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A character class is a fundamental part of the identity and nature of characters in the ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'' 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. 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 class In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, ...
es to role-playing. Many other traditional role-playing games and
massively multiplayer online role-playing game A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game. As in role-playing games (RPGs), the player assumes the role of a Player charac ...
s have since adopted the concept as well. ''Dungeons & Dragons'' classes have generally been defined in the ''
Player's Handbook The ''Player's Handbook'' (spelled ''Players Handbook'' in first edition ''Advanced Dungeons & Dragons'' (''AD&D'')) is a book of rules for the fantasy role-playing game ''Dungeons & Dragons'' (''D&D''). It does not contain the complete set of ru ...
'', one of the three core rulebooks; a variety of alternate classes have also been defined in supplemental sourcebooks.


Classes by type


Principal base classes

These classes have appeared as character classes in the core books of multiple published editions: * Barbarian * Bard *
Cleric Clergy are formal leaders within established religions. Their roles and functions vary in different religious traditions, but usually involve presiding over specific rituals and teaching their religion's doctrines and practices. Some of the ter ...
* Druid * Fighter *
Monk A monk (, from el, μοναχός, ''monachos'', "single, solitary" via Latin ) is a person who practices religious asceticism by monastic living, either alone or with any number of other monks. A monk may be a person who decides to dedica ...
*
Paladin The Paladins, also called the Twelve Peers, are twelve legendary knights, the foremost members of Charlemagne's court in the 8th century. They first appear in the medieval (12th century) ''chanson de geste'' cycle of the Matter of France, where ...
*
Ranger A Ranger is typically someone in a military/paramilitary or law enforcement role specializing in patrolling a given territory, called “ranging”. The term most often refers to: * Park ranger or forest ranger, a person charged with protecting and ...
* Rogue * Sorcerer *
Warlock A warlock is a male practitioner of witchcraft. Etymology and terminology The most commonly accepted etymology derives '' warlock'' from the Old English '' wǣrloga'', which meant "breaker of oaths" or "deceiver" and was given special applicati ...
* Wizard


Alternative base classes

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 ''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing materia ...
'' in 1985, for instance, introduced the base class of Barbarian and reworked Paladins to be a type of the new base class "Cavalier". ''
Oriental Adventures ''Oriental Adventures'' (abbreviated OA) is the title shared by two hardback rulebooks published for different versions of the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. Each version of ''Oriental Adventures'' provides rules for a ...
'' also introduced a number of alternate classes more appropriate for an Eastern setting. The 2nd edition added several completely new base classes (e.g. Runecaster and Shaman); in addition, supplemental handbooks offered a variety of "kits" to customize each base class, and the ''
Dungeon Master's Guide The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' c ...
'' offered rules for creating new character classes. The 3rd edition introduced five classes for use in creating non-player characters in its ''Dungeon Master's Guide''. Non-core base classes are considered optional and do not always exist in all settings. For example, the Samurai class introduced in the ''
Oriental Adventures ''Oriental Adventures'' (abbreviated OA) is the title shared by two hardback rulebooks published for different versions of the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. Each version of ''Oriental Adventures'' provides rules for a ...
'' 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

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. 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 (or rarely even three) classes at the same time at the cost of a slower character level progression. 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. 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 Feat or FEAT may refer to: * ''FEAT'' (album), a 2012 The Hood Internet album * Feat (d20 System), concept in role-playing game system d20 * '' Feat (stato di natura)'', a 2020 album by Francesca Michielin * An abbreviation for ''featuring'', us ...
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''. 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).


Classes by editions


Original ''Dungeons & Dragons''

In the original ''Dungeons & Dragons'' boxed set, there were only three main classes: the
Cleric Clergy are formal leaders within established religions. Their roles and functions vary in different religious traditions, but usually involve presiding over specific rituals and teaching their religion's doctrines and practices. Some of the ter ...
, the Fighting man, and the Magic-User. The first supplement, ''
Greyhawk Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the ''Dungeons & Dragons'' fantasy roleplaying game. Although not the first campaign world developed for ''Dungeons & Dragons''— Dave Arneso ...
'', added the
Thief Theft is the act of taking another person's property or services without that person's permission or consent with the intent to deprive the rightful owner of it. The word ''theft'' is also used as a synonym or informal shorthand term for some ...
as a fourth main class, as well as the
Paladin The Paladins, also called the Twelve Peers, are twelve legendary knights, the foremost members of Charlemagne's court in the 8th century. They first appear in the medieval (12th century) ''chanson de geste'' cycle of the Matter of France, where ...
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 Halflings are a fictional race found in some fantasy novels and games. They are often depicted as similar to humans except about half as tall, and are not quite as stocky as the similarly-sized dwarves. Similar to the depiction of hobbits in the ...
were restricted to the Fighting Man and Thief classes.
Elves An elf () is a type of humanoid supernatural being in Germanic mythology and folklore. Elves appear especially in North Germanic mythology. They are subsequently mentioned in Snorri Sturluson's Icelandic Prose Edda. He distinguishes " ...
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

