D&D classes

Barbarian – Lightly armored warrior with wilderness skills and the ability to ignore pain while in a battle rage.  Strength and Constitution should be high.

 

 

 

 

 

Bard – Master of word and song. Inspire allies and confound or insult enemies. Charisma should be high.

 

 

 

 

 

Cleric – Servant of the Gods.  A healer and warrior, with special powers against the undead.  Wisdom should be high.

 

 

 

 

 

Druid – Priest of nature, with the ability to change into animal forms.  Wisdom should be high.

 

 

 

 

 

Fighter – Well-armored weapon specialist.  Strength should be high, and Constitution should not be low.

 

 

 

 

 

Monk – Acrobatic specialist in unarmed combat and Ki. Dexterity  and Wisdom should be high.

 

 

 

 

 

Paladin – Holy fighter who gains power from an oath to uphold a cause. Strength and Charisma should be high.

 

 

 

 

 

Ranger – Hunter, archer, wilderness scout, and protector of civilization. Dexterity  and Wisdom should be high.

 

 

 

 

 

Rogue – Experts in stealth and deception. Dexterity should be high.

 

 

 

 

 

Sorcerer – Born to a magical bloodline, your spells flow naturally from you. Charisma should be high.

 

 

 

 

 

Warlock – Your magic comes from a pact with an otherworldly patron. Charisma should be high.

 

 

 

 

Wizard – You learn a wide variety of spells, through research and experimentation.  Intelligence should be high.