Choosing a class
Fifth edition has twelve classes. All of them are fun and all of them work, but they ask different amounts of you during play. Some have a few clear options each turn; others have dozens of spells to choose from. For a first character, it usually helps to pick a class with lower complexity and add more moving parts on your second character.
Open the generator to build a character in a minute, or keep reading to understand each step.
The classes at a glance
| Class | Main ability | Hit Die | Complexity |
|---|---|---|---|
| Fighter | Strength and Dexterity | d10 | Low |
| Rogue | Dexterity | d8 | Low |
| Barbarian | Strength | d12 | Average |
| Cleric | Wisdom | d8 | Average |
| Paladin | Strength and Charisma | d10 | Average |
| Ranger | Dexterity and Wisdom | d10 | Average |
| Wizard | Intelligence | d6 | Average |
| Bard | Charisma | d8 | High |
| Druid | Wisdom | d8 | High |
| Monk | Dexterity and Wisdom | d8 | High |
| Sorcerer | Charisma | d6 | High |
| Warlock | Charisma | d8 | High |
Complexity ratings come from the 2024 rules' own class overview. A larger Hit Die means more Hit Points.
Good first choices
The Fighter and the Rogue are the two classes rated low complexity, and both are excellent first characters. A Fighter always knows what to do in combat. A Rogue has an obvious role in combat (find an opening and strike with Sneak Attack) and outside it (sneak, scout, and open locks).
If you want magic, the Cleric and the Warlock are approachable. A Cleric can wear armor and has healing that the whole table appreciates. A Warlock has a reliable attack cantrip and only a couple of spell slots to manage.
Each class in brief
Barbarian
A front-line warrior who enters a Rage to shrug off damage and hit harder. Simple to run: attack, take hits, keep going. Good for players who want to be in the middle of every fight.
Bard
A performer whose music and words carry magic. Bards heal, inspire allies, and are skilled at almost everything outside combat. Good for players who like to talk to everyone and help the party in many small ways.
Cleric
A servant of a god who casts divine spells. Clerics heal and protect, and many can hold their own in armor. Good for players who like keeping the group alive while still contributing in combat.
Druid
A caster of nature magic who can take the shape of animals. Druids have a large spell list and many options. Good for players who like flexibility and don't mind reading their spells closely.
Fighter
A trained combatant with every armor and weapon. Fighters get more attacks than anyone and recover quickly. Good for a first character, or anyone who wants a clear role and few rules to track.
Monk
A martial artist who fights unarmored, moves quickly, and spends Focus Points on special techniques. Good for players who like speed and mobility and are comfortable tracking a resource.
Paladin
A holy warrior in heavy armor who can heal with Lay On Hands and add radiant damage with Divine Smite. Good for players who want to be sturdy in melee with some magic to back it up.
Ranger
A wilderness warrior, usually with a bow, who marks foes with Hunter's Mark and handles exploration well. Good for players who like fighting from range and being useful when traveling.
Rogue
A skilled specialist who strikes precisely with Sneak Attack and is the best in the party at stealth, locks, and traps. Good for a first character, or anyone who likes clever solutions and a clear way to deal damage.
Sorcerer
A spellcaster with innate magic who knows fewer spells but can bend them with Metamagic. Good for players who want powerful spells and a magical identity, and who are ready to plan their spell choices.
Warlock
A caster who made a pact with a powerful patron. Warlocks have few spell slots that return on a Short Rest, plus a strong attack cantrip, Eldritch Blast. Good for players who like a dark or mysterious character with a dependable way to deal damage.
Wizard
A scholar of magic who learns spells into a spellbook and prepares them each day. The widest spell selection in the game. Good for players who enjoy planning ahead and solving problems with the right spell.
Questions that help you decide
- Where do you want to stand in a fight? Up front suits the Barbarian, Fighter, and Paladin. Darting in and out suits the Monk and Rogue. Fighting from range suits the Ranger and Warlock.
- How much magic do you want? None: Barbarian, Fighter, Monk, Rogue. Some: Paladin, Ranger. A lot: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard.
- Do you enjoy reading options? If you like to plan, a Wizard or Druid will reward you. If you'd rather focus on the story and the table, choose something simpler.
The generator's guided mode asks these same questions and suggests a class from your answers.