Welcome to Dungeons & Dragons, a roleplaying game where you'll create a hero to play as in adventures!
One of the first things you'll want to consider when creating a character is what class they will be. In D&D, your class helps determine your character’s role within an adventuring party. Each class has unique features that can affect how they interact with the world. Barbarians are tanky melee combatants that can dish out big damage, while druids are nature-loving spellcasters who can turn into animals and control the battlefield.
Below you'll get a quick overview of each of the classes available to you, along with pros and cons for each, so that you can make an educated decision. All but one of these classes can be found in the free basic rules and in the Player’s Handbook:
Select a class to learn about it |
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Barbarian | Ranger |
Bard | Rogue |
Cleric | Sorcerer |
Druid | Warlock |
Fighter | Wizard |
Monk | Artificer* |
Paladin | |
* Available in Tasha’s Cauldron of Everything. |
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Barbarian
The barbarian is the perfect class for those who like to run into the midst of danger and start swinging away at enemies to deal big damage. They have access to Rage, which allows them to deal additional damage with melee attacks while also taking reduced damage from common sources of damage. They are a relatively straightforward, hack-and-slash class, making them great for new D&D players.
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Learn more: Barbarian 101: A Beginner’s Guide to Relentless Fury
Bard
Bards use the arts to fuel their magic and to support allies on the battlefield. Thanks to their Jack of All Trades feature, they can be good at just about any ability check you'll need to make. Their spell selection is limited until you get Magical Secrets, which lets you learn two spells from any class. Overall, the bard is great if you like helping your friends succeed in and out of combat and enjoy talking up non-player characters (NPCs).
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Next up: Bard 101: A Beginner’s Guide to Guile and Panache
Cleric
Don't overlook the cleric. Although they make incredible healers, they have a flexible spell list and a wide range of subclasses that allow them to take on just about any role in an adventuring party. Want to destroy enemies with a warhammer, heal and buff your allies, or just fire off destructive spells from afar? The cleric can make it happen.
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See: Cleric 101: A Beginner’s Guide to Playing the Divine
Druid
Druids draw their magic from nature itself, and have great options for character creation. You can base your entire build around Wild Shape, which lets you transform into beasts; you can play support and heal allies well; or you can focus on battlefield control by casting spells like entangle.
One of the greatest drawbacks to this class is that you're going to need to keep track of your spells and the statistics of your Wild Shape forms and creatures you summon. Fail to do so, and you could bog down the flow of the game.
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Read: Druid 101: A Beginner’s Guide to Channeling Nature’s Might
Fighter
There's two main reasons why the fighter is one of the most popular classes in Dungeons & Dragons: they're easy to pick up and they're effective. Your selection of subclasses in the Player’s Handbook allow you to create the warring legend of your dreams — be a mounted knight, a deadly bowman, a warrior-caster hybrid, or something else.
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Check out: Fighter 101: A Beginner’s Guide to Heroic Combat
Monk
Monk is the perfect class for those looking to channel their inner martial arts master. They use Ki points to gain additional attacks through Flurry of Blows, additional movement speed through Step of the Wind, and more. They have great combat utility and maneuverability. Their iconic feature is Stunning Strike, which allows you to stun enemies.
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See: Monk 101: A Beginner’s Guide to Mystical Combat
Paladin
Paladins are warriors who are oath-bound, often to a divine cause. They are tanky combatants who bring the hurt to foes with their iconic Divine Smite feature, which lets you add damage to your attacks by burning spell slots. The class also offers some healing via Lay on Hands. Paladins are like a midway point between a fighter and a cleric, and are great for players who want to don heavy armor, have big swings in damage, and provide a bit of aid to allies.
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Check out: Paladin 101: A Beginner’s Guide to Divine Justice
Ranger
Rangers are adept warriors skilled at traveling through the wilderness. They stalk and hunt down their enemies, and have features that allow them to safely navigate otherwise dangerous regions. They get some spells, and these assist them in taking down enemies or just making friends with creatures. While most players might imagine a ranger as someone who fires down on their enemies with a bow, the ranger can also get up close and personal.
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Original vs. revised ranger
To many, the base version of the ranger class in the Player’s Handbook is lackluster. The class-defining features are situational and might not be useful depending on your Dungeon Master's style. The ranger class saw a rework in the form of optional features in Tasha’s Cauldron of Everything. I highly recommend checking out these optional features before locking in a ranger.
