, and the Monk had to stop at level 17. No further advancement".[32]

Shannon Appelcline, author of Designers & Dragons, highlighted that while OD&D only had three character classes, "which made it easy to balance a party", "as character classes proliferated in later editions, it became less clear which classes could fill which roles".[37] The 4th Edition classes were designed for specific party roles and these "classes were unified in how they were defined and how they progressed. [...] The difference in the character classes now focused on what powers they had and what they could do".[37] Appelcline wrote that the addition of warlock and warlord to the 4th Edition base classes was "surprising" and "with so many new races and classes, it's not surprising that some classics got dropped. The [...] assassin, bard, and druid were all classics that were missing from the class list. This generated even more controversy, and the designers later said that they regretted not saying that the first Player's Handbook was just a starting place for D&D 4E".[37]

In the AV Club's review of the 5th Edition, Samantha Nelson wrote: "Just like in 4th Edition, there are several versions of each class, which provide a high level of diversity in the party. [...] But the different character classes play far more like 3.5 than 4th Edition. [...] Many of the classes have been radically improved. There isn't a single leveling up where the only benefit is a few more hit points. Each new benchmark unlocks some new component of your class, rewarding your dedication to one path over the course of the game’s 20 levels".[31]

In SLUG Magazine's review of the 5th Edition Player's Handbook (2014), Henry Glasheen wrote: "I didn't feel like any race was unduly pidgeonholed into one class or another [...]. Classes are deeper now, with more meaningful customization options and a more modest progression. Multiclassing is still available, but it seems like the development team has found a way to balance the overpowered multiclassing opportunities of D&D 3.5 while avoiding the convoluted clusterfuck that was multiclassing in 4th Edition. In most cases, you'll want to stick to your starting class, but there are some interesting multiclass builds that I certainly want to try out".[38]

Screen Rant rated the wizard class as the most powerful class and the ranger class as the least powerful of the base 12 character classes in 5th Edition.[39]

Gus Wezerek, for FiveThirtyEight, reported that of the 5th edition "class and race combinations per 100,000 characters that players created on D&D Beyond from" August 15 to September 15, 2017, fighters were the most created at 13,906 total, followed by rogues (11,307) and wizards (9,855). Druids were the least created at 6,328 total. Wezerek wrote "When I started playing 'Dungeons & Dragons' five years ago, I never would have chosen the game's most popular match: the human fighter. There are already enough human fighters in movies, TV and books — my first character was an albino dragonborn sorcerer. But these days I can get behind the combo's simplicity".[40]

In popular culture edit

Television edit

  • In the American science fiction horror television series Stranger Things, a Dungeons and Dragons game played by the main characters is one of the first scenes of the show and the game reappears throughout the show.[41] In 2019, Wizards of the Coast released a 5th Edition Stranger Things-themed starter set that includes "five pre-generated characters, one each for the five members of the party as described in Stranger Things Season 2. Fans can step into the shoes of Mike's paladin, Will's cleric, Lucas' ranger, Dustin's bard, and Eleven's wizard".[42]

References edit

  1. ^ a b Fine, Gary Alan (2002). Shared Fantasy: Role Playing Games as Social Worlds. University of Chicago Press. pp. 16–18. ISBN 0-226-24944-1.
  2. ^ Appelcline, Shannon. "Unearthed Arcana (1e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  3. ^ a b Appelcline, Shannon. "Oriental Adventures (1e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  4. ^ Appelcline, Shannon. "HR1 Vikings Campaign Sourcebook (2e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  5. ^ Appelcline, Shannon. "Shaman (2e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  6. ^ Kulp, Kevin. "PHBR1 The Complete Fighter's Handbook (2e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  7. ^ "Advanced Dungeons & Dragons (AD&D) Guides - Wayne's Books RPG Reference". www.waynesbooks.com. Retrieved August 19, 2020.
  8. ^ Appelcline, Shannon. "Dungeon Master Guide, Revised (2e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  9. ^ Cook, Monte; Tweet, Jonathan; Williams, Skip (2000). Dungeon Master's Guide. Wizards of the Coast. ISBN 9780786915514.
  10. ^ Appelcline, Shannon. "Player's Option - Skills & Power (2e) | Product History". Dungeon Masters Guild. Retrieved August 19, 2020.
  11. ^ Ingram, Allyson (August 10, 2023). "How To Multiclass Your D&D Character". CBR. Retrieved October 27, 2023.
  12. ^ a b c d e Tresca, Michael J. (2010), The Evolution of Fantasy Role-Playing Games, McFarland, ISBN 978-0786458950
  13. ^ Bart Carroll. . Wizards.com. Archived from the original on July 5, 2008. Retrieved June 30, 2013.
  14. ^ Mearls, Mike; Crawford, Jeremey (2014). Player's Handbook. Wizards of the Coast.
  15. ^ "D&D Multiclassing Guide". ScreenRant. December 6, 2021. Retrieved May 3, 2022.
  16. ^ "Dungeons & Dragons: Why You May Want to Multi-Class (and How to Do It)". CBR. July 10, 2020. Retrieved May 3, 2022.
  17. ^ Livingstone, Ian (1982). Dicing with Dragons. Routledge. p. 74. ISBN 0-7100-9466-3.