''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 ''Dragon'' is one of the two official magazines for source material for the ''Dungeons & Dragons'' role-playing game and associated products, along with ''Dungeon (magazine), Dungeon''. TSR, Inc. originally launched the monthly printed magazin ...
'' 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. 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. Fighters, clerics, and thieves have improved hit dice over the previous edition. The effects of a character's strength score on hit probability, damage, weight allowed, and open doors rolls were changed. High intelligence conferred an increased chance for both spell knowledge and ability to learn languages. A high wisdom score now gave clerics a spell bonus, while low wisdom gave a chance of spell failure. New charts delineated the effects of constitution, dexterity, and charisma. Each of the five main character classes and five sub-classes had its own experience table; for most classes it was now harder to gain promotion above third or fourth levels. Multiclassed characters were also introduced. ''
Unearthed Arcana ''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing materia ...
'' added the Cavalier, Barbarian, and Thief-Acrobat classes.


''Dungeons & Dragons Basic Set''

The second version of the ''
Dungeons & Dragons Basic Set The ''Dungeons & Dragons Basic Set'' is a set of rulebooks for the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game. First published in 1977, it saw a handful of revisions and reprintings. The first edition was written by J. Eric Holm ...
'' 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 A gazetteer is a geographical index or directory used in conjunction with a map or atlas.Aurousseau, 61. It typically contains information concerning the geographical makeup, social statistics and physical features of a country, region, or con ...
'' 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

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" statistic 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." Each group of classes had the same hit dice (determining
hit point Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the f ...
growth), THAC0 progression, and saving throw table. 2nd edition maintained minimums in certain statistics to qualify for some classes, but removed many of the other restrictions such as one extremely low statistic forcing a character into a specific class.


Changes

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 ''Forgotten Realms'' is a campaign setting for the '' Dungeons & Dragons'' (''D&D'') fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as ...
'' 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''. The ''Dungeon Master's Guide'' clarified the rationale behind the decision in a section on creating new character classes: 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 Shamanism is a religious practice that involves a practitioner (shaman) interacting with what they believe to be a spirit world through altered states of consciousness, such as trance. The goal of this is usually to direct spirits or spir ...
. 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 ''Dark Sun'' is an original ''Dungeons & Dragons'' (D&D) campaign setting set in the fictional, post-apocalyptic desert world of Athas. ''Dark Sun'' featured an innovative metaplot, influential art work, dark themes, and a genre-bending take o ...
, and the anchorite and arcanist from
Ravenloft Ravenloft is a campaign setting for the ''Dungeons & Dragons'' roleplaying game. It is an alternate time-space existence known as a ''pocket dimension'' or demiplane, called the Demiplane of Dread, which consists of a collection of land pieces ...
.


''Dungeons & Dragons'' 3rd edition

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 ''Unearthed Arcana'' (abbreviated UA) is the title shared by two hardback books published for different editions of the ''Dungeons & Dragons'' fantasy role-playing game. Both were designed as supplements to the core rulebooks, containing materia ...
'' rules and as an optional kit in 2nd edition. Statistical requirements on classes and experience bonuses were abolished, though a low score in an important statistic 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).


Core character classes

The eleven base classes presented in the 3rd edition ''Player's Handbook'' are: * Barbarian (Bbn) * Bard (Brd) * Cleric (Clr) * Druid (Drd) * Fighter (Ftr) * Monk (Mnk) * Paladin (Pal) * Ranger (Rgr) * Rogue (Rog) * Sorcerer (Sor) * Wizard (Wiz)


Alternative classes

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. 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 ''Magic of Incarnum'' is a supplemental book for the 3.5 edition of the ''Dungeons & Dragons'' role-playing game. It was first printed in 2005 to be applied to 3.5 D&D rules. Contents It introduces new classes (Incarnate, Soulborn, and Totem ...
'').