Learn more: Ranger 101: A Beginner’s Guide to Exploring the Wilderness
Rogue
The rogue is the premiere stealth class in Dungeons & Dragons. The Sneak Attack feature allows you to deal massive amounts of damage, and Cunning Action allows you to take the Dash, Disengage, or Hide action as a bonus action, giving you a lot of maneuverability in combat. If you like sneaking around, picking locks, stealing treasure, and assassinating your enemies, rogue is the class for you.
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Next up: Rogue 101: A Beginner’s Guide to Stealth and Subterfuge
Sorcerer
Sorcerers are characters whose magic comes naturally to them. In most cases, a sorcerer's bloodline is intertwined with some greater entity, like a celestial being or fiend. They get a limited number of spells but can modify them using their defining feature, Metamagic. This class feature allows them to tweak spells in various ways, including increasing their range, making them hard to detect, or simply giving them more oomph. They use Metamagic by using sorcery points.
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Learn more: Sorcerer 101: A Beginner’s Guide to Innate Magic
Warlock
By making a deal with an otherworldly entity, warlocks gain the privilege of using magic. Whether the entity is benevolent or sinister, creating a warlock allows players to fulfill a “deal with the devil”-type of character. They get access to unique spells only they can learn. This includes eldritch blast, the best damaging cantrip in the game. Eldritch invocations also let you customize your character to great effect.
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Read: Warlock 101: A Beginner’s Guide to Eldritch Might
Wizard
Wizards are the iconic spell-slingers of Dungeons & Dragons. They have the biggest selection of spells available and have numerous specializations that allow them to either focus on one of the particular schools of magic, or a particular facet of spellcasting. WIth a huge array of spells, and a great variety of subclasses, wizards are one the most flexible and most advanced classes in the game.
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Check out: Wizard 101: A Beginner’s Guide to the Arcane Arts
Artificer
The newest class in the game is the artificer. This class is perfect for those who enjoy crafting. Artificers have the ability to infuse items with magical properties, as well as create their own set of magical items. To supplement this, they have access to a limited selection of spells and subclasses that allow you take on any role you please, whether that's a damage dealer or support character.
Available in Tasha's Cauldron of Everything
The artificer does not appear in the Player's Handbook. It was originally added to the game in Eberron: Rising From the Last War and was later reprinted, along with the Armorer subclass, in Tasha’s Cauldron of Everything.
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Read: Artificer 101: A Beginner’s Guide to Making Magical Marvels
Create your character
You've done your research, now it's time to start creating your character! If you need a little extra help, this video shows you how to quickly make a character using D&D Beyond's character builder:
Bryce Miller-Booker (@BMillerBooker) is English Language Arts graduate from San Diego State University. He is a writer with a love of all things geek, including video games, anime, trading card games, esports, and reading. He has a particular interest in social geek events such as local competitions for the various trading card or video games he is playing as well as tabletop games like Dungeons & Dragons. The greatest loves in his life are good food and his pet dog and partner in crime, Zero.
Looks cool!
Second! Also, why so late at night?
Edit:
I just realized that it’s like 7:00 in San Diego, so nvm
Eloquence bard whose favorite song is we will rock anyone?
I don't know if adding opinions to classes is a good idea, I think it would be better to be more objective to introduce classes to newer players. For example saying that "Can be seen as too simple for some players" or "Your oath locks you into a certain roleplaying mindset, and the Dungeon Master can punish you for breaking that oath." is a bit biased. I feel when people first join games for the first time is when they are the most creative in their decisions.
Minor typo spotted:
"The subclasses in the Player’s Handbook are generally worse those released later on."
Looks like you're missing a 'than'.
EDIT: Forgot to say, good article!
and then hunter ranger is still one of the best subclasses in the game...
Calling druid Wild Shape's similarity to polymorph a con is a bit narrow-minded. The primary difference between Polymorph and Wild Shape is that Wild Shape does not replace your mental statistics (Int, Wis, Cha etc.). That means being an animal doesn't make you dumb or severely cripples your saving throws, as Druids are always proficient in wisdom and intelligence saves. Wild Shape is in that regard far better than polymorph, as it also does not take up your concentration.