  18. ^ . Archived from the original on September 30, 2007.
  19. ^ a b Turnbull, Don (December 1978 – January 1979). "Open Box: Players Handbook". White Dwarf (review) (10). Games Workshop: 17.
  20. ^ a b Cook, David (1995) [1989]. Player's Handbook (Revised ed.). TSR. ISBN 0-7869-0329-5.
  21. ^ McElroy, Griffin (July 9, 2014). "Here's how Dungeons & Dragons is changing for its new edition". Polygon. Retrieved August 19, 2020.
  22. ^ . Wizards of the Coast. Archived from the original on April 26, 2008. Retrieved March 28, 2017.
  23. ^ . Wizards.com. February 21, 2012. Archived from the original on October 23, 2011. Retrieved June 30, 2013.
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  26. ^ Grabianowski, Ed (August 21, 2014). "Everything You Need to Know about the 5th Edition D&D Player's Handbook". io9. Retrieved March 28, 2017.
  27. ^ a b c Bolding, Jonathan (July 30, 2014). . The Escapist. Archived from the original on November 12, 2020. Retrieved August 19, 2020.
  28. ^ D'Anastasio, Cecilia (November 18, 2019). "How To Choose Your D&D Character Class". Kotaku. Retrieved August 19, 2020.
  29. ^ Plante, Corey (November 19, 2019). "D&D: Eberron's Artificer class just became canon. Here's why that's huge". Inverse. Retrieved August 19, 2020.
  30. ^ Hall, Charlie (November 16, 2020). "Tasha's Cauldron makes D&D a better game, but whiffs on race changes". Polygon. Retrieved November 17, 2020.
  31. ^ a b Nelson, Samantha (September 23, 2014). "The new Dungeons & Dragons is more streamlined but no less of a challenge". AV Club. Retrieved August 19, 2020.
  32. ^ a b Floyd Kelly, James (August 18, 2014). "A Tale of Two Handbooks – 1978 AD&D and 2014 D&D". GeekDad. Retrieved August 19, 2020.
  33. ^ Mearls, Mike; Crawford, Jeremy; Perkins, Christopher; Wyatt, James; Schwalb, Robert J.; Thompson, Rodney (2014). Dungeon Master's Guide (5th ed.). Renton, Washington: Wizards of the Coast. pp. 96–97. ISBN 978-0-7869-6562-5. OCLC 884396716.
  34. ^ Tito, Greg (July 22, 2015). . Wizards of the Coast. Archived from the original on October 21, 2021. Retrieved August 19, 2020.
  35. ^ Lucard, Alex (November 9, 2015). "Tabletop Review: Sword Coast Adventurer's Guide (Dungeons & Dragons, Fifth Edition)". Diehard GameFAN. Retrieved August 19, 2020.
  36. ^ "Xanathar's Guide to Everything – Preview Updated". Tribality. October 16, 2017. Retrieved June 23, 2019.
  37. ^ a b c Appelcline, Shannon. "Player's Handbook (4e) | Product History". Dungeon Masters Guild. Retrieved August 17, 2020.
  38. ^ Glasheen, Henry (February 12, 2015). "D&D Fifth Edition: Player's Handbook Review". SLUG Magazine. Retrieved August 19, 2020.
  39. ^ "Dungeons And Dragons: Ranking All Of The Base Classes, From Least To Most Powerful". ScreenRant. February 14, 2019. Retrieved November 26, 2019.
  40. ^ Wezerek, Gus (October 12, 2017). "Is Your D&D Character Rare?". FiveThirtyEight. Retrieved November 26, 2019.
  41. ^ "Stranger Things Is a Nerdy Story That Is So Much More Than Its References". io9. August 2, 2016. Retrieved November 26, 2019.
  42. ^ Hall, Charlie (April 22, 2019). "Stranger Things D&D Starter Set is a surprisingly good introduction to the game". Polygon. Retrieved November 26, 2019.

