*Under Edit*
Fighter: Versatile, weapons-oriented warrior who fights using skill, strategy, and tactics
Barbarians: Blunt and more bruce force oriented. Not particularly civilized. Don't understand social ques very well. Highly skilled in hand to hand and close quarter combat.
Paladin: A holy knight, crusading in the name of good and order, and is a divine spellcaster with a sword.
Cleric: Versatile figures, both capable in combat and skilled in the use of divine magic.Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on the cleric's alignment
Bard: Versatile and capable of combat and magic.Bards use their artistic talents to induce magical effects.
Druid: Wield nature-themed magic. Unlike the cleric, druids do not have special powers against undead and, in some editions, cannot use metal armor. Druids have a unique ability that allows them to change into various animal forms, and various other qualities that assist them in natural settings.
Monk: A martial artist, specializing in unarmed combat. Peace with a kick in the pants.
Ranger: Hunters and skilled woodsmen, and often lived reclusive lives as hermits. Skilled in long range combat
Rogue: Versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous.
Sorcerer: A sorcerer is weak in melee combat, but a master of arcane magic, generally the most powerful forms of magic is their aim. "Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice."
Warlock: Warlocks receive their abilities through the influence of some unearthly being such as a Demon or Fey. They are either born with these powers or receive them through a fell pact, which turns their soul into a dark font of eldritch powers. Warlocks do not cast spells, but instead use spell-like abilities called "invocations", which represent the tapping of the power granted to the warlock. The most important of these abilities is the "eldritch blast" which is the warlock's main offensive ability, firing a blast of magical energy at the target.
The major difference that warlocks have from all other magic users is their ability to use their invocations "at will," without a limit on the number of times an invocation can be cast. In contrast, a wizard or sorcerer can cast a set number of spells every day from a wider selection of spells than a warlock.
Wizard: A wizard uses arcane magic, and is considered less effective in melee combat than other classes. A sorcerer is more of a scholar in magic whereas a wizard has more of a rough innate talent.
A bit more on the classes
Fighter: Attributes in order of importance for a Fighter. Strength, Constitution, Dexterity, Intelligence, Wisdom, and charisma. With 72 ability points to use an ideal starting point for a Fighter is
Strength: 16 Dexterity: 16 Constitution: 16 Intelligence: 10 Wisdom: 8 Charisma: 6
A Fighter's most vital attribute is Constitution
Barbarian: Attributes in order of importance for a barbarian is much like the fighter but more pronounced. Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. With 72 ability points to use an ideal starting point for a Barbarian is
Strength: 18 Dexterity: 14 Constitution: 16 Intelligence: 8 Wisdom: 8 Charisma: 8
A Barbarian's most vital attribute is Strength
Cleric: Attributes in order of importance for a Cleric. Wisdom, Constitution, Strength, Intelligence, Charisma, and Dexterity. With 72 ability points to use an ideal starting point for a Cleric is
Strength: 12 Dexterity: 8 Constitution: 14 Intelligence: 8 Wisdom: 18 Charisma: 10
A Cleric's most vital attribute is Wisdom
Sorcerer: Attributes in order of importance for a Sorcerer. Charisma, Constitution, Intelligence, Strength, Dexterity, and Wisdom. With 72 ability points to use an ideal starting point for a Sorcerer is
Strength: 10 Dexterity: 10 Constitution: 14 Intelligence: 10 Wisdom: 8 Charisma: 18
A Sorcerer's most vital attribute is Charisma
Paladin: Attributes in order of importance for a Paladin. Strength, Constitution, Charisma, Dexterity, Wisdom, Intelligence. With 72 ability points to use an ideal starting point for a Paladin is
Strength: 16 Dexterity: 10 Constitution: 16 Intelligence: 6 Wisdom: 8 Charisma: 16
A Paladin's most vital attribute is Strength followed closely by Charisma
Bard: Attributes in order of importance for a Bard is Charisma, Dexterity, Constitution, Wisdom, Strength, Intelligence. With 72 ability points to use an ideal starting point for a Bard is
Strength: 8 Dexterity: 16 Constitution: 14 Intelligence: 8 Wisdom: 8 Charisma: 18
A Bard's most vital attribute is Charisma
Wizard: Attributes in order of importance for a Wizard is Intelligence,Dexterity, Constitution, Wisdom, Charisma, Strength. With 72 ability points to use an ideal starting point for a Wizard is
Strength: 8 Dexterity: 14 Constitution: 14 Intelligence: 16 Wisdom: 14 Charisma: 8
A Wizard's most vital attribute is Intelligence
Warlock: Attributes in order of importance for a Warlock. Charisma, Strength or Dexterity next depending on the pact/patron,Constitution, Strength, Wisdom, Intelligence. An ideal starting point for a Warlock is
Strength: 10 Dexterity: 14 Constitution: 10 Intelligence: 8 Wisdom: 10 Charisma: 18
Or Alternatively
Strength: 14 Dexterity: 10 Constitution: 10 Intelligence: 8 Wisdom: 10 Charisma: 18
Or slightly different. Warlocks are a bit more finicky.
A Warlock's most vital attribute is Charisma
Rogue: A rogues attributes like the warlock depends on certain things like what kind of rogue is it. A thief, assassin, or arcane trickster?
For a thief the importance of attributes would look like this
Dexterity, Charisma, Strength, Constitution, Wisdom, Intelligence
For an assassin like this
Dexterity, Charisma, Wisdom, Constitution, Strength, Intelligence
and an arcane trickster
Dexterity, Intelligence, Constitution, Charisma, Wisdom, Strength
Using the 72 point system distribute accordingly.
The most vital Attribute for a rogue is Dexterity.
Ranger: Dexterity, Wisdom, Constitution, Charisma, Intelligence, Strength
Most vital attributes for a Ranger is Dexterity and Wisdom. Dexterity more than wisdom
Monk: Dexterity, Wisdom, Constitution/Charisma, Constitution/Charisma, Intelligence , Strength
Most vital attributes for a monk is Dexterity and Wisdom. Dexterity more than wisdom
Druid: Wisdom, Dexterity, Constitution, Charisma, Intelligence,Strength
The most vital stat for a Druid is Wisdom
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