It's an unfair and fairly uncreative way to look at Wild Shape to say that it's just "polymorph with a lower CR limit". Which to that point, is one of the chief pros of polymorph by comparison. Its only limit is that it must be a beast of equal to or lower Challenge Rating/Level. That means a level 20 character can become a CR 20 beast. Although beast creatures are typically very low CR all the time, that's still a massive difference from Wild Shape's cap of CR 1 or lower limit, with the exception of Circle of Moon raising it to 6.
In short, those are two very distinct abilities that each have considerable advantages over the other, but also considerable disadvantages. Comparing the two is unfair, saying Wild Shape is "too similar" really does not do it justice.
Instead, a reasonable "con" to Druid is that for the majority of your level progression, Wild Shape takes away from your spell casting and costs an action. Making it very poor in mid-level combat scenarios because your CR limit is very small (except Moon, again) so you only get fairly weak beast forms in exchange for not being able to cast spells and taking your action for that round. With all subclasses except ones that modify your Wild Shape uses (Moon, Wildfire, Stars etc), using Wild Shape in combat is highly unreliable.
Yes. The revised ranger makes it amazing. I’m playing a fey wanderer and it’s a blast. That subclass has cemented rangers as my personal favorite. Doesn’t hurt that in the party only our paladin outdoes me in damage. He can’t hit someone 600ft away. Whoever wrote he sharpshooter feat deserves a raise.
You committed an egregious mistake and wrote rouge instead of rogue! Needs to be fixed.
Great article! I often have trouble describing the classes and why you might like them to new players. I love this article! Also, I understand why people don't like rangers, it's hard to see everyone get OP while you stay at normal power levels.
What I would recommend for those playing rangers is to work with the DM to make sure they include some fights where you can shine, or some exploration. If the DM says they don't want to favor you unfairly, just let them understand that not favoring you would be unfair, as rangers are more underpowered. This is a discussion best shared with other players as well, as they might feel unjustly treated by this.
DMs, please pander to your rangers. It takes a good player to choose a class for flavour rather than skills, and it's worth it to reward that.
Good article, but I disagree with this Cleric con:
I have played several Clerics and have seen others play, and I believe that Cleric's weapons skill without spell slots is similar to a fighter. Their armor classes are high, for most of the cleric subclasses, and their weapon proficiency allows them to hit well. One of my Clerics is Dex based, and she uses her bow pretty much always. If you do have a spell slot, accompany that with Spirtual Weapon- and the Cleric gets two attacks at third level. I would probably include that con for sorcerer, not cleric, since they have low armor class and are less effective in combat without spells.
Dang. I thought I caught all those sneaky rouges but they got into the article anyway.
Of course, Wild Shape and Polymorph are very different abilities. But the comparison I chose was just an easy way for me to parse the information to a new player. Both give the utility of transforming into animals. Of course they each have their pros and cons. Realistically, I thought it was worth mentioning, and Druids did not feel like they had a ton of cons anyway.
There is a huge and important difference between Wild Shape and polymorph: with Wild Shape the druid retains their mental abilities, while polymorphed they do not. In effect, if you wild shape into a dog, squirrel, or even a mastodon, you still think as yourself, but if you are polymorphed into them, your intelligence will become animalistic, and you shouldn't be able to understand what your party members tell you, or who are these people anyway and why are you not in your natural habitat?
Great article! I loved the fact that you wrote it with litlle jokes rather than complete formality.
Any one else feel like all the classes are all connected?
A paladin is a cleric fighter.
A monk is a calmer, less holy cleric.
A druid is a plant based cleric.
A ranger is a druid rogue.
A barbarian is a crazed fighter.
A bard is a story telling/musician monk.
A fighter is a less holy paladin.
A rouge is a ranger who lost their senses of nature an they steal.
An artificer is a wizard who makes stuff.
A warlock is a wizard who craves power and makes packs with demons.
A wizard is a more power wise controlled warlock.
A blood hunter is a ranger barbarian paladin.
Want to know more?
Check out "The Crap Guide to D & D" on YouTube.
yay hunter is broken
I actually like how the writer adds their opinion to the class descriptions. Almost everyone writing this kind of guide write objectively. We know there is no truly bad character option, so having these meta-commentary is actually very useful.
Hard to decide which one to choose