External links edit

  • System Reference Document: OGL information on D&D classes (for 3rd Edition)
  • System Reference Document: OGL information on D&D classes (for 5th Edition)

character, class, dungeons, dragons, character, class, fundamental, part, identity, nature, characters, dungeons, dragons, role, playing, game, character, capabilities, strengths, weaknesses, largely, defined, their, class, choosing, class, first, steps, playe. A character class is a fundamental part of the identity and nature of characters in the Dungeons amp Dragons role playing game A character s capabilities strengths and weaknesses are largely defined by their class choosing a class is one of the first steps a player takes to create a Dungeons amp Dragons player character 1 A character s class affects a character s available skills and abilities A well rounded party of characters requires a variety of abilities offered by the classes found within the game Dungeons amp Dragons was the first game to introduce the usage of character classes to role playing 1 Many other traditional role playing games and massively multiplayer online role playing games have since adopted the concept as well Dungeons amp Dragons classes have generally been defined in the Player s Handbook one of the three core rulebooks a variety of alternate classes have also been defined in supplemental sourcebooks Contents 1 Classes by type 1 1 Principal base classes 1 2 Alternative base classes 1 3 Multiclassing 2 Classes by editions 2 1 Original Dungeons amp Dragons 2 2 Advanced Dungeons amp Dragons 1st edition 2 3 Dungeons amp Dragons Basic Set 2 4 Advanced Dungeons amp Dragons 2nd edition 2 4 1 Changes from 1st edition 2 5 Dungeons amp Dragons 3rd edition 2 5 1 Prestige classes 2 6 Dungeons amp Dragons 4th edition 2 6 1 Paragon paths and epic destinies 2 7 Dungeons amp Dragons 5th edition 2 7 1 Subclasses 3 Reception 4 In popular culture 4 1 Television 5 References 6 External linksClasses by type editPrincipal base classes edit These classes have appeared as character classes in the core books of multiple published editions Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Warlock WizardAlternative base classes edit While the main character classes available have remained fairly consistent since the 1st edition of Advanced Dungeons amp Dragons a variety of alternate base classes have been offered in supplemental books The release of Unearthed Arcana in 1985 for instance introduced the base class of Barbarian and reworked Paladins to be a type of the new base class Cavalier 2 Oriental Adventures also introduced a number of alternate classes more appropriate for an Eastern setting 3 The 2nd edition added several completely new base classes e g Runecaster and Shaman 4 5 in addition supplemental handbooks offered a variety of kits to customize each base class 6 7 and the Dungeon Master s Guide offered rules for creating new character classes 8 The 3rd edition introduced five classes for use in creating non player characters in its Dungeon Master s Guide 9 Non core base classes are considered optional and do not always exist in all settings 3 10 For example the Samurai class introduced in the Oriental Adventures book may not make sense in a game set in a standard European style realm Similarly classes associated with psionics such as the Psychic Warrior do not apply to worlds without psionics Multiclassing edit Most editions of Dungeons amp Dragons have allowed for the possibility to either advance in more than one class simultaneously alternately taking levels in more than one class or branching out in a second or more class at a specific point defined by the first class a concept generally called multiclassing 11 12 82 84 In the 1st and 2nd editions changing a character s class is difficult Only those playing as humans can and it requires extremely high stats to do so This is called dual classing Non humans on the other hand can multiclass where they effectively learn two and rarely even three classes at the same time at the cost of slower level progression for that character 12 82 84 The 3rd edition allows players to mix and match levels from any number of classes though certain combinations are more effective than others In addition Prestige classes add more options for multiclassing 12 82 84 This edition offers the most freedom regarding multiclassing There are however penalties to the rate of experience point gained if classes are added haphazardly The 3rd edition version of Unearthed Arcana includes rules for gestalt characters which combine the advantages of two classes The 4th edition allows characters to take a feat that grants access to specific facets of another class The class specific multiclass feats are also prerequisites for the power swap feats each of which allows the character to swap out a daily encounter or utility power from their first class for one from their second class Also at level 11 a character with a multiclass feat and all of the power swap feats is eligible for paragon multiclassing which allows them to gain additional powers from their second class in lieu of taking a Paragon Path Some classes are only available through multiclassing the first such class was Spellscarred introduced in the Forgotten Realms Player s Guide 13 In the 4th Edition each character can only multiclass into a single class unless otherwise stated by their primary class such as the Bard The Player s Handbook III introduced hybrid classes a deeper form of multiclassing in which elements of two classes are combined each level In the 5th edition multiclassing requires minimum ability scores before it can be chosen however the requirements are not as steep as in previous editions The core classes only require an ability score of 13 or greater in the specific requisite score except for the Monk Paladin and Ranger who need 13s in two stats 14 15 16 Classes by editions editMain article Editions of Dungeons amp Dragons Original Dungeons amp Dragons edit Original Dungeons amp Dragons classes Source ClassesBook I Men and Magic Cleric Fighting Man Magic UserSupplement I Greyhawk Paladin ThiefSupplement II Blackmoor Assassin MonkSupplement III Eldritch Wizardry DruidIn the original Dungeons