Classes

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*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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