Classes are the mechanical heart of characters in fifth edition. While your race and background carry equal weight in who your character is, your class defines what your character does. Understanding how to build and play a class effectively is the most important part of building an effective character.
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Table of Contents
Standard Character Classes
Homebrew Character Classes
Feature Versatility
Multiclassing
Hit Points and Hit Dice
Class Features
Channel Divinity
Extra Attack
Unarmored Defense
Spellcasting
Pact Magic
Standard Character Classes
- Artificer
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Monk
- Paladin
- Ranger
- Rogue
- Sorcerer
- Warlock
- Wizard
Homebrew Character Classes
- Drover
- Erilaz
- Specialist
- Thaumaturge
- Witch
Many parts of a class ask you to choose from options which then become a fixed ability. These abilities are intended to define and distinguish your character as unique from the many other characters with similar builds and premises. However, often times these choices will eventually feel like they were made incorrectly or like they no longer fit how a character has developed.
In those situations, your DM should, on request, arrange for a path for your character to change those features within the logic of the story. That might mean spending time training, such as for a Martial character or Wizard, or it might mean going on a journey of self discovery, such as for a Cleric, Paladin, Sorcerer, or Warlock. The DM may also determine that your character has already gone down that path and approve the change in the moment.
The following features should be generally acceptable to change: cantrips, channel divinity options, fighting styles, metamagic options, and pact boon options, as well as spells keyed to class abilities like Signature Spell or Mystic Arcanum.
More fundamental traits, such as subclass or even levels in a class itself, may require more extensive paths to change or be rejected for change based on the nature of the story.
Prerequisites | Proficiencies Granted | |
---|---|---|
Artificer | Int 13 | Light armor, medium armor, shields, thieves’ tools, tinker’s tools |
Barbarian | Str 13 | Shields, simple weapons, one martial weapon of your choice |
Bard | Cha 13 | Light armor, one skill of your choice, one musical instrument of your choice |
Cleric | Wis 13 | Light armor, medium armor, shields, holy symbol |
Druid | Wis 13 | Light armor, medium armor, shields |
Fighter | Dex or Str 13 | Light armor, medium armor, shields, simple weapons, one martial weapon of your choice |
Monk | Dex and Wis 13 | Simple weapons, shortswords |
Paladin | Cha and Str 13 | Light armor, medium armor, shields, simple weapons, one martial weapon of your choice |
Ranger | Dex and Wis 13 | Light armor, medium armor, shields, simple weapons, one martial weapon of your choice, one skill from the class's skill list |
Rogue | Dex 13 | Light armor, medium armor, shields, simple weapons, one martial weapon of your choice, one skill from the class's skill list |
Sorcerer | Cha 13 | - |
Warlock | Cha 13 | Light armor, simple weapons |
Wizard | Int 13 | - |
Hit Points and Hit Dice
You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.
Class Features
When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.
Channel Divinity
If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.
Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.
Unarmored Defense
If you already have the Unarmored Defense feature, you can't gain it again from another class.
Spellcasting
Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, half your level (rounded up) in the artificer class, and one third your level (rounded down) in the Arcane Trickster and Eldritch Knight subclasses. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.
Spell Slots per Level | |||||||||
---|---|---|---|---|---|---|---|---|---|
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | 2 | - | - | - | - | - | - | - | - |
2nd | 3 | - | - | - | - | - | - | - | - |
3rd | 4 | 2 | - | - | - | - | - | - | - |
4th | 4 | 3 | - | - | - | - | - | - | - |
5th | 4 | 3 | 2 | - | - | - | - | - | - |
6th | 4 | 3 | 3 | - | - | - | - | - | - |
7th | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Pact Magic
If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.