amp Dragons boxed set there were only three main classes the Cleric the Fighting man and the Magic User The first supplement Greyhawk added the Thief as a fourth main class as well as the Paladin as a Fighting Man subclass These four fantasy gaming archetypes represent four major tactical roles in play the Fighter offers direct combat strength and durability the Thief offers cunning and stealth the Cleric provides support in both combat and magic and the Magic User has a variety of magical powers In many ways other classes are thought of as alternatives that refine or combine these functions Each of the playable races had different amounts of access to the classes Dwarves could be Fighters or Fighter Thieves with Fighter Cleric possible for NPCs Halflings were restricted to the Fighting Man and Thief classes Elves were restricted to Fighter Magic User Fighter Magic User Thief and Thief class options with Fighter Magic User Cleric an option for elven NPCs Half Elves introduced in Greyhawk could be Fighter Magic Users Fighter Magic User Clerics or Thieves All four non human races had limited level advancement except in the Thief class Humans could be any single class with no level restriction Advanced Dungeons amp Dragons 1st edition edit Player s Handbook classes 17 Base class Sub classesBard n aCleric DruidMonk n aThief AssassinFighter Paladin RangerMagic User IllusionistAdvanced Dungeons amp Dragons loosened the restrictions on race and class combinations although non human races often had restricted choices among classes and maximum levels they could reach in a class Additional classes that had first appeared in supplements and articles in The Strategic Review magazine were included as base classes The Player s Handbook also introduced the bard as a sixth base class however its usage in 1st edition was more akin to what would be called a prestige class in later editions as it was not a legal choice for a starting character Instead a character had to start as a fighter change classes to a thief and finally switch classes once more to become a bard A character s ability scores directly tied into what class choices were legal for them For instance a character wishing to be a fighter required at least 9 strength the more discriminating monk required 15 strength 15 wisdom 15 dexterity and 11 constitution 18 Unusually high or low ability scores could proscribe class choice further too high an intelligence could prohibit being a fighter while a charisma of 5 or less would require the character to become an assassin High ability scores in statistics considered pertinent to the class would grant an experience bonus The Player s Handbook brought about other changes in the game and its character classes 19 Fighters clerics and thieves have increased hit dice compared to the original edition The book also made changes to how the strength score of a character affects their chances to hit in combat and cause damage as well as how much weight they can carry and the roll to open doors successfully A higher intelligence score grants an increased chance for both knowledge of spells and ability to learn languages A higher wisdom score now granted clerics a bonus to their spells while low wisdom imposed a possibility that their spells will fail New charts detail the effects of the constitution dexterity and charisma scores for characters Each of the five main character classes and five sub classes had its own table for charting gains on experience points for most of these classes it now required more experience points than before to reach beyond third or fourth levels The book also introduced multiclassed characters to the game 19 Unearthed Arcana added the Cavalier Barbarian and Thief Acrobat classes Dungeons amp Dragons Basic Set edit Dungeons amp Dragons Basic Set classes Category ClassesHuman classes Cleric Fighter Magic User ThiefDemi human classes Dwarf Elf HalflingLater additions Avenger Druid Gnome Knight Mystic PaladinThe second version of the Dungeons amp Dragons Basic Set combined the idea of race and class non human races did not have classes Hence a character might be a human Cleric or else simply an Elf or Dwarf The Basic Set presented four human classes Cleric Fighter Magic User and Thief and three demi human classes Dwarf Elf and Halfling The Companion Set introduced four optional classes for high level characters the Avenger Paladin and Knight for Fighters and the Druid for Clerics The Master Set introduced one additional class the Mystic The Rules Cyclopedia included in its final pages instructions on modifying the Halfling class into a Gnome class adding that as an option The Gazetteer series included many optional classes for humans and non humans including the shaman GAZ12 and shamani GAZ14 Additional human and race classes were also presented in other supplements Advanced Dungeons amp Dragons 2nd edition edit AD amp D 2nd Edition classes Group ClassWarrior FighterPaladinRangerWizard MageSpecialist wizardPriest ClericDruidPriest of specific mythosRogue ThiefBardThe 2nd edition of Advanced Dungeons amp Dragons attempted to streamline what had become a hodgepodge of rules that only applied in specific cases in 1st edition As such it sought to simplify the rules and straighten out contradictions Character classes were divided into four groups or metaclasses Warrior Wizard Priest and Rogue Each of these groups had a base class which only required at least a 9 in the prime requisite ability in Fighter Mage Cleric and Thief these were intended to be playable in any setting The Player s Handbook went on to say that all of the other classes are optional 20 Each group of classes had the same hit dice determining hit point growth THAC0 progression and saving throw table 20 2nd edition maintained minimums in certain statistics to qualify for some classes but removed many of the other restrictions such as one extremely low ability forcing a character into a specific class Class specific supplements for 2nd edition introduced a number of additional class modifications called kits which allowed players to create characters with particular themes without having to introduce additional classes The assassin barbarian and monk were re implemented