Prestige classes

Prestige classes were introduced in 3rd edition as a further means of individualizing a character. 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 The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' c ...
'' 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 The ''Forgotten Realms Campaign Setting'' is a role-playing game sourcebook first published by TSR in 1987 for the first edition of the fantasy role-playing game ''Advanced Dungeons & Dragons'' that describes the campaign setting of the Forgott ...
''; Cerebremancer and Elocater in '' Expanded Psionics Handbook''; Fochlucan Lyrist in ''
Complete Adventurer ''Complete Adventurer'' is a supplemental hard-cover rulebook for the 3.5 edition of the ''Dungeons & Dragons'' game system published by Wizards of the Coast. Contents It focuses on the skill based character classes of D&D, replacing and expandi ...
''; and Chameleon in ''
Races of Destiny ''Races of Destiny'' is a supplement for the 3.5 edition of the ''Dungeons & Dragons'' roleplaying game. Contents This book deals with races that live primarily in urban settings, specifically humans, half-orcs, and a new race called the Illum ...
''. Some of these classes were readjusted for balance in the 3.5 revision of the game.


''Dungeons & Dragons'' 4th edition


Core character classes

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 the v3.5 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.


=Power sources

= Different classes draw on different power sources for their abilities. 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. 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.


=Character roles

= Characters of a given class are said to fill a particular role in the party, especially in combat. ''Leaders'' are focused on
buffing Polishing and buffing are finishing processes for smoothing a workpiece's surface using an abrasive and a work wheel or a leather strop. Technically, ''polishing'' refers to processes that uses an abrasive that is glued to the work wheel, while ...
and healing allies. ''Controllers'' focus on affecting multiple targets at once, either damaging or debuffing them, or altering the
battlefield A battlefield, battleground, or field of battle is the location of a present or historic battle involving ground warfare. It is commonly understood to be limited to the point of contact between opposing forces, though battles may involve troops ...
's terrain. ''Defenders'' focus on blocking attacking enemies or drawing their attacks to themselves and are typically focused on
melee A melee ( or , French: mêlée ) or pell-mell is disorganized hand-to-hand combat in battles fought at abnormally close range with little central control once it starts. In military aviation, a melee has been defined as " air battle in which ...
combat. ''Strikers'' are focused on mobility, dealing heavy damage to single targets and avoiding attacks. 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

The optional prestige classes from earlier editions have instead 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.


''Dungeons & Dragons'' 5th edition

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.


Classes

There are 12 classes included in the 5th edition ''Player's Handbook'' (2014). The first new character class, the Artificer, for the 5th edition was released in '' Eberron: Rising from the Last War'' (2019) and in ''
Tasha's Cauldron of Everything ''Tasha's Cauldron of Everything'' is a sourcebook for the 5th edition of the ''Dungeons & Dragons'' fantasy role-playing game, published in 2020. The book is a supplement to the 5th edition ''Dungeon Master's Guide'' (2014) and ''Player's Hand ...
'' (2020).


=Subclasses

= 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.), chosen at 3rd level or earlier. This archetype defines many of the abilities that the class receives. The ''
Dungeon Master's Guide The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' c ...
'' (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. Additional subclasses have been added to the game with the publication of various
sourcebooks Sourcebooks, Inc., is an independent book publisher located in Naperville, Illinois. The company publishes books, ebooks, and digital products, and is one of the 20 largest publishers in the United States. History The company was founded in 1 ...
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).''''


Reception

In an article comparing the 1978 ''Player's Handbook'' and the 2014 ''Player's Handbook'', James Floyd Kelly, for
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, 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". 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". 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". 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''". 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". 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". '' 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. Gus Wezerek, for ''
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,'' reported that of the 5th edition "class and race combinations per 100,000 characters that players created on
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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
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dragonborn sorcerer. But these days I can get behind the combo's simplicity".


In popular culture


Television

* 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. In 2019,
Wizards of the Coast Wizards of the Coast LLC (often referred to as WotC or simply Wizards) is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. It is currently a subsidia ...
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".


References


External links


System Reference Document: OGL information on D&D classes
(for 3rd Edition)
System Reference Document: OGL information on D&D classes
(for 5th Edition) {{DEFAULTSORT:Character Class (Dungeons and Dragons)