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C h a p t e r  3:  C lasses

                    A DVENTURERS ARE EXTRAORDINARY PEOPLE,  Your class gives you a variety of special features, such
                   driven by a thirst for excitement into a   as a fighter’s mastery of w eapons and armor, and a
                   life that others w ould never dare lead.  wizard’s spells. At low levels, your class gives you only
                  They are heroes, com pelled to explore the   two or three features, but as you advance in level you
                     dark places of the world and take on the  gain m ore and your existing features often improve.
                  challenges that lesser w om en and men   Each class entry in this chapter includes a table
                  can’t stand against.                    summ arizing the benefits you gain at every level, and
          Class is the primary definition of what your character   a detailed explanation of each one.
        can do. It’s m ore than a profession; it’s your character’s   Adventurers som etim es advance in m ore than one
        calling. Class shapes the way you think about the   class. A rogue might switch direction in life and swear
        world and interact with it and your relationship with   the oath of a paladin. A barbarian might discover latent
        other people and powers in the multiverse. A fighter,   magical ability and dabble in the sorcerer class while
        for example, might view the world in pragmatic terms   continuing to advance as a barbarian. Elves are known
        of strategy and maneuvering, and see herself as just a   to com bine martial mastery with m agical training
        pawn in a much larger game. A cleric, by contrast, might   and advance as fighters and w izards simultaneously.
        see him self as a willing servant in a god’s unfolding plan   Optional rules for com bining classes in this way, called
        or a conflict brewing am ong various deities. W hile the   multiclassing, appear in chapter 6.
        fighter has contacts in a m ercenary com pany or army,   Twelve classes—listed in the Classes table—are found
        the cleric might know a number of priests, paladins, and   in almost every D&D world and define the spectrum  of
        devotees w ho share his faith.                    typical adventurers.


        C las ses
                                                Hit  Primary    Saving Throw  Armor and Weapon
         Class    Description                   Die  Ability    Proficiencies  Proficiencies
         Barbarian  A fierce warrior of primitive background   d12  Strength  Strength &   Light and  medium armor,  shields,
                  who can enter a battle rage                   Constitution  simple and martial weapons
         Bard     An  inspiring magician whose power   d8  Charisma  Dexterity &   Light armor, simple weapons,  hand
                  echoes the music of creation                  Charisma   crossbows,  longswords,  rapiers,
                                                                           shortswords
         Cleric   A priestly champion who wields divine   d8  Wisdom  Wisdom &   Light and medium armor, shields,
                  magic in service of a higher power            Charisma   simple weapons
         Druid    A priest of the Old  Faith, wielding the   d8  Wisdom  Intelligence   Light and  medium armor (nonmetal),
                  powers of nature— moonlight and               & Wisdom   shields  (nonmetal), clubs, daggers,
                  plant growth, fire and lightning— and                    darts, javelins, maces, quarterstaffs,
                  adopting animal forms                                    scimitars, sickles, slings,  spears
         Fighter  A master of martial combat, skilled with  d10  Strength or   Strength &   All  armor, shields, simple and  martial
                  a variety of weapons and armor     Dexterity  Constitution  weapons
         Monk     An  master of martial arts, harnessing   d8  Dexterity &   Strength &   Simple weapons, shortswords
                  the power of the body in pursuit of   Wisdom  Dexterity
                  physical and spiritual  perfection
         Paladin  A holy warrior bound to a sacred oath  d10  Strength &   Wisdom &   All armor, shields, simple and martial
                                                     Charisma   Charisma   weapons
         Ranger   A warrior who uses  martial prowess and  d10  Dexterity &   Strength &   Light and  medium armor, shields,
                  nature magic to combat threats on the   Wisdom  Dexterity  simple and  martial weapons
                  edges of civilization
         Rogue    A scoundrel who uses stealth and   d8  Dexterity  Dexterity &   Light armor, simple weapons, hand
                  trickery to overcome obstacles and            Intelligence  crossbows,  longswords,  rapiers,
                  enemies                                                  shortswords
         Sorcerer  A spellcaster who draws on inherent   d6  Charisma  Constitution   Daggers, darts, slings, quarterstaffs,
                  magic from a gift or bloodline                & Charisma  light crossbows
         Warlock  A wielder of magic that is derived from   d8  Charisma  Wisdom &   Light armor, simple weapons
                  a bargain with an extraplanar entity          Charisma
         Wizard   A scholarly magic-user capable of   d6  Intelligence  Intelligence   Daggers, darts, slings, quarterstaffs,
                  manipulating the structures of reality        & Wisdom   light crossbows
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