in such fashion Supplemental books introduced new classes The barbarian returned as a class in the Complete Barbarian s Handbook which also introduced the shaman The berserker and the runecaster classes appeared in the Viking s Campaign Sourcebook and the manteis in the Celts Campaign Sourcebook The psionicist class was introduced in the Complete Psionics Handbook Campaign settings also introduced new classes such as the magician and guilder from Birthright the gladiator and trader from Dark Sun and the anchorite and arcanist from Ravenloft Changes from 1st edition edit Magic using classes were altered in the 2nd edition The 2nd edition had two unified spell groups one for wizard spells and another for priest spells These lists were then further subdivided by school of magic and sphere of influence respectively Different classes had access to different schools or spheres allowing for each class to have distinct spell lists The illusionist class from 1st edition for example became a type of specialist wizard specialists gained the ability to cast extra spells of their chosen school of magic in exchange for the inability to cast spells of opposed schools an illusionist would gain extra spells per day in the school of illusion but would be denied access to the schools of abjuration necromancy and evocation A similar distinction was made for priests 2nd edition introduced priests of a specific mythology who would gain their own specific abilities restrictions and sphere of influence selection The druid was provided as an example the specification of other specialty priests was left to dungeon masters and setting books As an example a specialty priest of Tempus the god of war in the Forgotten Realms campaign setting can incite a berserker rage in allies and lacks the only blunt weapons restriction of normal clerics The selection of spheres of influence worked similarly to the allowed and forbidden schools of magic The bard class was changed to be a normal class that could be chosen at character creation The assassin and monk classes were removed from the 2nd edition Player s Handbook 12 84 The Dungeon Master s Guide clarified the rationale behind the decision in a section on creating new character classes What is a Viking but a fighter with a certain outlook on life and warfare A witch is really nothing but a female wizard A vampire hunter is only a title assumed by a character of any class who is dedicated to the destruction and elimination of those loathsome creatures The same is true of assassins Killing for profit requires no special powers only a specific reprehensible outlook Choosing the title does not imply any special powers or abilities The character just uses his current skills to fulfill a specific personal set of goals Dungeon Master s Guide 2nd edition Dungeons amp Dragons 3rd edition edit Classes in 3rd edition Dungeons amp Dragons Source ClassesPlayer s Handbook Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer WizardPlayer s Handbook II Beguiler Dragon Shaman Duskblade KnightComplete series Ardent Divine Mind Favored Soul Hexblade Lurk Ninja Samurai Scout Shugenja Spellthief Spirit Shaman Swashbuckler Warlock Warmage Wu JenSetting specific Artificer Eberron Eidolon Eidoloncer Ghostwalk Mystic Noble Dragonlance Shaman Sohei Oriental Adventures Other Archivist Binder Crusader Dread Necromancer Incarnate Psion Psychic Warrior Shadowcaster Soulborn Soulknife Swordsage Totemist Truenamer Warblade WilderThe 3rd edition abolished the practice of grouping classes directly allowing hit dice attack bonus and saving throws to vary for each particular class again 3rd edition also saw the return of the Monk as a base class the creation of the new Sorcerer class and the inclusion of Barbarian as a base Player s Handbook class previously described in 1st edition s Unearthed Arcana rules and as an optional kit in 2nd edition Ability requirements on classes and experience bonuses were abolished though a low score in an ability that is important to a class would still adversely affect a character in it 3rd edition allows for a much more fluid idea of multiclassing than earlier editions as one unified experience points per level table was made Rather than earlier editions rules on splitting experience characters can simply choose which class they wish to take a new level in and add the appropriate bonus from the class Prestige classes were also introduced in the 3rd edition s Dungeon Master s Guide with new classes only available at higher levels and after meeting several prerequisites In addition to the eleven classes presented in the PHB various alternate base classes were presented in supplements and the Dungeon Master s Guide presented five weaker classes designed for NPCs the adept aristocrat commoner expert and warrior Low level humanoid monsters such as goblins have levels in an NPC class instead of racial hit dice In addition to class variants for the eleven core classes many of the supplemental books introduce new base classes that can be taken from first level or multiclassed into such as the Warlock from Complete Arcane Some of these books also present prestige classes which have entry requirements only accessible by taking levels in the base classes described in those books e g the Soulcaster prestige class requires the soulmelding class ability only offered by the three classes in Magic of Incarnum Prestige classes edit Prestige classes were introduced in 3rd edition as a further means of individualizing a character 12 64 They expand upon the form of multiclassing and are inaccessible at first level specifically meant to be multiclassed into from the base classes To attain a specific prestige class a character must first meet a number of prerequisites such as certain feats or membership in a specific organization Prestige classes offer a focus on different abilities that may be difficult to attain otherwise for example the 3rd edition version of the Assassin prestige class grants minor magical powers more sneak attack damage and better usage of poison The 3rd edition Dungeon Master s Guide included prestige classes such as the Arcane Archer Blackguard Mystic Theurge and Shadowdancer while the 3 5 revision additionally included classes such as the Arcane Trickster Archmage Dragon Disciple and Duelist Many other sourcebooks introduced additional prestige classes such as the Bladesinger in Tome and Blood Blighter Geomancer Shifter Verdant Lord in Masters of the Wild Divine Champion in Forgotten Realms Campaign Setting Cerebremancer and Elocater in Expanded Psionics Handbook Fochlucan Lyrist in Complete Adventurer and Chameleon in Races of Destiny Some of these classes were readjusted for balance in the 3 5 revision of the game Dungeons amp Dragons 4th edition edit Classes in 4th edition Class Power source RolePlayer s HandbookCleric Divine LeaderFighter Martial DefenderPaladin Divine DefenderRanger Martial StrikerRogue Martial StrikerWarlock Arcane StrikerWarlord Martial LeaderWizard Arcane ControllerPlayer s Handbook 2Avenger Divine StrikerBarbarian Primal StrikerBard Arcane LeaderDruid Primal ControllerInvoker Divine ControllerShaman Primal LeaderSorcerer Arcane StrikerWarden Primal DefenderPlayer s Handbook 3Ardent Psionic LeaderBattlemind Psionic DefenderMonk Psionic StrikerPsion Psionic ControllerRunepriest Divine LeaderSeeker Primal ControllerEberron Player s GuideArtificer Arcane LeaderForgotten Realms Player s GuideSwordmage Arcane DefenderDragon magazineAssassin Shadow StrikerHeroes of ShadowVampire Shadow StrikerThe 4th edition heavily retooled the class system in favor of a more unified set of mechanics for characters which was in part intended to reduce some of the perceived imbalance between spellcasters and non spellcasters in the 3rd edition Classes can be defined as the combination of a character role with a power source and are differentiated by what active use class features and powers they give all of which follow the same pattern of at will once per encounter once daily and utility powers The 4th edition Player s Handbook does not include some classes from 3rd edition such as the Barbarian Bard Druid Monk and Sorcerer though these classes returned in the second and third volumes of the Player s Handbook but does include the Warlock originally introduced in the 3 5 edition sourcebook Complete Arcane and Warlord originally introduced as the Marshal in the 3rd edition Miniatures Handbook which had not appeared in the Player s Handbook in previous editions Twenty six classes were released in total Different classes draw on different power sources for their abilities 21 The power sources used by the Player s Handbook classes are arcane divine and martial Arcane classes gain magical energy from the cosmos divine classes receive their power from the gods and martial classes draw power from training and willpower 22 The Player s Handbook 2 introduces the primal power source which draws power from the spirits of the natural world and features transformation as a theme Dragon No 379 included the Assassin class introducing the shadow power source The Player s Handbook 3 introduced the psionic power source which draws power from the mind Player s Option Heroes of the Elemental Chaos introduced builds that use the elemental power source 23 Characters of a given class are said to fill a particular character role in the party especially in combat Leaders are focused on buffing and healing allies Controllers focus on affecting multiple targets at once either damaging or debuffing them or altering the battlefield s terrain Defenders focus on blocking attacking enemies or drawing their attacks to themselves and are typically focused on melee combat Strikers are focused on mobility dealing heavy damage to single targets and avoiding attacks A character may fill secondary roles depending primarily on their choice of powers for example a Fighter may have Controller as a secondary role by choosing powers that subject enemies to forced movement While some Leader and Striker classes and builds are focused towards either melee or ranged combat the roles as a whole are not Paragon paths and epic destinies edit The optional prestige classes from earlier editions have been replaced by paragon paths and epic destinies as methods of character customization Each character may choose a paragon path upon reaching the paragon tier at level 11 and an epic destiny upon reaching the epic tier at level 21 Paragon paths are often though not always class specific and some have additional prerequisites Other paragon paths are restricted to members of a certain race or are associated with a nation or faction in a campaign setting Paragon paths generally expand on a character s existing abilities For example fighter paragon paths improve a character s toughness resilience or damage with melee weapons Epic destinies generally have looser prerequisites than paragon paths many are available to multiple classes and some such as Demigod and Eternal Seeker have 21st level as their only prerequisite Each epic destiny includes at least one way in which a character can establish a legacy and at least one way in which a character can retire Most epic destinies provide fewer benefits than paragon paths but the benefits that they provide are far more powerful A common feature of an epic destiny is to allow characters to usually once per day return to life or otherwise continue to function after dying Unlike prestige classes a character may only take a single paragon path and a single epic destiny and path and destiny advancement is in addition to class advancement rather than being in lieu of it 24 25 Dungeons amp Dragons 5th edition edit Classes in the 5th edition are mechanically and thematically similar to the versions in the 3rd edition Classes gain new abilities as they reach each level allowing them to combat stronger monsters and more difficult perilous situations but unlike 4th edition lower level opponents remain threatening as power levels do not scale in tandem 26 There are 12 classes included in the 5th edition Player s Handbook 2014 27 28 Only one other character class the Artificer was introduced in another sourcebook namely in Eberron Rising from the Last War 2019 29 and was included with slight changes in Tasha s Cauldron of Everything 2020 30 Subclasses edit Each class in the Player s Handbook 2014 has multiple subclasses which allow players to choose an archetype of their class they want to follow e g the Berserker Barbarian the Evoker Wizard the Wild Magic Sorcerer the Beastmaster Ranger etc 27 31 chosen at 3rd level or earlier 32 This archetype defines many of the abilities that the class receives 27 The Dungeon Master s Guide 2014 includes two nonstandard subclass options for evil characters that are only allowed in the game by permission of the Dungeon Master the Death Cleric and the Oathbreaker Paladin 33 Additional subclasses have been added to the game with the publication of various sourcebooks and campaign guidebooks for example in supplements such as the Sword Coast Adventurer s Guide 2015 Xanathar s Guide to Everything 2017 and Tasha s Cauldron of Everything 2020 34 35 36 Subclasses in 5th Edition sourcebooks Base class Player s Handbook Xanathar s Guide to Everything Tasha s Cauldron of EverythingBarbarianPrimal paths Path of the Berserker Path of the Totem Warrior Path of the Ancestral Guardian Path of the Storm Herald Path of the Zealot Path of the Beast Path of Wild MagicBardBardic colleges Lore Valor Glamour Swords Whispers Creation EloquenceClericDomains Knowledge Life Light Nature Tempest Trickery War Forge Grave Order Peace TwilightDruidDruid circles Land Moon Dreams Shepherd Spores Stars WildfireFighterMartial archetypes Champion Battle Master Eldritch Knight Arcane Archer Cavalier Samurai Psi Warrior Rune KnightMonkMonastic traditions Open Hand Shadow Four Elements Drunken Master Kensei Sun Soul Astral Self MercyPaladinSacred oaths The Ancients Devotion Vengeance Conquest Redemption Glory The WatchersRangerRanger archetypes Beast Master Hunter Gloom Stalker Horizon Walker Monster Slayer Fey Wanderer SwarmkeeperRogueRoguish archetypes Assassin Arcane Trickster Thief Inquisitive Mastermind Scout Swashbuckler Phantom SoulknifeSorcererSorcerous origins Draconic Bloodline Wild Magic Divine Soul Shadow Magic Storm Sorcery Aberrant Mind Clockwork SoulWarlockOtherworldly patrons Archfey Fiend Great Old One Celestial Hexblade Fathomless GenieWizardArcane traditions Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation War Magic Bladesinging Order of ScribesArtificerArtificer specialists Alchemist Armorer Artillerist Battle SmithSubclasses in 5th Edition campaign amp setting books Base class Sword Coast Adventurer s Guide Guildmasters Guide to Ravnica Eberron Rising from the Last War Explorer s Guide to Wildemount Mythic Odysseys of Theros Van Richten s Guide to Ravenloft Fizban s Treasury of DragonsBarbarian Battlerager Bard Eloquence Spirits Cleric Arcana Order Druid Spores Fighter Purple Dragon Knight Echo Knight Monk Long Death Sun Soul Ascendent DragonPaladin Crown Glory Ranger DrakewardenRogue Mastermind Swashbuckler Sorcerer Storm Sorcery Warlock Undying Undead Wizard Bladesinging Chronurgy Graviturgy Artificer Alchemist Artillerist Battle Smith Reception editIn an article comparing the 1978 Player s Handbook and the 2014 Player s Handbook James Floyd Kelly for GeekDad highlighted that the earlier edition had inconsistencies in leveling across the different character classes Floyd Kelly wrote For all of the classes the XP chart for leveling varied Paladins required 350 000XP after level 11 while Fighters only required 250 000XP after the same level Poor Magic Users though after level 18 each additional level came at a price of 375 000XP while the Illusionist could rock after level 12 with a requirement of only 220 000XP per additional level Oh and the Monk had to stop at level 17 No further advancement 32 Shannon Appelcline author of Designers amp Dragons highlighted that while OD amp D only had three character classes which made it easy to balance a party as character classes proliferated in later editions it became less clear which classes could fill which roles 37 The 4th Edition classes were designed for specific party roles and these classes were unified in how they were defined and how they progressed The difference in the character classes now focused on what powers they had and what they could do 37 Appelcline wrote that the addition of warlock and warlord to the 4th Edition base classes was surprising and with so many new races and classes it s not surprising that some classics got dropped The assassin bard and druid were all classics that were missing from the class list This generated even more controversy and the designers later said that they regretted not saying that the first Player s Handbook was just a starting place for D amp D 4E 37 In the AV Club s review of the 5th Edition Samantha Nelson wrote Just like in 4th Edition there are several versions of each class which provide a high level of diversity in the party But the different character classes play far more like 3 5 than 4th Edition Many of the classes have been radically improved There isn t a single leveling up where the only benefit is a few more hit points Each new benchmark unlocks some new component of your class rewarding your dedication to one path over the course of the game s 20 levels 31 In SLUG Magazine s review of the 5th Edition Player s Handbook 2014 Henry Glasheen wrote I didn t feel like any race was unduly pidgeonholed into one class or another Classes are deeper now with more meaningful customization options and a more modest progression Multiclassing is still available but it seems like the development team has found a way to balance the overpowered multiclassing opportunities of D amp D 3 5 while avoiding the convoluted clusterfuck that was multiclassing in 4th Edition In most cases you ll want to stick to your starting class but there are some interesting multiclass builds that I certainly want to try out 38 Screen Rant rated the wizard class as the most powerful class and the ranger class as the least powerful of the base 12 character classes in 5th Edition 39 Gus Wezerek for FiveThirtyEight reported that of the 5th edition class and race combinations per 100 000 characters that players created on D amp D Beyond from August 15 to September 15 2017 fighters were the most created at 13 906 total followed by rogues 11 307 and wizards 9 855 Druids were the least created at 6 328 total Wezerek wrote When I started playing Dungeons amp Dragons five years ago I never would have chosen the game s most popular match the human fighter There are already enough human fighters in movies TV and books my first character was an albino dragonborn sorcerer But these days I can get behind the combo s simplicity 40 In popular culture editTelevision edit In the American science fiction horror television series Stranger Things a Dungeons and Dragons game played by the main characters is one of the first scenes of the show and the game reappears throughout the show 41 In 2019 Wizards of the Coast released a 5th Edition Stranger Things themed starter set that includes five pre generated characters one each for the five members of the party as described in Stranger Things Season 2 Fans can step into the shoes of Mike s paladin Will s cleric Lucas ranger Dustin s bard and Eleven s wizard 42 References edit a b Fine Gary Alan 2002 Shared Fantasy Role Playing Games as Social Worlds University of Chicago Press pp 16 18 ISBN 0 226 24944 1 Appelcline Shannon Unearthed Arcana 1e Product History Dungeon Masters Guild Retrieved August 19 2020 a b Appelcline Shannon Oriental Adventures 1e Product History Dungeon Masters Guild Retrieved August 19 2020 Appelcline Shannon HR1 Vikings Campaign Sourcebook 2e Product History Dungeon Masters Guild Retrieved August 19 2020 Appelcline Shannon Shaman 2e Product History Dungeon Masters Guild Retrieved August 19 2020 Kulp Kevin PHBR1 The Complete Fighter s Handbook 2e Product History Dungeon Masters Guild Retrieved August 19 2020 Advanced Dungeons amp Dragons AD amp D Guides Wayne s Books RPG Reference www waynesbooks com Retrieved August 19 2020 Appelcline Shannon Dungeon Master Guide Revised 2e Product History Dungeon Masters Guild Retrieved August 19 2020 Cook Monte Tweet Jonathan Williams Skip 2000 Dungeon Master s Guide Wizards of the Coast ISBN 9780786915514 Appelcline Shannon Player s Option Skills amp Power 2e Product History Dungeon Masters Guild Retrieved August 19 2020 Ingram Allyson August 10 2023 How To Multiclass Your D amp D Character CBR Retrieved October 27 2023 a b c d e Tresca Michael J 2010 The Evolution of Fantasy Role Playing Games McFarland ISBN 978 0786458950 Bart Carroll Dungeons amp Dragons Roleplaying Game Official Home Page Article July and Beyond Wizards com Archived from the original on July 5 2008 Retrieved June 30 2013 Mearls Mike Crawford Jeremey 2014 Player s Handbook Wizards of the Coast D amp D Multiclassing Guide ScreenRant December 6 2021 Retrieved May 3 2022 Dungeons amp Dragons Why You May Want to Multi Class and How to Do It CBR July 10 2020 Retrieved May 3 2022 Livingstone Ian 1982 Dicing with Dragons Routledge p 74 ISBN 0 7100 9466 3 A Look Back at Player s Handbooks Archived from the original on September 30 2007 a b Turnbull Don December 1978 January 1979 Open Box Players Handbook White Dwarf review 10 Games Workshop 17 a b Cook David 1995 1989 Player s Handbook Revised ed TSR ISBN 0 7869 0329 5 McElroy Griffin July 9 2014 Here s how Dungeons amp Dragons is changing for its new edition Polygon Retrieved August 19 2020 4th Edition Excerpts Powers Wizards of the Coast Archived from the original on April 26 2008 Retrieved March 28 2017 Dungeons amp Dragons Roleplaying Game Official Home Page Product Heroes of the Elemental Chaos Wizards com February 21 2012 Archived from the original on October 23 2011 Retrieved June 30 2013 4th Edition Excerpts Paragon Paths Archived from the original on May 18 2008 4th Edition Excerpts Epic Destinies Archived from the original on May 13 2008 Grabianowski Ed August 21 2014 Everything You Need to Know about the 5th Edition D amp D Player s Handbook io9 Retrieved March 28 2017 a b c Bolding Jonathan July 30 2014 Here s the Classes and Specializations in the D amp D Player s Handbook The Escapist Archived from the original on November 12 2020 Retrieved August 19 2020 D Anastasio Cecilia November 18 2019 How To Choose Your D amp D Character Class Kotaku Retrieved August 19 2020 Plante Corey November 19 2019 D amp D Eberron s Artificer class just became canon Here s why that s huge Inverse Retrieved August 19 2020 Hall Charlie November 16 2020 Tasha s Cauldron makes D amp D a better game but whiffs on race changes Polygon Retrieved November 17 2020 a b Nelson Samantha September 23 2014 The new Dungeons amp Dragons is more streamlined but no less of a challenge AV Club Retrieved August 19 2020 a b Floyd Kelly James August 18 2014 A Tale of Two Handbooks 1978 AD amp D and 2014 D amp D GeekDad Retrieved August 19 2020 Mearls Mike Crawford Jeremy Perkins Christopher Wyatt James Schwalb Robert J Thompson Rodney 2014 Dungeon Master s Guide 5th ed Renton Washington Wizards of the Coast pp 96 97 ISBN 978 0 7869 6562 5 OCLC 884396716 Tito Greg July 22 2015 Spice Up Your Story Dungeons amp Dragons Wizards of the Coast Archived from the original on October 21 2021 Retrieved August 19 2020 Lucard Alex November 9 2015 Tabletop Review Sword Coast Adventurer s Guide Dungeons amp Dragons Fifth Edition Diehard GameFAN Retrieved August 19 2020 Xanathar s Guide to Everything Preview Updated Tribality October 16 2017 Retrieved June 23 2019 a b c Appelcline Shannon Player s Handbook 4e Product History Dungeon Masters Guild Retrieved August 17 2020 Glasheen Henry February 12 2015 D amp D Fifth Edition Player s Handbook Review SLUG Magazine Retrieved August 19 2020 Dungeons And Dragons Ranking All Of The Base Classes From Least To Most Powerful ScreenRant February 14 2019 Retrieved November 26 2019 Wezerek Gus October 12 2017 Is Your D amp D Character Rare FiveThirtyEight Retrieved November 26 2019 Stranger Things Is a Nerdy Story That Is So Much More Than Its References io9 August 2 2016 Retrieved November 26 2019 Hall Charlie April 22 2019 Stranger Things D amp D Starter Set is a surprisingly good introduction to the game Polygon Retrieved November 26 2019 External links editSystem Reference Document OGL information on D amp D classes for 3rd Edition System Reference Document OGL information on D amp D classes for 5th Edition Retrieved from https en wikipedia org w index php title Character class Dungeons 26 Dragons amp oldid 1201363556 Prestige classes, wikipedia, wiki, book, books, library,

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